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#本文主要参考自《WebGL 编程指南》
所需要的库文件:
cuon-matrix.js
// cuon-matrix.js (c) 2012 kanda and matsuda /** * This is a class treating 4x4 matrix. * This class contains the function that is equivalent to OpenGL matrix stack. * The matrix after conversion is calculated by multiplying a conversion matrix from the right. * The matrix is replaced by the calculated result. */ /** * Constructor of Matrix4 * If opt_src is specified, new matrix is initialized by opt_src. * Otherwise, new matrix is initialized by identity matrix. * @param opt_src source matrix(option) */ var Matrix4 = function(opt_src) { var i, s, d; if (opt_src && typeof opt_src === ‘object‘ && opt_src.hasOwnProperty(‘elements‘)) { s = opt_src.elements; d = new Float32Array(16); for (i = 0; i < 16; ++i) { d[i] = s[i]; } this.elements = d; } else { this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]); } }; /** * Set the identity matrix. * @return this */ Matrix4.prototype.setIdentity = function() { var e = this.elements; e[0] = 1; e[4] = 0; e[8] = 0; e[12] = 0; e[1] = 0; e[5] = 1; e[9] = 0; e[13] = 0; e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; return this; }; /** * Copy matrix. * @param src source matrix * @return this */ Matrix4.prototype.set = function(src) { var i, s, d; s = src.elements; d = this.elements; if (s === d) { return; } for (i = 0; i < 16; ++i) { d[i] = s[i]; } return this; }; /** * Multiply the matrix from the right. * @param other The multiply matrix * @return this */ Matrix4.prototype.concat = function(other) { var i, e, a, b, ai0, ai1, ai2, ai3; // Calculate e = a * b e = this.elements; a = this.elements; b = other.elements; // If e equals b, copy b to temporary matrix. if (e === b) { b = new Float32Array(16); for (i = 0; i < 16; ++i) { b[i] = e[i]; } } for (i = 0; i < 4; i++) { ai0=a[i]; ai1=a[i+4]; ai2=a[i+8]; ai3=a[i+12]; e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3]; e[i+4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7]; e[i+8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11]; e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15]; } return this; }; Matrix4.prototype.multiply = Matrix4.prototype.concat; /** * Multiply the three-dimensional vector. * @param pos The multiply vector * @return The result of multiplication(Float32Array) */ Matrix4.prototype.multiplyVector3 = function(pos) { var e = this.elements; var p = pos.elements; var v = new Vector3(); var result = v.elements; result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[11]; result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[12]; result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[13]; return v; }; /** * Multiply the four-dimensional vector. * @param pos The multiply vector * @return The result of multiplication(Float32Array) */ Matrix4.prototype.multiplyVector4 = function(pos) { var e = this.elements; var p = pos.elements; var v = new Vector4(); var result = v.elements; result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12]; result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13]; result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14]; result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15]; return v; }; /** * Transpose the matrix. * @return this */ Matrix4.prototype.transpose = function() { var e, t; e = this.elements; t = e[ 1]; e[ 1] = e[ 4]; e[ 4] = t; t = e[ 2]; e[ 2] = e[ 8]; e[ 8] = t; t = e[ 3]; e[ 3] = e[12]; e[12] = t; t = e[ 6]; e[ 6] = e[ 9]; e[ 9] = t; t = e[ 7]; e[ 7] = e[13]; e[13] = t; t = e[11]; e[11] = e[14]; e[14] = t; return this; }; /** * Calculate the inverse matrix of specified matrix, and set to this. * @param other The source matrix * @return this */ Matrix4.prototype.setInverseOf = function(other) { var i, s, d, inv, det; s = other.elements; d = this.elements; inv = new Float32Array(16); inv[0] = s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15] + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10]; inv[4] = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15] - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10]; inv[8] = s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15] + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9]; inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14] - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9]; inv[1] = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15] - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10]; inv[5] = s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15] + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10]; inv[9] = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15] - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9]; inv[13] = s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14] + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9]; inv[2] = s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15] + s[5]*s[3]*s[14] + s[13]*s[2]*s[7] - s[13]*s[3]*s[6]; inv[6] = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15] - s[4]*s[3]*s[14] - s[12]*s[2]*s