diff paper_shooting/resources/render/webgl-utils.js @ 25:158b846e3874

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author <e085737>
date Mon, 14 Feb 2011 16:37:16 +0900
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/paper_shooting/resources/render/webgl-utils.js	Mon Feb 14 16:37:16 2011 +0900
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+/*
+ * Copyright 2010, Google 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:
+ *
+ *     * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *     * 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.
+ *     * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "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 THE COPYRIGHT
+ * OWNER 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.
+ */
+
+
+/**
+ * @fileoverview This file contains functions every webgl program will need
+ * a version of one way or another.
+ *
+ * Instead of setting up a context manually it is recommended to
+ * use. This will check for success or failure. On failure it
+ * will attempt to present an approriate message to the user.
+ *
+ *       gl = WebGLUtils.setupWebGL(canvas);
+ *
+ * For animated WebGL apps use of setTimeout or setInterval are
+ * discouraged. It is recommended you structure your rendering
+ * loop like this.
+ *
+ *       function render() {
+ *         WebGLUtils.requestAnimationFrame(canvas, render);
+ *
+ *         // do rendering
+ *         ...
+ *       }
+ *       render();
+ *
+ * This will call your rendering function up to the refresh rate
+ * of your display but will stop rendering if your app is not
+ * visible.
+ *
+ * To get an animationTime call
+ *
+ *       timeInMilliSeconds = WebGLUtils.animationFrame();
+ */
+
+WebGLUtils = function() {
+
+var requestAnimationFrameImpl_;
+var getAnimationTimeImpl_;
+
+/**
+ * Creates the HTLM for a failure message
+ * @param {string} canvasContainerId id of container of th
+ *        canvas.
+ * @return {string} The html.
+ */
+var makeFailHTML = function(msg) {
+  return '' +
+    '<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' +
+    '<td align="center">' +
+    '<div style="display: table-cell; vertical-align: middle;">' +
+    '<div style="">' + msg + '</div>' +
+    '</div>' +
+    '</td></tr></table>';
+};
+
+/**
+ * Mesasge for getting a webgl browser
+ * @type {string}
+ */
+var GET_A_WEBGL_BROWSER = '' +
+  'This page requires a browser that supports WebGL.<br/>' +
+  '<a href="http://get.webgl.org">Click here to upgrade your browser.</a>';
+
+/**
+ * Mesasge for need better hardware
+ * @type {string}
+ */
+var OTHER_PROBLEM = '' +
+  "It doesn't appear your computer can support WebGL.<br/>" +
+  '<a href="http://get.webgl.org/troubleshooting/">Click here for more information.</a>';
+
+/**
+ * Creates a webgl context. If creation fails it will
+ * change the contents of the container of the <canvas>
+ * tag to an error message with the correct links for WebGL.
+ * @param {Element} canvas. The canvas element to create a
+ *     context from.
+ * @param {WebGLContextCreationAttirbutes} opt_attribs Any
+ *     creation attributes you want to pass in.
+ * @param {function:(msg)} opt_onError An function to call
+ *     if there is an error during creation.
+ * @return {WebGLRenderingContext} The created context.
+ */
+var setupWebGL = function(canvas, opt_attribs, opt_onError) {
+  function handleCreationError(msg) {
+    var container = canvas.parentNode;
+    if (container) {
+      var str = window.WebGLRenderingContext ?
+           OTHER_PROBLEM :
+           GET_A_WEBGL_BROWSER;
+      if (msg) {
+        str += "<br/><br/>Status: " + msg;
+      }
+      container.innerHTML = makeFailHTML(str);
+    }
+  };
+
+  opt_onError = opt_onError || handleCreationError;
+
+  if (canvas.addEventListener) {
+    canvas.addEventListener("webglcontextcreationerror", function(event) {
+          opt_onError(event.statusMessage);
+        }, false);
+  }
+  var context = create3DContext(canvas, opt_attribs);
+  if (!context) {
+    if (!window.WebGLRenderingContext) {
+      opt_onError("");
+    }
+  }
+  return context;
+};
+
+/**
+ * Creates a webgl context.
+ * @param {!Canvas} canvas The canvas tag to get context
+ *     from. If one is not passed in one will be created.
+ * @return {!WebGLContext} The created context.
+ */
+var create3DContext = function(canvas, opt_attribs) {
+  var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
+  var context = null;
+  for (var ii = 0; ii < names.length; ++ii) {
+    try {
+      context = canvas.getContext(names[ii], opt_attribs);
+    } catch(e) {}
+    if (context) {
+      break;
+    }
+  }
+  return context;
+}
+
+/**
+ * Returns the animationTime in a cross browser way.
+ * @return {number} The current animationTime
+ */
+var animationTime = function() {
+  if (!getAnimationTimeImpl_) {
+    getAnimationTimeImpl_ = function() {
+      var attribNames = [
+        "animationTime",
+        "webkitAnimationTime",
+        "mozAnimationTime",
+        "operaAnimationTime",
+        "msAnimationTime"
+      ];
+      for (var ii = 0; ii < attribNames.length; ++ii) {
+        var name = attribNames[ii];
+        if (window[name]) {
+          return function() {
+            return window[name];
+          };
+        }
+      }
+      return function() {
+        return (new Date()).getTime();
+      }
+    }();
+  }
+  return getAnimationTimeImpl_();
+};
+
+/**
+ * Provides requestAnimationFrame in a cross browser
+ * way.
+ *
+ * @param {!Element} element Element to request an animation frame for.
+ * @param {function(): void} callback. Callback that will be
+ *     called when a frame is ready.
+ */
+var requestAnimationFrame = function(element, callback) {
+  if (!requestAnimationFrameImpl_) {
+    requestAnimationFrameImpl_ = function() {
+      var objects = [element, window];
+      var functionNames = [
+        "requestAnimationFrame",
+        "webkitRequestAnimationFrame",
+        "mozRequestAnimationFrame",
+        "operaRequestAnimationFrame",
+        "msRequestAnimationFrame"
+      ];
+      var functions = [
+        function (name) {
+          return function(element, callback) {
+            element[name].call(element, callback);
+          };
+        },
+        function (name) {
+          return function(element, callback) {
+            window[name].call(window, callback);
+          };
+        }
+      ];
+      for (var ii = 0; ii < objects.length; ++ii) {
+        var obj = objects[ii];
+        for (var jj = 0; jj < functionNames.length; ++jj) {
+          var functionName = functionNames[jj];
+          if (obj[functionName]) {
+            return functions[ii](functionName);
+          }
+        }
+      }
+      return function(element, callback) {
+           window.setTimeout(callback, 1000 / 70);
+        };
+    }();
+  }
+
+  requestAnimationFrameImpl_(element, callback)
+};
+
+return {
+  animationTime: animationTime,
+  create3DContext: create3DContext,
+  requestAnimationFrame: requestAnimationFrame,
+  setupWebGL: setupWebGL
+};
+}();