@codexo/exojs 0.6.2 → 0.6.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/exo.esm.js CHANGED
@@ -3870,1162 +3870,1162 @@ class SceneManager {
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  }
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  }
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- /*
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- ** Copyright (c) 2012 The Khronos Group Inc.
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- **
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- ** Permission is hereby granted, free of charge, to any person obtaining a
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- ** copy of this software and/or associated documentation files (the
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- ** "Materials"), to deal in the Materials without restriction, including
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- ** without limitation the rights to use, copy, modify, merge, publish,
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- ** distribute, sublicense, and/or sell copies of the Materials, and to
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- ** permit persons to whom the Materials are furnished to do so, subject to
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- ** the following conditions:
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- **
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- ** The above copyright notice and this permission notice shall be included
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- ** in all copies or substantial portions of the Materials.
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- **
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- ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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- ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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- ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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- ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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- ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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- ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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- ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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- */
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-
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- // Various functions for helping debug WebGL apps.
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-
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- const WebGLDebugUtils = function() {
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-
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- /**
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- * Wrapped logging function.
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- * @param {string} msg Message to log.
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- */
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- var log = function(msg) {
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- if (window.console && window.console.log) {
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- window.console.log(msg);
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- }
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- };
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-
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- /**
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- * Wrapped error logging function.
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- * @param {string} msg Message to log.
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- */
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- var error = function(msg) {
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- if (window.console && window.console.error) {
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- window.console.error(msg);
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- } else {
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- log(msg);
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- }
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- };
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-
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-
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- /**
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- * Which arguments are enums based on the number of arguments to the function.
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- * So
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- * 'texImage2D': {
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- * 9: { 0:true, 2:true, 6:true, 7:true },
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- * 6: { 0:true, 2:true, 3:true, 4:true },
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- * },
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- *
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- * means if there are 9 arguments then 6 and 7 are enums, if there are 6
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- * arguments 3 and 4 are enums
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- *
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- * @type {!Object.<number, !Object.<number, string>}
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- */
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- var glValidEnumContexts = {
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- // Generic setters and getters
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-
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- 'enable': {1: { 0:true }},
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- 'disable': {1: { 0:true }},
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- 'getParameter': {1: { 0:true }},
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-
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- // Rendering
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-
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- 'drawArrays': {3:{ 0:true }},
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- 'drawElements': {4:{ 0:true, 2:true }},
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-
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- // Shaders
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-
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- 'createShader': {1: { 0:true }},
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- 'getShaderParameter': {2: { 1:true }},
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- 'getProgramParameter': {2: { 1:true }},
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- 'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
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-
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- // Vertex attributes
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-
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- 'getVertexAttrib': {2: { 1:true }},
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- 'vertexAttribPointer': {6: { 2:true }},
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-
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- // Textures
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-
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- 'bindTexture': {2: { 0:true }},
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- 'activeTexture': {1: { 0:true }},
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- 'getTexParameter': {2: { 0:true, 1:true }},
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- 'texParameterf': {3: { 0:true, 1:true }},
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- 'texParameteri': {3: { 0:true, 1:true, 2:true }},
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- // texImage2D and texSubImage2D are defined below with WebGL 2 entrypoints
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- 'copyTexImage2D': {8: { 0:true, 2:true }},
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- 'copyTexSubImage2D': {8: { 0:true }},
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- 'generateMipmap': {1: { 0:true }},
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- // compressedTexImage2D and compressedTexSubImage2D are defined below with WebGL 2 entrypoints
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-
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- // Buffer objects
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-
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- 'bindBuffer': {2: { 0:true }},
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- // bufferData and bufferSubData are defined below with WebGL 2 entrypoints
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- 'getBufferParameter': {2: { 0:true, 1:true }},
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-
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- // Renderbuffers and framebuffers
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-
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- 'pixelStorei': {2: { 0:true, 1:true }},
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- // readPixels is defined below with WebGL 2 entrypoints
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- 'bindRenderbuffer': {2: { 0:true }},
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- 'bindFramebuffer': {2: { 0:true }},
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- 'checkFramebufferStatus': {1: { 0:true }},
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- 'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
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- 'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
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- 'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
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- 'getRenderbufferParameter': {2: { 0:true, 1:true }},
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- 'renderbufferStorage': {4: { 0:true, 1:true }},
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-
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- // Frame buffer operations (clear, blend, depth test, stencil)
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-
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- 'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},
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- 'depthFunc': {1: { 0:true }},
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- 'blendFunc': {2: { 0:true, 1:true }},
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- 'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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- 'blendEquation': {1: { 0:true }},
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- 'blendEquationSeparate': {2: { 0:true, 1:true }},
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- 'stencilFunc': {3: { 0:true }},
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- 'stencilFuncSeparate': {4: { 0:true, 1:true }},
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- 'stencilMaskSeparate': {2: { 0:true }},
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- 'stencilOp': {3: { 0:true, 1:true, 2:true }},
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- 'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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-
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- // Culling
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-
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- 'cullFace': {1: { 0:true }},