[7] + s[12]*s[3]*s[6]; inv[10] = s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15] + s[4]*s[3]*s[13] + s[12]*s[1]*s[7] - s[12]*s[3]*s[5]; inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14] - s[4]*s[2]*s[13] - s[12]*s[1]*s[6] + s[12]*s[2]*s[5]; inv[3] = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11] - s[5]*s[3]*s[10] - s[9]*s[2]*s[7] + s[9]*s[3]*s[6]; inv[7] = s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11] + s[4]*s[3]*s[10] + s[8]*s[2]*s[7] - s[8]*s[3]*s[6]; inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9] + s[4]*s[1]*s[11] - s[4]*s[3]*s[9] - s[8]*s[1]*s[7] + s[8]*s[3]*s[5]; inv[15] = s[0]*s[5]*s[10] - s[0]*s[6]*s[9] - s[4]*s[1]*s[10] + s[4]*s[2]*s[9] + s[8]*s[1]*s[6] - s[8]*s[2]*s[5]; det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12]; if (det === 0) { return this; } det = 1 / det; for (i = 0; i < 16; i++) { d[i] = inv[i] * det; } return this; }; /** * Calculate the inverse matrix of this, and set to this. * @return this */ Matrix4.prototype.invert = function() { return this.setInverseOf(this); }; /** * Set the orthographic projection matrix. * @param left The coordinate of the left of clipping plane. * @param right The coordinate of the right of clipping plane. * @param bottom The coordinate of the bottom of clipping plane. * @param top The coordinate of the top top clipping plane. * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. * @return this */ Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) { var e, rw, rh, rd; if (left === right || bottom === top || near === far) { throw ‘null frustum‘; } rw = 1 / (right - left); rh = 1 / (top - bottom); rd = 1 / (far - near); e = this.elements; e[0] = 2 * rw; e[1] = 0; e[2] = 0; e[3] = 0; e[4] = 0; e[5] = 2 * rh; e[6] = 0; e[7] = 0; e[8] = 0; e[9] = 0; e[10] = -2 * rd; e[11] = 0; e[12] = -(right + left) * rw; e[13] = -(top + bottom) * rh; e[14] = -(far + near) * rd; e[15] = 1; return this; }; /** * Multiply the orthographic projection matrix from the right. * @param left The coordinate of the left of clipping plane. * @param right The coordinate of the right of clipping plane. * @param bottom The coordinate of the bottom of clipping plane. * @param top The coordinate of the top top clipping plane. * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. * @return this */ Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) { return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far)); }; /** * Set the perspective projection matrix. * @param left The coordinate of the left of clipping plane. * @param right The coordinate of the right of clipping plane. * @param bottom The coordinate of the bottom of clipping plane. * @param top The coordinate of the top top clipping plane. * @param near The distances to the nearer depth clipping plane. This value must be plus value. * @param far The distances to the farther depth clipping plane. This value must be plus value. * @return this */ Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) { var e, rw, rh, rd; if (left === right || top === bottom || near === far) { throw ‘null frustum‘; } if (near <= 0) { throw ‘near <= 0‘; } if (far <= 0) { throw ‘far <= 0‘; } rw = 1 / (right - left); rh = 1 / (top - bottom); rd = 1 / (far - near); e = this.elements; e[ 0] = 2 * near * rw; e[ 1] = 0; e[ 2] = 0; e[ 3] = 0; e[ 4] = 0; e[ 5] = 2 * near * rh; e[ 6] = 0; e[ 7] = 0; e[ 8] = (right + left) * rw; e[ 9] = (top + bottom) * rh; e[10] = -(far + near) * rd; e[11] = -1; e[12] = 0; e[13] = 0; e[14] = -2 * near * far * rd; e[15] = 0; return this; }; /** * Multiply the perspective projection matrix from the right. * @param left The coordinate of the left of clipping plane. * @param right The coordinate of the right of clipping plane. * @param bottom The coordinate of the bottom of clipping plane. * @param top The coordinate of the top top clipping plane. * @param near The distances to the nearer depth clipping plane. This value must be plus value. * @param far The distances to the farther depth clipping plane. This value must be plus value. * @return this */ Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) { return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far)); }; /** * Set the perspective projection matrix by fovy and aspect. * @param fovy The angle between the upper and lower sides of the frustum. * @param aspect The aspect ratio of the frustum. (width/height) * @param near The distances to the nearer depth clipping plane. This value must be plus value. * @param far The distances to the farther depth clipping plane. This value must be plus value. * @return this */ Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) { var e, rd, s, ct; if (near === far || aspect === 0) { throw ‘null frustum‘; } if (near <= 0) { throw ‘near <= 0‘; } if (far <= 0) { throw ‘far <= 0‘; } fovy = Math.PI * fovy / 180 / 2; s = Math.sin(fovy); if (s === 0) { throw ‘null frustum‘; } rd = 1 / (far - near); ct = Math.cos(fovy) / s; e = this.elements; e[0] = ct / aspect; e[1] = 0; e[2] = 0; e[3] = 0; e[4] = 0; e[5] = ct; e[6] = 0; e[7] = 0; e[8] = 