# HG changeset patch
# User NOBUYASU Oshiro
# Date 1289228622 -32400
# Node ID 933062d8e9178a719b6b4336e999449fdf126117
# Parent e8c591a01a8e02c921c57d58f6ea468646935564
update library J3DI.js J3DMath.js
diff -r e8c591a01a8e -r 933062d8e917 webGL/dandy/dandy.html
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/dandy.html Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,206 @@
+
+
+
+
+
+ WebGL dandy
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff -r e8c591a01a8e -r 933062d8e917 webGL/dandy/resources/J3DI.js
--- a/webGL/dandy/resources/J3DI.js Fri Nov 05 08:40:26 2010 +0900
+++ b/webGL/dandy/resources/J3DI.js Tue Nov 09 00:03:42 2010 +0900
@@ -72,7 +72,7 @@
gl.attachShader (gl.program, fragmentShader);
// Bind attributes
- for (var i in attribs)
+ for (var i = 0; i < attribs.length; ++i)
gl.bindAttribLocation (gl.program, i, attribs[i]);
// Link the program
@@ -97,7 +97,7 @@
gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
gl.clearDepth(clearDepth);
-// gl.enable(gl.DEPTH_TEST);
+ // gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
diff -r e8c591a01a8e -r 933062d8e917 webGL/dandy/resources/J3DI.js.old
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/resources/J3DI.js.old Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,583 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+//
+// initWebGL
+//
+// Initialize the Canvas element with the passed name as a WebGL object and return the
+// WebGLRenderingContext.
+//
+// Load shaders with the passed names and create a program with them. Return this program
+// in the 'program' property of the returned context.
+//
+// For each string in the passed attribs array, bind an attrib with that name at that index.
+// Once the attribs are bound, link the program and then use it.
+//
+// Set the clear color to the passed array (4 values) and set the clear depth to the passed value.
+// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
+//
+// A console function is added to the context: console(string). This can be replaced
+// by the caller. By default, it maps to the window.console() function on WebKit and to
+// an empty function on other browsers.
+//
+function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth)
+{
+ var canvas = document.getElementById(canvasName);
+ var gl = canvas.getContext("experimental-webgl");
+ if (!gl) {
+ alert("No WebGL context found");
+ return null;
+ }
+
+ // Add a console
+ gl.console = ("console" in window) ? window.console : { log: function() { } };
+
+ // create our shaders
+ var vertexShader = loadShader(gl, vshader);
+ var fragmentShader = loadShader(gl, fshader);
+
+ if (!vertexShader || !fragmentShader)
+ return null;
+
+ // Create the program object
+ gl.program = gl.createProgram();
+
+ if (!gl.program)
+ return null;
+
+ // Attach our two shaders to the program
+ gl.attachShader (gl.program, vertexShader);
+ gl.attachShader (gl.program, fragmentShader);
+
+ // Bind attributes
+ for (var i in attribs)
+ gl.bindAttribLocation (gl.program, i, attribs[i]);
+
+ // Link the program
+ gl.linkProgram(gl.program);
+
+ // Check the link status
+ var linked = gl.getProgramParameter(gl.program, gl.LINK_STATUS);
+ if (!linked) {
+ // something went wrong with the link
+ var error = gl.getProgramInfoLog (gl.program);
+ gl.console.log("Error in program linking:"+error);
+
+ gl.deleteProgram(gl.program);
+ gl.deleteProgram(fragmentShader);
+ gl.deleteProgram(vertexShader);
+
+ return null;
+ }
+
+ gl.useProgram(gl.program);
+
+ gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
+ gl.clearDepth(clearDepth);
+
+// gl.enable(gl.DEPTH_TEST);
+ gl.enable(gl.BLEND);
+ gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
+
+ return gl;
+}
+
+//
+// loadShader
+//
+// 'shaderId' is the id of a