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- 'frontFace': {1: { 0:true }},
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-
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- // ANGLE_instanced_arrays extension
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-
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- 'drawArraysInstancedANGLE': {4: { 0:true }},
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- 'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
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-
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- // EXT_blend_minmax extension
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-
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- 'blendEquationEXT': {1: { 0:true }},
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-
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- // WebGL 2 Buffer objects
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-
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- 'bufferData': {
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- 3: { 0:true, 2:true }, // WebGL 1
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- 4: { 0:true, 2:true }, // WebGL 2
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- 5: { 0:true, 2:true } // WebGL 2
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- },
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- 'bufferSubData': {
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- 3: { 0:true }, // WebGL 1
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- 4: { 0:true }, // WebGL 2
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- 5: { 0:true } // WebGL 2
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- },
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- 'copyBufferSubData': {5: { 0:true, 1:true }},
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- 'getBufferSubData': {3: { 0:true }, 4: { 0:true }, 5: { 0:true }},
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-
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- // WebGL 2 Framebuffer objects
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-
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- 'blitFramebuffer': {10: { 8: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }, 9:true }},
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- 'framebufferTextureLayer': {5: { 0:true, 1:true }},
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- 'invalidateFramebuffer': {2: { 0:true }},
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- 'invalidateSubFramebuffer': {6: { 0:true }},
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- 'readBuffer': {1: { 0:true }},
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-
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- // WebGL 2 Renderbuffer objects
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-
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- 'getInternalformatParameter': {3: { 0:true, 1:true, 2:true }},
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- 'renderbufferStorageMultisample': {5: { 0:true, 2:true }},
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-
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- // WebGL 2 Texture objects
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-
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- 'texStorage2D': {5: { 0:true, 2:true }},
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- 'texStorage3D': {6: { 0:true, 2:true }},
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- 'texImage2D': {
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- 9: { 0:true, 2:true, 6:true, 7:true }, // WebGL 1 & 2
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- 6: { 0:true, 2:true, 3:true, 4:true }, // WebGL 1
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- 10: { 0:true, 2:true, 6:true, 7:true } // WebGL 2
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- },
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- 'texImage3D': {
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- 10: { 0:true, 2:true, 7:true, 8:true },
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- 11: { 0:true, 2:true, 7:true, 8:true }
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- },
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- 'texSubImage2D': {
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- 9: { 0:true, 6:true, 7:true }, // WebGL 1 & 2
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- 7: { 0:true, 4:true, 5:true }, // WebGL 1
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- 10: { 0:true, 6:true, 7:true } // WebGL 2
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- },
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- 'texSubImage3D': {
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- 11: { 0:true, 8:true, 9:true },
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- 12: { 0:true, 8:true, 9:true }
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- },
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- 'copyTexSubImage3D': {9: { 0:true }},
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- 'compressedTexImage2D': {
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- 7: { 0: true, 2:true }, // WebGL 1 & 2
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- 8: { 0: true, 2:true }, // WebGL 2
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- 9: { 0: true, 2:true } // WebGL 2
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- },
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- 'compressedTexImage3D': {
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- 8: { 0: true, 2:true },
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- 9: { 0: true, 2:true },
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- 10: { 0: true, 2:true }
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- },
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- 'compressedTexSubImage2D': {
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- 8: { 0: true, 6:true }, // WebGL 1 & 2
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- 9: { 0: true, 6:true }, // WebGL 2
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- 10: { 0: true, 6:true } // WebGL 2
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- },
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- 'compressedTexSubImage3D': {
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- 10: { 0: true, 8:true },
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- 11: { 0: true, 8:true },
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- 12: { 0: true, 8:true }
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- },
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-
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- // WebGL 2 Vertex attribs
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-
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- 'vertexAttribIPointer': {5: { 2:true }},
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-
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- // WebGL 2 Writing to the drawing buffer
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-
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- 'drawArraysInstanced': {4: { 0:true }},
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- 'drawElementsInstanced': {5: { 0:true, 2:true }},
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- 'drawRangeElements': {6: { 0:true, 4:true }},
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-
4102
- // WebGL 2 Reading back pixels
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-
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- 'readPixels': {
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- 7: { 4:true, 5:true }, // WebGL 1 & 2
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- 8: { 4:true, 5:true } // WebGL 2
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- },
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-
4109
- // WebGL 2 Multiple Render Targets
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-
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- 'clearBufferfv': {3: { 0:true }, 4: { 0:true }},
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- 'clearBufferiv': {3: { 0:true }, 4: { 0:true }},
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- 'clearBufferuiv': {3: { 0:true }, 4: { 0:true }},
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- 'clearBufferfi': {4: { 0:true }},
4115
-
4116
- // WebGL 2 Query objects
4117
-
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- 'beginQuery': {2: { 0:true }},
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- 'endQuery': {1: { 0:true }},
4120
- 'getQuery': {2: { 0:true, 1:true }},
4121
- 'getQueryParameter': {2: { 1:true }},
4122
-
4123
- // WebGL 2 Sampler objects
4124
-
4125
- 'samplerParameteri': {3: { 1:true, 2:true }},
4126
- 'samplerParameterf': {3: { 1:true }},
4127
- 'getSamplerParameter': {2: { 1:true }},
4128
-
4129
- // WebGL 2 Sync objects
4130
-
4131
- 'fenceSync': {2: { 0:true, 1: { 'enumBitwiseOr': [] } }},
4132
- 'clientWaitSync': {3: { 1: { 'enumBitwiseOr': ['SYNC_FLUSH_COMMANDS_BIT'] } }},
4133
- 'waitSync': {3: { 1: { 'enumBitwiseOr': [] } }},
4134
- 'getSyncParameter': {2: { 1:true }},
4135
-
4136
- // WebGL 2 Transform Feedback
4137
-
4138
- 'bindTransformFeedback': {2: { 0:true }},
4139
- 'beginTransformFeedback': {1: { 0:true }},
4140
- 'transformFeedbackVaryings': {3: { 2:true }},
4141
-
4142
- // WebGL2 Uniform Buffer Objects and Transform Feedback Buffers
4143
-
4144
- 'bindBufferBase': {3: { 0:true }},
4145
- 'bindBufferRange': {5: { 0:true }},
4146
- 'getIndexedParameter': {2: { 0:true }},
4147
- 'getActiveUniforms': {3: { 2:true }},
4148
- 'getActiveUniformBlockParameter': {3: { 2:true }}
4149
- };
4150
-
4151
- /**
4152
- * Map of numbers to names.
4153
- * @type {Object}
4154
- */
4155
- var glEnums = null;
4156
-
4157
- /**
4158
- * Map of names to numbers.
4159
- * @type {Object}
4160
- */
4161
- var enumStringToValue = null;
4162
-
4163
- /**
4164
- * Initializes this module. Safe to call more than once.
4165
- * @param {!WebGLRenderingContext} ctx A WebGL context. If
4166
- * you have more than one context it doesn't matter which one
4167
- * you pass in, it is only used to pull out constants.
4168
- */
4169
- function init(ctx) {
4170
- if (glEnums == null) {
4171
- glEnums = { };
4172
- enumStringToValue = { };
4173
- for (var propertyName in ctx) {
4174
- if (typeof ctx[propertyName] == 'number') {
4175
- glEnums[ctx[propertyName]] = propertyName;
4176
- enumStringToValue[propertyName] = ctx[propertyName];
4177
- }
4178
- }
4179
- }
4180
- }
4181
-
4182
- /**
4183
- * Checks the utils have been initialized.
4184
- */
4185
- function checkInit() {
4186
- if (glEnums == null) {
4187
- throw 'WebGLDebugUtils.init(ctx) not called';
4188
- }
4189
- }
4190
-
4191
- /**
4192
- * Returns true or false if value matches any WebGL enum
4193
- * @param {*} value Value to check if it might be an enum.
4194
- * @return {boolean} True if value matches one of the WebGL defined enums
4195
- */
4196
- function mightBeEnum(value) {
4197
- checkInit();
4198
- return (glEnums[value] !== undefined);
4199
- }
4200
-
4201
- /**
4202
- * Gets an string version of an WebGL enum.
4203
- *
4204
- * Example:
4205
- * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
4206
- *
4207
- * @param {number} value Value to return an enum for
4208
- * @return {string} The string version of the enum.
4209
- */
4210
- function glEnumToString(value) {
4211
- checkInit();
4212
- var name = glEnums[value];
4213
- return (name !== undefined) ? ("gl." + name) :
4214
- ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
4215
- }
4216
-
4217
- /**
4218
- * Returns the string version of a WebGL argument.
4219
- * Attempts to convert enum arguments to strings.