0; e[9] = 0; e[10] = -(far + near) * rd; e[11] = -1; e[12] = 0; e[13] = 0; e[14] = -2 * near * far * rd; e[15] = 0; return this; }; /** * Multiply the perspective projection matrix from the right. * @param fovy The angle between the upper and lower sides of the frustum. * @param aspect The aspect ratio of the frustum. (width/height) * @param near The distances to the nearer depth clipping plane. This value must be plus value. * @param far The distances to the farther depth clipping plane. This value must be plus value. * @return this */ Matrix4.prototype.perspective = function(fovy, aspect, near, far) { return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far)); }; /** * Set the matrix for scaling. * @param x The scale factor along the X axis * @param y The scale factor along the Y axis * @param z The scale factor along the Z axis * @return this */ Matrix4.prototype.setScale = function(x, y, z) { var e = this.elements; e[0] = x; e[4] = 0; e[8] = 0; e[12] = 0; e[1] = 0; e[5] = y; e[9] = 0; e[13] = 0; e[2] = 0; e[6] = 0; e[10] = z; e[14] = 0; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; return this; }; /** * Multiply the matrix for scaling from the right. * @param x The scale factor along the X axis * @param y The scale factor along the Y axis * @param z The scale factor along the Z axis * @return this */ Matrix4.prototype.scale = function(x, y, z) { var e = this.elements; e[0] *= x; e[4] *= y; e[8] *= z; e[1] *= x; e[5] *= y; e[9] *= z; e[2] *= x; e[6] *= y; e[10] *= z; e[3] *= x; e[7] *= y; e[11] *= z; return this; }; /** * Set the matrix for translation. * @param x The X value of a translation. * @param y The Y value of a translation. * @param z The Z value of a translation. * @return this */ Matrix4.prototype.setTranslate = function(x, y, z) { var e = this.elements; e[0] = 1; e[4] = 0; e[8] = 0; e[12] = x; e[1] = 0; e[5] = 1; e[9] = 0; e[13] = y; e[2] = 0; e[6] = 0; e[10] = 1; e[14] = z; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; return this; }; /** * Multiply the matrix for translation from the right. * @param x The X value of a translation. * @param y The Y value of a translation. * @param z The Z value of a translation. * @return this */ Matrix4.prototype.translate = function(x, y, z) { var e = this.elements; e[12] += e[0] * x + e[4] * y + e[8] * z; e[13] += e[1] * x + e[5] * y + e[9] * z; e[14] += e[2] * x + e[6] * y + e[10] * z; e[15] += e[3] * x + e[7] * y + e[11] * z; return this; }; /** * Set the matrix for rotation. * The vector of rotation axis may not be normalized. * @param angle The angle of rotation (degrees) * @param x The X coordinate of vector of rotation axis. * @param y The Y coordinate of vector of rotation axis. * @param z The Z coordinate of vector of rotation axis. * @return this */ Matrix4.prototype.setRotate = function(angle, x, y, z) { var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs; angle = Math.PI * angle / 180; e = this.elements; s = Math.sin(angle); c = Math.cos(angle); if (0 !== x && 0 === y && 0 === z) { // Rotation around X axis if (x < 0) { s = -s; } e[0] = 1; e[4] = 0; e[ 8] = 0; e[12] = 0; e[1] = 0; e[5] = c; e[ 9] =-s; e[13] = 0; e[2] = 0; e[6] = s; e[10] = c; e[14] = 0; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; } else if (0 === x && 0 !== y && 0 === z) { // Rotation around Y axis if (y < 0) { s = -s; } e[0] = c; e[4] = 0; e[ 8] = s; e[12] = 0; e[1] = 0; e[5] = 1; e[ 9] = 0; e[13] = 0; e[2] =-s; e[6] = 0; e[10] = c; e[14] = 0; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; } else if (0 === x && 0 === y && 0 !== z) { // Rotation around Z axis if (z < 0) { s = -s; } e[0] = c; e[4] =-s; e[ 8] = 0; e[12] = 0; e[1] = s; e[5] = c; e[ 9] = 0; e[13] = 0; e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; } else { // Rotation around another axis len = Math.sqrt(x*x + y*y + z*z); if (len !== 1) { rlen = 1 / len; x *= rlen; y *= rlen; z *= rlen; } nc = 1 - c; xy = x * y; yz = y * z; zx = z * x; xs = x * s; ys = y * s; zs = z * s; e[ 0] = x*x*nc + c; e[ 1] = xy *nc + zs; e[ 2] = zx *nc - ys; e[ 3] = 0; e[ 4] = xy *nc - zs; e[ 5] = y*y*nc + c; e[ 6] = yz *nc + xs; e[ 7] = 0; e[ 8] = zx *nc + ys; e[ 9] = yz *nc - xs; e[10] = z*z*nc + c; e[11] = 0; e[12] = 0; e[13] = 0; e[14] = 0; e[15] = 1; } return this; }; /** * Multiply the matrix for rotation from the right. * The vector of rotation axis may not be normalized. * @param angle The angle of rotation (degrees) * @param x The X coordinate of vector of rotation axis. * @param y The Y coordinate of vector of rotation axis. * @param z The Z coordinate of vector of rotation axis. * @return this */ Matrix4.prototype.rotate = function(angle, x, y, z) { return this.concat(new Matrix4().setRotate(angle, x, y, z)); }; /** * Set the viewing matrix. * @param eyeX, eyeY, eyeZ The position of the eye point. * @param centerX, centerY, centerZ The position of the reference point. * @param upX, upY, upZ The direction of the up vector. * @return this */ Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz; fx = centerX - eyeX; fy = centerY - eyeY; fz = centerZ - eyeZ; // Normalize f. rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz); fx *= rlf; fy *= rlf; fz *= rlf; // Calculate cross product of f and up. sx = fy * upZ - fz * upY; sy = fz * upX - fx * upZ; sz = fx * upY - fy * upX; // Normalize s. rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz); sx *= rls; sy *= rls; sz *= rls; // Calculate cross product of s and f. ux = sy * fz - sz * fy; uy = sz * fx - sx * fz; uz = sx * fy - sy * fx; // Set to this. e = this.elements; e[0] = sx; e[1] = ux; e[2] = -fx; e[3] = 0; e[4] = sy; e[5] = uy; e[6] = -fy; e[7] = 0; e[8] = sz; e[9] = uz; e[10] = -fz; e[11] = 0; e[12] = 0; e[13] = 0; e[14] = 0; e[15] = 1; // Translate. return this.translate(-eyeX, -eyeY, -eyeZ); }; /** * Multiply the viewing matrix from the right. * @param eyeX, eyeY, eyeZ The position of the eye point. * @param centerX, centerY, centerZ The position of the reference point. * @param upX, upY, upZ The direction of the up vector. * @return this */ Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ)); }; /** * Multiply the matrix for project vertex to plane from the right. * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0". * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light. * @return this */ Matrix4.prototype.dropShadow = function(plane, light) { var mat = new Matrix4(); var e = mat.elements; var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3]; e[ 0] = dot - light[0] * plane[0]; e[ 1] = - light[1] * plane[0]; e[ 2] = - light[2] * plane[0]; e[ 3] = - light[3] * plane[0]; e[ 4] = - light[0] * plane[1]; e[ 5] = dot - light[1] * plane[1]; e[ 6] = - light[2] * plane[1]; e[ 7] = - light[3] * plane[1]; e[ 8] = - light[0] * plane[2]; e[ 9] = - light[1] * plane[2]; e[10] = dot - light[2] * plane[2]; e[11] = - light[3] * plane[2]; e[12] = - light[0] * plane[3]; e[13] = - light[1] * plane[3]; e[14] = - light[2] * plane[3]; e[15] = dot - light[3] * plane[3]; return this.concat(mat); } /** * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.) * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.) * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane. * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.) * @return this */ Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) { var a = planeX * normX + planeY * normY + planeZ * normZ; return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]); }; /** * Constructor of Vector3 * If opt_src is specified, new vector is initialized by opt_src. * @param opt_src source vector(option) */ var Vector3 = function(opt_src) { var v = new Float32Array(3); if (opt_src && typeof opt_src === ‘object‘) { v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; } this.elements = v; } /** * Normalize. * @return this */ Vector3.prototype.normalize = function() { var v = this.elements; var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e); if(g){ if(g == 1) return this; } else { v[0] = 0; v[1] = 0; v[2] = 0; return this; } g = 1/g; v[0] = c*g; v[1] = d*g; v[2] = e*g; return this; }; /** * Constructor of Vector4 * If opt_src is specified, new vector is initialized by opt_src. * @param opt_src source vector(option) */ var Vector4 = function(opt_src) { var v = new Float32Array(4); if (opt_src && typeof opt_src === ‘object‘) { v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3]; } this.elements = v; }
cuon-utils.js
// cuon-utils.js (c) 2012 kanda and matsuda /** * Create a program object and make current * @param gl GL context * @param vshader a vertex shader program (string) * @param fshader a fragment shader program (string) * @return true, if the program object was created and successfully made current */ function initShaders(gl, vshader, fshader) { var program = createProgram(gl, vshader, fshader); if (!program) { console.log(‘Failed to create program‘); return false; } gl.useProgram(program); gl.program = program; return true; } /** * Create the linked program object * @param gl GL context * @param vshader a vertex shader program (string) * @param fshader a fragment shader program (string) * @return created program object, or null if the creation has failed */ function createProgram(gl, vshader, fshader) { // Create shader object var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader); var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader); if (!vertexShader || !fragmentShader) { return null; } // Create a program object var program = gl.createProgram(); if (!program) { return null; } // Attach the shader objects gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); // Link the program object gl.linkProgram(program); // Check the result of linking var linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked) { var error = gl.getProgramInfoLog(program); console.log(‘Failed to link program: ‘ + error); gl.deleteProgram(program); gl.deleteShader(fragmentShader); gl.deleteShader(vertexShader); return null; } return program; } /** * Create a shader object * @param gl GL context * @param type the type of the shader object to be created * @param source shader program (string) * @return created