Source: 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,
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 * 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.requestAnimFrame(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 '' +
			'<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 {WebGLContextCreationAttributes} 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;
	}

	return {
		create3DContext: create3DContext,
		setupWebGL: setupWebGL
	};
}();

/**
 * Provides requestAnimationFrame in a cross browser way.
 */
window.requestAnimFrame = (function () {
	return window.requestAnimationFrame ||
		window.webkitRequestAnimationFrame ||
		window.mozRequestAnimationFrame ||
		window.oRequestAnimationFrame ||
		window.msRequestAnimationFrame ||
		function (/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
			window.setTimeout(callback, 1000 / 60);
		};
})();