4220
- * @param {string} functionName the name of the WebGL function.
4221
- * @param {number} numArgs the number of arguments passed to the function.
4222
- * @param {number} argumentIndx the index of the argument.
4223
- * @param {*} value The value of the argument.
4224
- * @return {string} The value as a string.
4225
- */
4226
- function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
4227
- var funcInfo = glValidEnumContexts[functionName];
4228
- if (funcInfo !== undefined) {
4229
- var funcInfo = funcInfo[numArgs];
4230
- if (funcInfo !== undefined) {
4231
- if (funcInfo[argumentIndex]) {
4232
- if (typeof funcInfo[argumentIndex] === 'object' &&
4233
- funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {
4234
- var enums = funcInfo[argumentIndex]['enumBitwiseOr'];
4235
- var orResult = 0;
4236
- var orEnums = [];
4237
- for (var i = 0; i < enums.length; ++i) {
4238
- var enumValue = enumStringToValue[enums[i]];
4239
- if ((value & enumValue) !== 0) {
4240
- orResult |= enumValue;
4241
- orEnums.push(glEnumToString(enumValue));
4242
- }
4243
- }
4244
- if (orResult === value) {
4245
- return orEnums.join(' | ');
4246
- } else {
4247
- return glEnumToString(value);
4248
- }
4249
- } else {
4250
- return glEnumToString(value);
4251
- }
4252
- }
4253
- }
4254
- }
4255
- if (value === null) {
4256
- return "null";
4257
- } else if (value === undefined) {
4258
- return "undefined";
4259
- } else {
4260
- return value.toString();
4261
- }
4262
- }
4263
-
4264
- /**
4265
- * Converts the arguments of a WebGL function to a string.
4266
- * Attempts to convert enum arguments to strings.
4267
- *
4268
- * @param {string} functionName the name of the WebGL function.
4269
- * @param {Array<*>} args The arguments.
4270
- * @return {string} The arguments as a string.
4271
- */
4272
- function glFunctionArgsToString(functionName, args) {
4273
- // apparently we can't do args.join(",");
4274
- var argStr = "";
4275
- var numArgs = args.length;
4276
- for (var ii = 0; ii < numArgs; ++ii) {
4277
- argStr += ((ii == 0) ? '' : ', ') +
4278
- glFunctionArgToString(functionName, numArgs, ii, args[ii]);
4279
- }
4280
- return argStr;
4281
- }
4282
-
4283
- function makePropertyWrapper(wrapper, original, propertyName) {
4284
- //log("wrap prop: " + propertyName);
4285
- wrapper.__defineGetter__(propertyName, function() {
4286
- return original[propertyName];
4287
- });
4288
- // TODO(gmane): this needs to handle properties that take more than
4289
- // one value?
4290
- wrapper.__defineSetter__(propertyName, function(value) {
4291
- //log("set: " + propertyName);
4292
- original[propertyName] = value;
4293
- });
4294
- }
4295
-
4296
- /**
4297
- * Given a WebGL context returns a wrapped context that calls
4298
- * gl.getError after every command and calls a function if the
4299
- * result is not gl.NO_ERROR.
4300
- *
4301
- * @param {!WebGLRenderingContext} ctx The webgl context to
4302
- * wrap.
4303
- * @param {!function(err, funcName, args): void} opt_onErrorFunc
4304
- * The function to call when gl.getError returns an
4305
- * error. If not specified the default function calls
4306
- * console.log with a message.
4307
- * @param {!function(funcName, args): void} opt_onFunc The
4308
- * function to call when each webgl function is called.
4309
- * You can use this to log all calls for example.
4310
- * @param {!WebGLRenderingContext} opt_err_ctx The webgl context
4311
- * to call getError on if different than ctx.
4312
- */
4313
- function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {
4314
- opt_err_ctx = opt_err_ctx || ctx;
4315
- init(ctx);
4316
- opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
4317
- // apparently we can't do args.join(",");
4318
- var argStr = "";
4319
- var numArgs = args.length;
4320
- for (var ii = 0; ii < numArgs; ++ii) {
4321
- argStr += ((ii == 0) ? '' : ', ') +
4322
- glFunctionArgToString(functionName, numArgs, ii, args[ii]);
4323
- }
4324
- error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
4325
- "(" + argStr + ")");
4326
- };
4327
-
4328
- // Holds booleans for each GL error so after we get the error ourselves
4329
- // we can still return it to the client app.
4330
- var glErrorShadow = { };
4331
-
4332
- // Makes a function that calls a WebGL function and then calls getError.
4333
- function makeErrorWrapper(ctx, functionName) {
4334
- return function() {
4335
- if (opt_onFunc) {
4336
- opt_onFunc(functionName, arguments);
4337
- }
4338
- var result = ctx[functionName].apply(ctx, arguments);
4339
- var err = opt_err_ctx.getError();
4340
- if (err != 0) {
4341
- glErrorShadow[err] = true;
4342
- opt_onErrorFunc(err, functionName, arguments);
4343
- }
4344
- return result;
4345
- };
4346
- }
4347
-
4348
- // Make a an object that has a copy of every property of the WebGL context
4349
- // but wraps all functions.
4350
- var wrapper = {};
4351
- for (var propertyName in ctx) {
4352
- if (typeof ctx[propertyName] == 'function') {
4353
- if (propertyName != 'getExtension') {
4354
- wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
4355
- } else {
4356
- var wrapped = makeErrorWrapper(ctx, propertyName);
4357
- wrapper[propertyName] = function () {
4358
- var result = wrapped.apply(ctx, arguments);
4359
- if (!result) {
4360
- return null;
4361
- }
4362
- return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);
4363
- };
4364
- }
4365
- } else {
4366
- makePropertyWrapper(wrapper, ctx, propertyName);
4367
- }
4368
- }
4369
-
4370
- // Override the getError function with one that returns our saved results.