shader object, or null if the creation has failed. */ function loadShader(gl, type, source) { // Create shader object var shader = gl.createShader(type); if (shader == null) { console.log(‘unable to create shader‘); return null; } // Set the shader program gl.shaderSource(shader, source); // Compile the shader gl.compileShader(shader); // Check the result of compilation var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (!compiled) { var error = gl.getShaderInfoLog(shader); console.log(‘Failed to compile shader: ‘ + error); gl.deleteShader(shader); return null; } return shader; } /** * Initialize and get the rendering for WebGL * @param canvas <cavnas> element * @param opt_debug flag to initialize the context for debugging * @return the rendering context for WebGL */ function getWebGLContext(canvas, opt_debug) { // Get the rendering context for WebGL var gl = WebGLUtils.setupWebGL(canvas); if (!gl) return null; // if opt_debug is explicitly false, create the context for debugging if (arguments.length < 2 || opt_debug) { gl = WebGLDebugUtils.makeDebugContext(gl); } return gl; }
webgl-debug.js
//Copyright (c) 2009 The Chromium Authors. All rights reserved. //Use of this source code is governed by a BSD-style license that can be //found in the LICENSE file. // Various functions for helping debug WebGL apps. WebGLDebugUtils = function() { /** * Wrapped logging function. * @param {string} msg Message to log. */ var log = function(msg) { if (window.console && window.console.log) { window.console.log(msg); } }; /** * Which arguements are enums. * @type {!Object.<number, string>} */ var glValidEnumContexts = { // Generic setters and getters ‘enable‘: { 0:true }, ‘disable‘: { 0:true }, ‘getParameter‘: { 0:true }, // Rendering ‘drawArrays‘: { 0:true }, ‘drawElements‘: { 0:true, 2:true }, // Shaders ‘createShader‘: { 0:true }, ‘getShaderParameter‘: { 1:true }, ‘getProgramParameter‘: { 1:true }, // Vertex attributes ‘getVertexAttrib‘: { 1:true }, ‘vertexAttribPointer‘: { 2:true }, // Textures ‘bindTexture‘: { 0:true }, ‘activeTexture‘: { 0:true }, ‘getTexParameter‘: { 0:true, 1:true }, ‘texParameterf‘: { 0:true, 1:true }, ‘texParameteri‘: { 0:true, 1:true, 2:true }, ‘texImage2D‘: { 0:true, 2:true, 6:true, 7:true }, ‘texSubImage2D‘: { 0:true, 6:true, 7:true }, ‘copyTexImage2D‘: { 0:true, 2:true }, ‘copyTexSubImage2D‘: { 0:true }, ‘generateMipmap‘: { 0:true }, // Buffer objects ‘bindBuffer‘: { 0:true }, ‘bufferData‘: { 0:true, 2:true }, ‘bufferSubData‘: { 0:true }, ‘getBufferParameter‘: { 0:true, 1:true }, // Renderbuffers and framebuffers ‘pixelStorei‘: { 0:true, 1:true }, ‘readPixels‘: { 4:true, 5:true }, ‘bindRenderbuffer‘: { 0:true }, ‘bindFramebuffer‘: { 0:true }, ‘checkFramebufferStatus‘: { 0:true }, ‘framebufferRenderbuffer‘: { 0:true, 1:true, 2:true }, ‘framebufferTexture2D‘: { 0:true, 1:true, 2:true }, ‘getFramebufferAttachmentParameter‘: { 0:true, 1:true, 2:true }, ‘getRenderbufferParameter‘: { 0:true, 1:true }, ‘renderbufferStorage‘: { 0:true, 1:true }, // Frame buffer operations (clear, blend, depth test, stencil) ‘clear‘: { 0:true }, ‘depthFunc‘: { 0:true }, ‘blendFunc‘: { 0:true, 1:true }, ‘blendFuncSeparate‘: { 0:true, 1:true, 2:true, 3:true }, ‘blendEquation‘: { 0:true }, ‘blendEquationSeparate‘: { 0:true, 1:true }, ‘stencilFunc‘: { 0:true }, ‘stencilFuncSeparate‘: { 0:true, 1:true }, ‘stencilMaskSeparate‘: { 0:true }, ‘stencilOp‘: { 0:true, 1:true, 2:true }, ‘stencilOpSeparate‘: { 0:true, 1:true, 2:true, 3:true }, // Culling ‘cullFace‘: { 0:true }, ‘frontFace‘: { 0:true }, }; /** * Map of numbers to names. * @type {Object} */ var glEnums = null; /** * Initializes this module. Safe to call more than once. * @param {!WebGLRenderingContext} ctx A WebGL context. If * you have more than one context it doesn‘t matter which one * you pass in, it is only used to pull out constants. */ function init(ctx) { if (glEnums == null) { glEnums = { }; for (var propertyName in ctx) { if (typeof ctx[propertyName] == ‘number‘) { glEnums[ctx[propertyName]] = propertyName; } } } } /** * Checks the utils have been initialized. */ function checkInit() { if (glEnums == null) { throw ‘WebGLDebugUtils.init(ctx) not called‘; } } /** * Returns true or false if value matches any WebGL enum * @param {*} value Value to check if it might be an enum. * @return {boolean} True if value matches one of the WebGL defined enums */ function mightBeEnum(value) { checkInit(); return (glEnums[value] !== undefined); } /** * Gets an string version of an WebGL enum. * * Example: * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); * * @param {number} value Value to return an enum for * @return {string} The string version of the enum. */ function glEnumToString(value) { checkInit(); var name = glEnums[value]; return (name !== undefined) ? name : ("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")"); } /** * Returns the string version of a WebGL argument. * Attempts to convert enum arguments to strings. * @param {string} functionName the name of the WebGL function. * @param {number} argumentIndx the index of the argument. * @param {*} value The value of the argument. * @return {string} The value as a string. */ function glFunctionArgToString(functionName, argumentIndex, value) { var funcInfo = glValidEnumContexts[functionName]; if (funcInfo !