2024-03-11 01:33:47 +08:00

221 lines
7.1 KiB
TypeScript

/*
* 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.
*/
export const WebGLUtils = (function () {
/**
* Creates the HTLM for a failure message
* @param {string} canvasContainerId id of container of th
* canvas.
* @return {string} The html.
*/
const makeFailHTML = function (msg: string) {
return (
'' +
'<div style="margin: auto; width:500px;z-index:10000;margin-top:20em;text-align:center;">' +
msg +
'</div>'
);
};
/**
* Mesasge for getting a webgl browser
* @type {string}
*/
const 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}
*/
const 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.
*/
const setupWebGL = function (
canvas: HTMLCanvasElement,
opt_attribs?: any,
opt_onError?: Function
) {
function handleCreationError(msg: string) {
const container = document.getElementsByTagName('body')[0];
//const container = canvas.parentNode;
if (container) {
let 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',
(ev) => {
opt_onError = opt_onError || handleCreationError;
// WebGLContextEvent还不支持
opt_onError((ev as WebGLContextEvent).statusMessage);
},
false
);
}
const 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.
*/
const create3DContext = function (
canvas: HTMLCanvasElement,
glAttributes: any
) {
const names = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
let context: WebGLRenderingContext | null = null;
for (let ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(
names[ii],
glAttributes
) as WebGLRenderingContext;
} 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 as any).webkitRequestAnimationFrame ||
(window as any).mozRequestAnimationFrame ||
(window as any).oRequestAnimationFrame ||
(window as any).msRequestAnimationFrame ||
function (
/* function FrameRequestCallback */ callback: Function,
/* DOMElement Element */ 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 as any).cancelRequestAnimationFrame ||
(window as any).webkitCancelAnimationFrame ||
(window as any).webkitCancelRequestAnimationFrame ||
(window as any).mozCancelAnimationFrame ||
(window as any).mozCancelRequestAnimationFrame ||
(window as any).msCancelAnimationFrame ||
(window as any).msCancelRequestAnimationFrame ||
(window as any).oCancelAnimationFrame ||
(window as any).oCancelRequestAnimationFrame ||
window.clearTimeout;
}