4371
- wrapper.getError = function() {
4372
- for (var err in glErrorShadow) {
4373
- if (glErrorShadow.hasOwnProperty(err)) {
4374
- if (glErrorShadow[err]) {
4375
- glErrorShadow[err] = false;
4376
- return err;
4377
- }
4378
- }
4379
- }
4380
- return ctx.NO_ERROR;
4381
- };
4382
-
4383
- return wrapper;
4384
- }
4385
-
4386
- function resetToInitialState(ctx) {
4387
- var isWebGL2RenderingContext = !!ctx.createTransformFeedback;
4388
-
4389
- if (isWebGL2RenderingContext) {
4390
- ctx.bindVertexArray(null);
4391
- }
4392
-
4393
- var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
4394
- var tmp = ctx.createBuffer();
4395
- ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
4396
- for (var ii = 0; ii < numAttribs; ++ii) {
4397
- ctx.disableVertexAttribArray(ii);
4398
- ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
4399
- ctx.vertexAttrib1f(ii, 0);
4400
- if (isWebGL2RenderingContext) {
4401
- ctx.vertexAttribDivisor(ii, 0);
4402
- }
4403
- }
4404
- ctx.deleteBuffer(tmp);
4405
-
4406
- var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
4407
- for (var ii = 0; ii < numTextureUnits; ++ii) {
4408
- ctx.activeTexture(ctx.TEXTURE0 + ii);
4409
- ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
4410
- ctx.bindTexture(ctx.TEXTURE_2D, null);
4411
- if (isWebGL2RenderingContext) {
4412
- ctx.bindTexture(ctx.TEXTURE_2D_ARRAY, null);
4413
- ctx.bindTexture(ctx.TEXTURE_3D, null);
4414
- ctx.bindSampler(ii, null);
4415
- }
4416
- }
4417
-
4418
- ctx.activeTexture(ctx.TEXTURE0);
4419
- ctx.useProgram(null);
4420
- ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
4421
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
4422
- ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
4423
- ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
4424
- ctx.disable(ctx.BLEND);
4425
- ctx.disable(ctx.CULL_FACE);
4426
- ctx.disable(ctx.DEPTH_TEST);
4427
- ctx.disable(ctx.DITHER);
4428
- ctx.disable(ctx.SCISSOR_TEST);
4429
- ctx.blendColor(0, 0, 0, 0);
4430
- ctx.blendEquation(ctx.FUNC_ADD);
4431
- ctx.blendFunc(ctx.ONE, ctx.ZERO);
4432
- ctx.clearColor(0, 0, 0, 0);
4433
- ctx.clearDepth(1);
4434
- ctx.clearStencil(-1);
4435
- ctx.colorMask(true, true, true, true);
4436
- ctx.cullFace(ctx.BACK);
4437
- ctx.depthFunc(ctx.LESS);
4438
- ctx.depthMask(true);
4439
- ctx.depthRange(0, 1);
4440
- ctx.frontFace(ctx.CCW);
4441
- ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
4442
- ctx.lineWidth(1);
4443
- ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
4444
- ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
4445
- ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
4446
- ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
4447
- // TODO: Delete this IF.
4448
- if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
4449
- ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
4450
- }
4451
- ctx.polygonOffset(0, 0);
4452
- ctx.sampleCoverage(1, false);
4453
- ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
4454
- ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
4455
- ctx.stencilMask(0xFFFFFFFF);
4456
- ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
4457
- ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
4458
- ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
4459
-
4460
- if (isWebGL2RenderingContext) {
4461
- ctx.drawBuffers([ctx.BACK]);
4462
- ctx.readBuffer(ctx.BACK);
4463
- ctx.bindBuffer(ctx.COPY_READ_BUFFER, null);
4464
- ctx.bindBuffer(ctx.COPY_WRITE_BUFFER, null);
4465
- ctx.bindBuffer(ctx.PIXEL_PACK_BUFFER, null);
4466
- ctx.bindBuffer(ctx.PIXEL_UNPACK_BUFFER, null);
4467
- var numTransformFeedbacks = ctx.getParameter(ctx.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
4468
- for (var ii = 0; ii < numTransformFeedbacks; ++ii) {
4469
- ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, ii, null);
4470
- }
4471
- var numUBOs = ctx.getParameter(ctx.MAX_UNIFORM_BUFFER_BINDINGS);
4472
- for (var ii = 0; ii < numUBOs; ++ii) {
4473
- ctx.bindBufferBase(ctx.UNIFORM_BUFFER, ii, null);
4474
- }
4475
- ctx.disable(ctx.RASTERIZER_DISCARD);
4476
- ctx.pixelStorei(ctx.UNPACK_IMAGE_HEIGHT, 0);
4477
- ctx.pixelStorei(ctx.UNPACK_SKIP_IMAGES, 0);
4478
- ctx.pixelStorei(ctx.UNPACK_ROW_LENGTH, 0);
4479
- ctx.pixelStorei(ctx.UNPACK_SKIP_ROWS, 0);
4480
- ctx.pixelStorei(ctx.UNPACK_SKIP_PIXELS, 0);
4481
- ctx.pixelStorei(ctx.PACK_ROW_LENGTH, 0);
4482
- ctx.pixelStorei(ctx.PACK_SKIP_ROWS, 0);
4483
- ctx.pixelStorei(ctx.PACK_SKIP_PIXELS, 0);
4484
- ctx.hint(ctx.FRAGMENT_SHADER_DERIVATIVE_HINT, ctx.DONT_CARE);
4485
- }
4486
-
4487
- // TODO: This should NOT be needed but Firefox fails with 'hint'
4488
- while(ctx.getError());
4489
- }
4490
-
4491
- function makeLostContextSimulatingCanvas(canvas) {
4492
- var unwrappedContext_;
4493
- var wrappedContext_;
4494
- var onLost_ = [];
4495
- var onRestored_ = [];
4496
- var wrappedContext_ = {};
4497
- var contextId_ = 1;
4498
- var contextLost_ = false;
4499
- var resourceDb_ = [];
4500
- var numCallsToLoseContext_ = 0;
4501
- var numCalls_ = 0;
4502
- var canRestore_ = false;
4503
- var restoreTimeout_ = 0;
4504
- var isWebGL2RenderingContext;
4505
-
4506
- // Holds booleans for each GL error so can simulate errors.
4507
- var glErrorShadow_ = { };
4508
-
4509
- canvas.getContext = function(f) {
4510
- return function() {
4511
- var ctx = f.apply(canvas, arguments);
4512
- // Did we get a context and is it a WebGL context?