== undefined) { if (funcInfo[argumentIndex]) { return glEnumToString(value); } } return value.toString(); } /** * Given a WebGL context returns a wrapped context that calls * gl.getError after every command and calls a function if the * result is not gl.NO_ERROR. * * @param {!WebGLRenderingContext} ctx The webgl context to * wrap. * @param {!function(err, funcName, args): void} opt_onErrorFunc * The function to call when gl.getError returns an * error. If not specified the default function calls * console.log with a message. */ function makeDebugContext(ctx, opt_onErrorFunc) { init(ctx); opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) { // apparently we can‘t do args.join(","); var argStr = ""; for (var ii = 0; ii < args.length; ++ii) { argStr += ((ii == 0) ? ‘‘ : ‘, ‘) + glFunctionArgToString(functionName, ii, args[ii]); } log("WebGL error "+ glEnumToString(err) + " in "+ functionName + "(" + argStr + ")"); }; // Holds booleans for each GL error so after we get the error ourselves // we can still return it to the client app. var glErrorShadow = { }; // Makes a function that calls a WebGL function and then calls getError. function makeErrorWrapper(ctx, functionName) { return function() { var result = ctx[functionName].apply(ctx, arguments); var err = ctx.getError(); if (err != 0) { glErrorShadow[err] = true; opt_onErrorFunc(err, functionName, arguments); } return result; }; } // Make a an object that has a copy of every property of the WebGL context // but wraps all functions. var wrapper = {}; for (var propertyName in ctx) { if (typeof ctx[propertyName] == ‘function‘) { wrapper[propertyName] = makeErrorWrapper(ctx, propertyName); } else { wrapper[propertyName] = ctx[propertyName]; } } // Override the getError function with one that returns our saved results. wrapper.getError = function() { for (var err in glErrorShadow) { if (glErrorShadow[err]) { glErrorShadow[err] = false; return err; } } return ctx.NO_ERROR; }; return wrapper; } function resetToInitialState(ctx) { var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS); var tmp = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp); for (var ii = 0; ii < numAttribs; ++ii) { ctx.disableVertexAttribArray(ii); ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0); ctx.vertexAttrib1f(ii, 0); } ctx.deleteBuffer(tmp); var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS); for (var ii = 0; ii < numTextureUnits; ++ii) { ctx.activeTexture(ctx.TEXTURE0 + ii); ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null); ctx.bindTexture(ctx.TEXTURE_2D, null); } ctx.activeTexture(ctx.TEXTURE0); ctx.useProgram(null); ctx.bindBuffer(ctx.ARRAY_BUFFER, null); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null); ctx.bindFramebuffer(ctx.FRAMEBUFFER, null); ctx.bindRenderbuffer(ctx.RENDERBUFFER, null); ctx.disable(ctx.BLEND); ctx.disable(ctx.CULL_FACE); ctx.disable(ctx.DEPTH_TEST); ctx.disable(ctx.DITHER); ctx.disable(ctx.SCISSOR_TEST); ctx.blendColor(0, 0, 0, 0); ctx.blendEquation(ctx.FUNC_ADD); ctx.blendFunc(ctx.ONE, ctx.ZERO); ctx.clearColor(0, 0, 0, 0); ctx.clearDepth(1); ctx.clearStencil(-1); ctx.colorMask(true, true, true, true); ctx.cullFace(ctx.BACK); ctx.depthFunc(ctx.LESS); ctx.depthMask(true); ctx.depthRange(0, 1); ctx.frontFace(ctx.CCW); ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE); ctx.lineWidth(1); ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4); ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4); ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false); ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); // TODO: Delete this IF. if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) { ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL); } ctx.polygonOffset(0, 0); ctx.sampleCoverage(1, false); ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF); ctx.stencilMask(0xFFFFFFFF); ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP); ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT); // TODO: This should NOT be needed but Firefox fails with ‘hint‘ while(ctx.getError()); } function makeLostContextSimulatingContext(ctx) { var wrapper_ = {}; var contextId_ = 1; var contextLost_ = false; var resourceId_ = 0; var resourceDb_ = []; var onLost_ = undefined; var onRestored_ = undefined; var nextOnRestored_ = undefined; // Holds booleans for each GL error so can simulate errors. var glErrorShadow_ = { }; function isWebGLObject(obj) { //return false; return (obj instanceof WebGLBuffer || obj instanceof WebGLFramebuffer || obj instanceof WebGLProgram || obj instanceof WebGLRenderbuffer || obj instanceof WebGLShader || obj instanceof WebGLTexture); } function checkResources(args) { for (var ii = 0; ii < args.length; ++ii) { var arg = args[ii]; if (isWebGLObject(arg)) { return arg.