4513
- if ((ctx instanceof WebGLRenderingContext) || (window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext))) {
4514
- if (ctx != unwrappedContext_) {
4515
- if (unwrappedContext_) {
4516
- throw "got different context"
4517
- }
4518
- isWebGL2RenderingContext = window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext);
4519
- unwrappedContext_ = ctx;
4520
- wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
4521
- }
4522
- return wrappedContext_;
4523
- }
4524
- return ctx;
4525
- }
4526
- }(canvas.getContext);
4527
-
4528
- function wrapEvent(listener) {
4529
- if (typeof(listener) == "function") {
4530
- return listener;
4531
- } else {
4532
- return function(info) {
4533
- listener.handleEvent(info);
4534
- }
4535
- }
4536
- }
4537
-
4538
- var addOnContextLostListener = function(listener) {
4539
- onLost_.push(wrapEvent(listener));
4540
- };
4541
-
4542
- var addOnContextRestoredListener = function(listener) {
4543
- onRestored_.push(wrapEvent(listener));
4544
- };
4545
-
4546
-
4547
- function wrapAddEventListener(canvas) {
4548
- var f = canvas.addEventListener;
4549
- canvas.addEventListener = function(type, listener, bubble) {
4550
- switch (type) {
4551
- case 'webglcontextlost':
4552
- addOnContextLostListener(listener);
4553
- break;
4554
- case 'webglcontextrestored':
4555
- addOnContextRestoredListener(listener);
4556
- break;
4557
- default:
4558
- f.apply(canvas, arguments);
4559
- }
4560
- };
4561
- }
4562
-
4563
- wrapAddEventListener(canvas);
4564
-
4565
- canvas.loseContext = function() {
4566
- if (!contextLost_) {
4567
- contextLost_ = true;
4568
- numCallsToLoseContext_ = 0;
4569
- ++contextId_;
4570
- while (unwrappedContext_.getError());
4571
- clearErrors();
4572
- glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
4573
- var event = makeWebGLContextEvent("context lost");
4574
- var callbacks = onLost_.slice();
4575
- setTimeout(function() {
4576
- //log("numCallbacks:" + callbacks.length);
4577
- for (var ii = 0; ii < callbacks.length; ++ii) {
4578
- //log("calling callback:" + ii);
4579
- callbacks[ii](event);
4580
- }
4581
- if (restoreTimeout_ >= 0) {
4582
- setTimeout(function() {
4583
- canvas.restoreContext();
4584
- }, restoreTimeout_);
4585
- }
4586
- }, 0);
4587
- }
4588
- };
4589
-
4590
- canvas.restoreContext = function() {
4591
- if (contextLost_) {
4592
- if (onRestored_.length) {
4593
- setTimeout(function() {
4594
- if (!canRestore_) {
4595
- throw "can not restore. webglcontestlost listener did not call event.preventDefault";
4596
- }
4597
- freeResources();
4598
- resetToInitialState(unwrappedContext_);
4599
- contextLost_ = false;
4600
- numCalls_ = 0;
4601
- canRestore_ = false;
4602
- var callbacks = onRestored_.slice();
4603
- var event = makeWebGLContextEvent("context restored");
4604
- for (var ii = 0; ii < callbacks.length; ++ii) {
4605
- callbacks[ii](event);
4606
- }
4607
- }, 0);
4608
- }
4609
- }
4610
- };
4611
-
4612
- canvas.loseContextInNCalls = function(numCalls) {
4613
- if (contextLost_) {
4614
- throw "You can not ask a lost contet to be lost";
4615
- }
4616
- numCallsToLoseContext_ = numCalls_ + numCalls;
4617
- };
4618
-
4619
- canvas.getNumCalls = function() {
4620
- return numCalls_;
4621
- };
4622
-
4623
- canvas.setRestoreTimeout = function(timeout) {
4624
- restoreTimeout_ = timeout;
4625
- };
4626
-
4627
- function clearErrors() {
4628
- var k = Object.keys(glErrorShadow_);
4629
- for (var ii = 0; ii < k.length; ++ii) {
4630
- delete glErrorShadow_[k[ii]];
4631
- }
4632
- }
4633
-
4634
- function loseContextIfTime() {
4635
- ++numCalls_;
4636
- if (!contextLost_) {
4637
- if (numCallsToLoseContext_ == numCalls_) {
4638
- canvas.loseContext();
4639
- }
4640
- }
4641
- }
4642
-
4643
- // Makes a function that simulates WebGL when out of context.
4644
- function makeLostContextFunctionWrapper(ctx, functionName) {
4645
- var f = ctx[functionName];
4646
- return function() {
4647
- // log("calling:" + functionName);
4648
- // Only call the functions if the context is not lost.
4649
- loseContextIfTime();
4650
- if (!contextLost_) {
4651
- //if (!checkResources(arguments)) {
4652
- // glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
4653
- // return;
4654
- //}
4655
- var result = f.apply(ctx, arguments);
4656
- return result;
4657
- }
4658
- };
4659
- }
4660
-
4661
- function freeResources() {
4662
- for (var ii = 0; ii < resourceDb_.length; ++ii) {
4663
- var resource = resourceDb_[ii];
4664
- if (resource instanceof WebGLBuffer) {
4665
- unwrappedContext_.deleteBuffer(resource);
4666
- } else if (resource instanceof WebGLFramebuffer) {
4667
- unwrappedContext_.deleteFramebuffer(resource);
4668
- } else if (resource instanceof WebGLProgram) {
4669
- unwrappedContext_.deleteProgram(resource);
4670
- } else if (resource instanceof WebGLRenderbuffer) {
4671
- unwrappedContext_.deleteRenderbuffer(resource);
4672
- } else if (resource instanceof WebGLShader) {
4673
- unwrappedContext_.deleteShader(resource);
4674
- } else if (resource instanceof WebGLTexture) {
4675
- unwrappedContext_.deleteTexture(resource);
4676
- }
4677
- else if (isWebGL2RenderingContext) {
4678
- if (resource instanceof WebGLQuery) {
4679
- unwrappedContext_.deleteQuery(resource);
4680
- } else if (resource instanceof WebGLSampler) {
4681
- unwrappedContext_.deleteSampler(resource);
4682
- } else if (resource instanceof WebGLSync) {
4683
- unwrappedContext_.deleteSync(resource);
4684
- } else if (resource instanceof WebGLTransformFeedback) {
4685
- unwrappedContext_.deleteTransformFeedback(resource);
4686
- } else if (resource instanceof WebGLVertexArrayObject) {
4687
- unwrappedContext_.deleteVertexArray(resource);
4688
- }
4689
- }
4690
- }
4691
- }
4692
-
4693
- function makeWebGLContextEvent(statusMessage) {
4694
- return {
4695
- statusMessage: statusMessage,
4696
- preventDefault: function() {
4697
- canRestore_ = true;
4698
- }
4699
- };
4700
- }
4701
-
4702
- return canvas;
4703
-
4704
- function makeLostContextSimulatingContext(ctx) {
4705
- // copy all functions and properties to wrapper
4706
- for (var propertyName in ctx) {
4707
- if (typeof ctx[propertyName] == 'function') {
4708
- wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
4709
- ctx, propertyName);
4710
- } else {
4711
- makePropertyWrapper(wrappedContext_, ctx, propertyName);
4712
- }
4713
- }
4714
-
4715
- // Wrap a few functions specially.
4716
- wrappedContext_.getError = function() {
4717
- loseContextIfTime();
4718
- if (!contextLost_) {
4719
- var err;
4720
- while (err = unwrappedContext_.getError()) {
4721
- glErrorShadow_[err] = true;
4722
- }
4723
- }
4724
- for (var err in glErrorShadow_) {
4725
- if (glErrorShadow_[err]) {
4726
- delete glErrorShadow_[err];
4727
- return err;
4728
- }
4729
- }
4730
- return wrappedContext_.NO_ERROR;
4731
- };
4732
-
4733
- var creationFunctions = [
4734
- "createBuffer",
4735
- "createFramebuffer",
4736
- "createProgram",
4737
- "createRenderbuffer",
4738
- "createShader",
4739
- "createTexture"
4740
- ];
4741
- if (isWebGL2RenderingContext) {
4742
- creationFunctions.push(
4743
- "createQuery",
4744
- "createSampler",
4745
- "fenceSync",
4746
- "createTransformFeedback",
4747
- "createVertexArray"
4748
- );
4749
- }
4750
- for (var ii = 0; ii < creationFunctions.length; ++ii) {
4751
- var functionName = creationFunctions[ii];
4752
- wrappedContext_[functionName] = function(f) {
4753
- return function() {
4754
- loseContextIfTime();
4755
- if (contextLost_) {
4756
- return null;
4757
- }
4758
- var obj = f.apply(ctx, arguments);
4759
- obj.__webglDebugContextLostId__ = contextId_;
4760
- resourceDb_.push(obj);
4761
- return obj;
4762
- };
4763
- }(ctx[functionName]);
4764
- }
4765
-
4766
- var functionsThatShouldReturnNull = [
4767
- "getActiveAttrib",
4768
- "getActiveUniform",
4769
- "getBufferParameter",
4770
- "getContextAttributes",
4771
- "getAttachedShaders",
4772
- "getFramebufferAttachmentParameter",
4773
- "getParameter",
4774
- "getProgramParameter",
4775
- "getProgramInfoLog",
4776
- "getRenderbufferParameter",
4777
- "getShaderParameter",
4778
- "getShaderInfoLog",
4779
- "getShaderSource",
4780
- "getTexParameter",
4781
- "getUniform",
4782
- "getUniformLocation",
4783
- "getVertexAttrib"
4784
- ];
4785
- if (isWebGL2RenderingContext) {
4786
- functionsThatShouldReturnNull.push(
4787
- "getInternalformatParameter",
4788
- "getQuery",
4789
- "getQueryParameter",
4790
- "getSamplerParameter",
4791
- "getSyncParameter",
4792
- "getTransformFeedbackVarying",
4793
- "getIndexedParameter",
4794
- "getUniformIndices",
4795
- "getActiveUniforms",
4796
- "getActiveUniformBlockParameter",
4797
- "getActiveUniformBlockName"
4798
- );
4799
- }
4800
- for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
4801
- var functionName = functionsThatShouldReturnNull[ii];
4802
- wrappedContext_[functionName] = function(f) {
4803
- return function() {
4804
- loseContextIfTime();
4805
- if (contextLost_) {
4806
- return null;
4807
- }
4808
- return f.apply(ctx, arguments);
4809
- }
4810
- }(wrappedContext_[functionName]);
4811
- }
4812
-
4813
- var isFunctions = [
4814
- "isBuffer",
4815
- "isEnabled",
4816
- "isFramebuffer",
4817
- "isProgram",
4818
- "isRenderbuffer",
4819
- "isShader",
4820
- "isTexture"
4821
- ];
4822
- if (isWebGL2RenderingContext) {
4823
- isFunctions.push(
4824
- "isQuery",
4825
- "isSampler",
4826
- "isSync",
4827
- "isTransformFeedback",
4828
- "isVertexArray"
4829
- );
4830
- }
4831
- for (var ii = 0; ii < isFunctions.length; ++ii) {
4832
- var functionName = isFunctions[ii];
4833
- wrappedContext_[functionName] = function(f) {
4834
- return function() {
4835
- loseContextIfTime();
4836
- if (contextLost_) {
4837
- return false;
4838
- }
4839
- return f.apply(ctx, arguments);
4840
- }
4841
- }(wrappedContext_[functionName]);
4842
- }
4843
-
4844
- wrappedContext_.checkFramebufferStatus = function(f) {
4845
- return function() {
4846
- loseContextIfTime();
4847
- if (contextLost_) {
4848
- return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
4849
- }
4850
- return f.apply(ctx, arguments);
4851
- };
4852
- }(wrappedContext_.checkFramebufferStatus);
4853
-
4854
- wrappedContext_.getAttribLocation = function(f) {
4855
- return function() {
4856
- loseContextIfTime();
4857
- if (contextLost_) {
4858
- return -1;
4859
- }
4860
- return f.apply(ctx, arguments);
4861
- };
4862
- }(wrappedContext_.getAttribLocation);
4863
-
4864
- wrappedContext_.getVertexAttribOffset = function(f) {
4865
- return function() {
4866
- loseContextIfTime();
4867
- if (contextLost_) {
4868
- return 0;
4869
- }
4870
- return f.apply(ctx, arguments);
4871
- };
4872
- }(wrappedContext_.getVertexAttribOffset);
4873
-
4874
- wrappedContext_.isContextLost = function() {
4875
- return contextLost_;
4876
- };
4877
-
4878
- if (isWebGL2RenderingContext) {
4879
- wrappedContext_.getFragDataLocation = function(f) {
4880
- return function() {
4881
- loseContextIfTime();
4882
- if (contextLost_) {
4883
- return -1;
4884
- }
4885
- return f.apply(ctx, arguments);
4886
- };
4887
- }(wrappedContext_.getFragDataLocation);
4888
-
4889
- wrappedContext_.clientWaitSync = function(f) {
4890
- return function() {
4891
- loseContextIfTime();
4892
- if (contextLost_) {
4893
- return wrappedContext_.WAIT_FAILED;
4894
- }
4895
- return f.apply(ctx, arguments);
4896
- };
4897
- }(wrappedContext_.clientWaitSync);
4898
-
4899
- wrappedContext_.getUniformBlockIndex = function(f) {
4900
- return function() {
4901
- loseContextIfTime();
4902
- if (contextLost_) {
4903
- return wrappedContext_.INVALID_INDEX;
4904
- }
4905
- return f.apply(ctx, arguments);
4906
- };
4907
- }(wrappedContext_.getUniformBlockIndex);
4908
- }
4909
-
4910
- return wrappedContext_;
4911
- }
4912
- }
4913
-
4914
- return {
4915
- /**
4916
- * Initializes this module. Safe to call more than once.
4917
- * @param {!WebGLRenderingContext} ctx A WebGL context. If
4918
- * you have more than one context it doesn't matter which one
4919
- * you pass in, it is only used to pull out constants.
4920
- */
4921
- 'init': init,
4922
-
4923
- /**
4924
- * Returns true or false if value matches any WebGL enum
4925
- * @param {*} value Value to check if it might be an enum.
4926
- * @return {boolean} True if value matches one of the WebGL defined enums
4927
- */
4928
- 'mightBeEnum': mightBeEnum,
4929
-
4930
- /**
4931
- * Gets an string version of an WebGL enum.
4932
- *
4933
- * Example:
4934
- * WebGLDebugUtil.init(ctx);
4935
- * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
4936
- *
4937
- * @param {number} value Value to return an enum for
4938
- * @return {string} The string version of the enum.