__webglDebugContextLostId__ == contextId_; } } return true; } function clearErrors() { var k = Object.keys(glErrorShadow_); for (var ii = 0; ii < k.length; ++ii) { delete glErrorShdow_[k]; } } // Makes a function that simulates WebGL when out of context. function makeLostContextWrapper(ctx, functionName) { var f = ctx[functionName]; return function() { // Only call the functions if the context is not lost. if (!contextLost_) { if (!checkResources(arguments)) { glErrorShadow_[ctx.INVALID_OPERATION] = true; return; } var result = f.apply(ctx, arguments); return result; } }; } for (var propertyName in ctx) { if (typeof ctx[propertyName] == ‘function‘) { wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName); } else { wrapper_[propertyName] = ctx[propertyName]; } } function makeWebGLContextEvent(statusMessage) { return {statusMessage: statusMessage}; } function freeResources() { for (var ii = 0; ii < resourceDb_.length; ++ii) { var resource = resourceDb_[ii]; if (resource instanceof WebGLBuffer) { ctx.deleteBuffer(resource); } else if (resource instanceof WebctxFramebuffer) { ctx.deleteFramebuffer(resource); } else if (resource instanceof WebctxProgram) { ctx.deleteProgram(resource); } else if (resource instanceof WebctxRenderbuffer) { ctx.deleteRenderbuffer(resource); } else if (resource instanceof WebctxShader) { ctx.deleteShader(resource); } else if (resource instanceof WebctxTexture) { ctx.deleteTexture(resource); } } } wrapper_.loseContext = function() { if (!contextLost_) { contextLost_ = true; ++contextId_; while (ctx.getError()); clearErrors(); glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true; setTimeout(function() { if (onLost_) { onLost_(makeWebGLContextEvent("context lost")); } }, 0); } }; wrapper_.restoreContext = function() { if (contextLost_) { if (onRestored_) { setTimeout(function() { freeResources(); resetToInitialState(ctx); contextLost_ = false; if (onRestored_) { var callback = onRestored_; onRestored_ = nextOnRestored_; nextOnRestored_ = undefined; callback(makeWebGLContextEvent("context restored")); } }, 0); } else { throw "You can not restore the context without a listener" } } }; // Wrap a few functions specially. wrapper_.getError = function() { if (!contextLost_) { var err; while (err = ctx.getError()) { glErrorShadow_[err] = true; } } for (var err in glErrorShadow_) { if (glErrorShadow_[err]) { delete glErrorShadow_[err]; return err; } } return ctx.NO_ERROR; }; var creationFunctions = [ "createBuffer", "createFramebuffer", "createProgram", "createRenderbuffer", "createShader", "createTexture" ]; for (var ii = 0; ii < creationFunctions.length; ++ii) { var functionName = creationFunctions[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return null; } var obj = f.apply(ctx, arguments); obj.__webglDebugContextLostId__ = contextId_; resourceDb_.push(obj); return obj; }; }(ctx[functionName]); } var functionsThatShouldReturnNull = [ "getActiveAttrib", "getActiveUniform", "getBufferParameter", "getContextAttributes", "getAttachedShaders", "getFramebufferAttachmentParameter", "getParameter", "getProgramParameter", "getProgramInfoLog", "getRenderbufferParameter", "getShaderParameter", "getShaderInfoLog", "getShaderSource", "getTexParameter", "getUniform", "getUniformLocation", "getVertexAttrib" ]; for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) { var functionName = functionsThatShouldReturnNull[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return null; } return f.apply(ctx, arguments); } }(wrapper_[functionName]); } var isFunctions = [ "isBuffer", "isEnabled", "isFramebuffer", "isProgram", "isRenderbuffer", "isShader", "isTexture" ]; for (var ii = 0; ii < isFunctions.length; ++ii) { var functionName = isFunctions[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return false; } return f.apply(ctx, arguments); } }(wrapper_[functionName]); } wrapper_.checkFramebufferStatus = function(f) { return function() { if (contextLost_) { return ctx.FRAMEBUFFER_UNSUPPORTED; } return f.apply(ctx, arguments); }; }(wrapper_.checkFramebufferStatus); wrapper_.getAttribLocation = function(f) { return function() { if (contextLost_) { return -1; } return f.apply(ctx, arguments); }; }(wrapper_.getAttribLocation); wrapper_.getVertexAttribOffset = function(f) { return function() { if (contextLost_) { return 0; } return f.apply(ctx, arguments); }; }(wrapper_.getVertexAttribOffset); wrapper_.isContextLost = function() { return contextLost_; }; function wrapEvent(listener) { if (typeof(listener) == "function") { return listener; } else { return function(info) { listener.handleEvent(info); } } } wrapper_.registerOnContextLostListener = function(listener) { onLost_ = wrapEvent(listener); }; wrapper_.registerOnContextRestoredListener = function(listener) { if (contextLost_) { nextOnRestored_ = wrapEvent(listener); } else { onRestored_ = wrapEvent(listener); } } return wrapper_; } return { /** * Initializes this module. Safe to call more than once. * @param {!WebGLRenderingContext} ctx A WebGL context. If * you have more than one context it doesn‘t matter which one * you pass in, it is only used to pull out