4939
- */
4940
- 'glEnumToString': glEnumToString,
4941
-
4942
- /**
4943
- * Converts the argument of a WebGL function to a string.
4944
- * Attempts to convert enum arguments to strings.
4945
- *
4946
- * Example:
4947
- * WebGLDebugUtil.init(ctx);
4948
- * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);
4949
- *
4950
- * would return 'TEXTURE_2D'
4951
- *
4952
- * @param {string} functionName the name of the WebGL function.
4953
- * @param {number} numArgs The number of arguments
4954
- * @param {number} argumentIndx the index of the argument.
4955
- * @param {*} value The value of the argument.
4956
- * @return {string} The value as a string.
4957
- */
4958
- 'glFunctionArgToString': glFunctionArgToString,
4959
-
4960
- /**
4961
- * Converts the arguments of a WebGL function to a string.
4962
- * Attempts to convert enum arguments to strings.
4963
- *
4964
- * @param {string} functionName the name of the WebGL function.
4965
- * @param {number} args The arguments.
4966
- * @return {string} The arguments as a string.
4967
- */
4968
- 'glFunctionArgsToString': glFunctionArgsToString,
4969
-
4970
- /**
4971
- * Given a WebGL context returns a wrapped context that calls
4972
- * gl.getError after every command and calls a function if the
4973
- * result is not NO_ERROR.
4974
- *
4975
- * You can supply your own function if you want. For example, if you'd like
4976
- * an exception thrown on any GL error you could do this
4977
- *
4978
- * function throwOnGLError(err, funcName, args) {
4979
- * throw WebGLDebugUtils.glEnumToString(err) +
4980
- * " was caused by call to " + funcName;
4981
- * };
4982
- *
4983
- * ctx = WebGLDebugUtils.makeDebugContext(
4984
- * canvas.getContext("webgl"), throwOnGLError);
4985
- *
4986
- * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
4987
- * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
4988
- * to call when gl.getError returns an error. If not specified the default
4989
- * function calls console.log with a message.
4990
- * @param {!function(funcName, args): void} opt_onFunc The
4991
- * function to call when each webgl function is called. You
4992
- * can use this to log all calls for example.
4993
- */
4994
- 'makeDebugContext': makeDebugContext,
4995
-
4996
- /**
4997
- * Given a canvas element returns a wrapped canvas element that will
4998
- * simulate lost context. The canvas returned adds the following functions.
4999
- *
5000
- * loseContext:
5001
- * simulates a lost context event.
5002
- *
5003
- * restoreContext:
5004
- * simulates the context being restored.
5005
- *
5006
- * lostContextInNCalls:
5007
- * loses the context after N gl calls.
5008
- *
5009
- * getNumCalls:
5010
- * tells you how many gl calls there have been so far.
5011
- *
5012
- * setRestoreTimeout:
5013
- * sets the number of milliseconds until the context is restored
5014
- * after it has been lost. Defaults to 0. Pass -1 to prevent
5015
- * automatic restoring.
5016
- *
5017
- * @param {!Canvas} canvas The canvas element to wrap.
5018
- */
5019
- 'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,
5020
-
5021
- /**
5022
- * Resets a context to the initial state.
5023
- * @param {!WebGLRenderingContext} ctx The webgl context to
5024
- * reset.
5025
- */
5026
- 'resetToInitialState': resetToInitialState
5027
- };
5028
-
3873
+ /*
3874
+ ** Copyright (c) 2012 The Khronos Group Inc.
3875
+ **
3876
+ ** Permission is hereby granted, free of charge, to any person obtaining a
3877
+ ** copy of this software and/or associated documentation files (the
3878
+ ** "Materials"), to deal in the Materials without restriction, including
3879
+ ** without limitation the rights to use, copy, modify, merge, publish,
3880
+ ** distribute, sublicense, and/or sell copies of the Materials, and to
3881
+ ** permit persons to whom the Materials are furnished to do so, subject to
3882
+ ** the following conditions:
3883
+ **
3884
+ ** The above copyright notice and this permission notice shall be included
3885
+ ** in all copies or substantial portions of the Materials.
3886
+ **
3887
+ ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
3888
+ ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
3889
+ ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
3890
+ ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
3891
+ ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
3892
+ ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
3893
+ ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
3894
+ */
3895
+
3896
+ // Various functions for helping debug WebGL apps.
3897
+
3898
+ const WebGLDebugUtils = function() {
3899
+
3900
+ /**
3901
+ * Wrapped logging function.
3902
+ * @param {string} msg Message to log.
3903
+ */
3904
+ var log = function(msg) {
3905
+ if (window.console && window.console.log) {
3906
+ window.console.log(msg);
3907
+ }
3908
+ };
3909
+
3910
+ /**
3911
+ * Wrapped error logging function.
3912
+ * @param {string} msg Message to log.
3913
+ */
3914
+ var error = function(msg) {
3915
+ if (window.console && window.console.error) {
3916
+ window.console.error(msg);
3917
+ } else {
3918
+ log(msg);
3919
+ }
3920
+ };
3921
+
3922
+
3923
+ /**
3924
+ * Which arguments are enums based on the number of arguments to the function.