constants. */ ‘init‘: init, /** * Returns true or false if value matches any WebGL enum * @param {*} value Value to check if it might be an enum. * @return {boolean} True if value matches one of the WebGL defined enums */ ‘mightBeEnum‘: mightBeEnum, /** * Gets an string version of an WebGL enum. * * Example: * WebGLDebugUtil.init(ctx); * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); * * @param {number} value Value to return an enum for * @return {string} The string version of the enum. */ ‘glEnumToString‘: glEnumToString, /** * Converts the argument of a WebGL function to a string. * Attempts to convert enum arguments to strings. * * Example: * WebGLDebugUtil.init(ctx); * var str = WebGLDebugUtil.glFunctionArgToString(‘bindTexture‘, 0, gl.TEXTURE_2D); * * would return ‘TEXTURE_2D‘ * * @param {string} functionName the name of the WebGL function. * @param {number} argumentIndx the index of the argument. * @param {*} value The value of the argument. * @return {string} The value as a string. */ ‘glFunctionArgToString‘: glFunctionArgToString, /** * Given a WebGL context returns a wrapped context that calls * gl.getError after every command and calls a function if the * result is not NO_ERROR. * * You can supply your own function if you want. For example, if you‘d like * an exception thrown on any GL error you could do this * * function throwOnGLError(err, funcName, args) { * throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" + * funcName; * }; * * ctx = WebGLDebugUtils.makeDebugContext( * canvas.getContext("webgl"), throwOnGLError); * * @param {!WebGLRenderingContext} ctx The webgl context to wrap. * @param {!function(err, funcName, args): void} opt_onErrorFunc The function * to call when gl.getError returns an error. If not specified the default * function calls console.log with a message. */ ‘makeDebugContext‘: makeDebugContext, /** * Given a WebGL context returns a wrapped context that adds 4 * functions. * * ctx.loseContext: * simulates a lost context event. * * ctx.restoreContext: * simulates the context being restored. * * ctx.registerOnContextLostListener(listener): * lets you register a listener for context lost. Use instead * of addEventListener(‘webglcontextlostevent‘, listener); * * ctx.registerOnContextRestoredListener(listener): * lets you register a listener for context restored. Use * instead of addEventListener(‘webglcontextrestored‘, * listener); * * @param {!WebGLRenderingContext} ctx The webgl context to wrap. */ ‘makeLostContextSimulatingContext‘: makeLostContextSimulatingContext, /** * Resets a context to the initial state. * @param {!WebGLRenderingContext} ctx The webgl context to * reset. */ ‘resetToInitialState‘: resetToInitialState }; }();
webgl-utils.js
/* * 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() { * window.requestAnimationFrame(render, canvas); * * // 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. */ WebGLUtils = function() { /** * 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 ‘‘ + ‘<div style="margin: auto; width:500px;z-index:10000;margin-top:20em;text-align:center;">‘ + msg + ‘</div>‘; 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">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 = document.getElementsByTagName("body")[0]; //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(""); } else { 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; } return { create3DContext: create3DContext, setupWebGL: setupWebGL }; }(); /** * Provides requestAnimationFrame in a cross browser * way. */ if (!window.requestAnimationFrame) { window.requestAnimationFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) { window.setTimeout(callback, 1000/60); }; })(); } /** * ERRATA: ‘cancelRequestAnimationFrame‘ renamed to ‘cancelAnimationFrame‘ to reflect an update to the W3C Animation-Timing Spec. * * Cancels an animation frame request. * Checks for cross-browser support, falls back to clearTimeout. * @param {number} Animation frame request. */ if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = (window.cancelRequestAnimationFrame || window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame || window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame || window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame || window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame || window.clearTimeout); }
主要的HTML文件:
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>Test</title> </head> <body onload="main()"> <!-- create canvas --> <canvas id="webgl" width="400" height="400"> Please use a browser that supports "canvas" </canvas> <!-- needed lib --> <script src="lib/webgl-utils.js"></script> <script src="lib/webgl-debug.js"></script> <script src="lib/cuon-utils.js"></script> <script src="lib/cuon-matrix.js"></script> <!-- my webgl source file --> <script src="test.js"></script> <script src="shader.js"></script> </body> </html>
该HTML主要有三部分,分别是(1)创建Canvas;(2)导入上述库文件;(3)存放自己写的Webgl源码文件。
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原文地址:http://www.cnblogs.com/programmer-kaima/p/5179313.html