3925
+ * So
3926
+ * 'texImage2D': {
3927
+ * 9: { 0:true, 2:true, 6:true, 7:true },
3928
+ * 6: { 0:true, 2:true, 3:true, 4:true },
3929
+ * },
3930
+ *
3931
+ * means if there are 9 arguments then 6 and 7 are enums, if there are 6
3932
+ * arguments 3 and 4 are enums
3933
+ *
3934
+ * @type {!Object.<number, !Object.<number, string>}
3935
+ */
3936
+ var glValidEnumContexts = {
3937
+ // Generic setters and getters
3938
+
3939
+ 'enable': {1: { 0:true }},
3940
+ 'disable': {1: { 0:true }},
3941
+ 'getParameter': {1: { 0:true }},
3942
+
3943
+ // Rendering
3944
+
3945
+ 'drawArrays': {3:{ 0:true }},
3946
+ 'drawElements': {4:{ 0:true, 2:true }},
3947
+
3948
+ // Shaders
3949
+
3950
+ 'createShader': {1: { 0:true }},
3951
+ 'getShaderParameter': {2: { 1:true }},
3952
+ 'getProgramParameter': {2: { 1:true }},
3953
+ 'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
3954
+
3955
+ // Vertex attributes
3956
+
3957
+ 'getVertexAttrib': {2: { 1:true }},
3958
+ 'vertexAttribPointer': {6: { 2:true }},
3959
+
3960
+ // Textures
3961
+
3962
+ 'bindTexture': {2: { 0:true }},
3963
+ 'activeTexture': {1: { 0:true }},
3964
+ 'getTexParameter': {2: { 0:true, 1:true }},
3965
+ 'texParameterf': {3: { 0:true, 1:true }},
3966
+ 'texParameteri': {3: { 0:true, 1:true, 2:true }},
3967
+ // texImage2D and texSubImage2D are defined below with WebGL 2 entrypoints
3968
+ 'copyTexImage2D': {8: { 0:true, 2:true }},
3969
+ 'copyTexSubImage2D': {8: { 0:true }},
3970
+ 'generateMipmap': {1: { 0:true }},
3971
+ // compressedTexImage2D and compressedTexSubImage2D are defined below with WebGL 2 entrypoints
3972
+
3973
+ // Buffer objects
3974
+
3975
+ 'bindBuffer': {2: { 0:true }},
3976
+ // bufferData and bufferSubData are defined below with WebGL 2 entrypoints
3977
+ 'getBufferParameter': {2: { 0:true, 1:true }},
3978
+
3979
+ // Renderbuffers and framebuffers
3980
+
3981
+ 'pixelStorei': {2: { 0:true, 1:true }},
3982
+ // readPixels is defined below with WebGL 2 entrypoints
3983
+ 'bindRenderbuffer': {2: { 0:true }},
3984
+ 'bindFramebuffer': {2: { 0:true }},
3985
+ 'checkFramebufferStatus': {1: { 0:true }},
3986
+ 'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
3987
+ 'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
3988
+ 'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
3989
+ 'getRenderbufferParameter': {2: { 0:true, 1:true }},
3990
+ 'renderbufferStorage': {4: { 0:true, 1:true }},
3991
+
3992
+ // Frame buffer operations (clear, blend, depth test, stencil)
3993
+
3994
+ 'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},
3995
+ 'depthFunc': {1: { 0:true }},
3996
+ 'blendFunc': {2: { 0:true, 1:true }},
3997
+ 'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
3998
+ 'blendEquation': {1: { 0:true }},
3999
+ 'blendEquationSeparate': {2: { 0:true, 1:true }},
4000
+ 'stencilFunc': {3: { 0:true }},
4001
+ 'stencilFuncSeparate': {4: { 0:true, 1:true }},
4002
+ 'stencilMaskSeparate': {2: { 0:true }},
4003
+ 'stencilOp': {3: { 0:true, 1:true, 2:true }},
4004
+ 'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
4005
+
4006
+ // Culling
4007
+
4008
+ 'cullFace': {1: { 0:true }},
4009
+ 'frontFace': {1: { 0:true }},
4010
+
4011
+ // ANGLE_instanced_arrays extension
4012
+
4013
+ 'drawArraysInstancedANGLE': {4: { 0:true }},
4014
+ 'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
4015
+
4016
+ // EXT_blend_minmax extension
4017
+
4018
+ 'blendEquationEXT': {1: { 0:true }},
4019
+
4020
+ // WebGL 2 Buffer objects
4021
+
4022
+ 'bufferData': {
4023
+ 3: { 0:true, 2:true }, // WebGL 1
4024
+ 4: { 0:true, 2:true }, // WebGL 2
4025
+ 5: { 0:true, 2:true } // WebGL 2
4026
+ },
4027
+ 'bufferSubData': {
4028
+ 3: { 0:true }, // WebGL 1
4029
+ 4: { 0:true }, // WebGL 2
4030
+ 5: { 0:true } // WebGL 2
4031
+ },
4032
+ 'copyBufferSubData': {5: { 0:true, 1:true }},
4033
+ 'getBufferSubData': {3: { 0:true }, 4: { 0:true }, 5: { 0:true }},
4034
+
4035
+ // WebGL 2 Framebuffer objects
4036
+
4037
+ 'blitFramebuffer': {10: { 8: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }, 9:true }},
4038
+ 'framebufferTextureLayer': {5: { 0:true, 1:true }},
4039
+ 'invalidateFramebuffer': {2: { 0:true }},
4040
+ 'invalidateSubFramebuffer': {6: { 0:true }},
4041
+ 'readBuffer': {1: { 0:true }},
4042
+
4043
+ // WebGL 2 Renderbuffer objects
4044
+
4045
+ 'getInternalformatParameter': {3: { 0:true, 1:true, 2:true }},
4046
+ 'renderbufferStorageMultisample': {5: { 0:true, 2:true }},
4047
+
4048
+ // WebGL 2 Texture objects
4049
+
4050
+ 'texStorage2D': {5: { 0:true, 2:true }},
4051
+ 'texStorage3D': {6: { 0:true, 2:true }},
4052
+ 'texImage2D': {
4053
+ 9: { 0:true, 2:true, 6:true, 7:true }, // WebGL 1 & 2
4054
+ 6: { 0:true, 2:true, 3:true, 4:true }, // WebGL 1
4055
+ 10: { 0:true, 2:true, 6:true, 7:true } // WebGL 2
4056
+ },
4057
+ 'texImage3D': {
4058
+ 10: { 0:true, 2:true, 7:true, 8:true },
4059
+ 11: { 0:true, 2:true, 7:true, 8:true }
4060
+ },
4061
+ 'texSubImage2D': {
4062
+ 9: { 0:true, 6:true, 7:true }, // WebGL 1 & 2
4063
+ 7: { 0:true, 4:true, 5:true }, // WebGL 1
4064
+ 10: { 0:true, 6:true, 7:true } // WebGL 2
4065
+ },
4066
+ 'texSubImage3D': {
4067
+ 11: { 0:true, 8:true, 9:true },
4068
+ 12: { 0:true, 8:true, 9:true }
4069
+ },
4070
+ 'copyTexSubImage3D': {9: { 0:true }},
4071
+ 'compressedTexImage2D': {
4072
+ 7: { 0: true, 2:true }, // WebGL 1 & 2
4073
+ 8: { 0: true, 2:true }, // WebGL 2
4074
+ 9: { 0: true, 2:true } // WebGL 2
4075
+ },
4076
+ 'compressedTexImage3D': {
4077
+ 8: { 0: true, 2:true },
4078
+ 9: { 0: true, 2:true },
4079
+ 10: { 0: true, 2:true }
4080
+ },
4081
+ 'compressedTexSubImage2D': {
4082
+ 8: { 0: true, 6:true }, // WebGL 1 & 2
4083
+ 9: { 0: true, 6:true }, // WebGL 2
4084
+ 10: { 0: true, 6:true } // WebGL 2
4085
+ },
4086
+ 'compressedTexSubImage3D': {
4087
+ 10: { 0: true, 8:true },
4088
+ 11: { 0: true, 8:true },
4089
+ 12: { 0: true, 8:true }
4090
+ },
4091
+
4092
+ // WebGL 2 Vertex attribs
4093
+
4094
+ 'vertexAttribIPointer': {5: { 2:true }},
4095
+
4096
+ // WebGL 2 Writing to the drawing buffer
4097
+
4098
+ 'drawArraysInstanced': {4: { 0:true }},
4099
+ 'drawElementsInstanced': {5: { 0:true, 2:true }},
4100
+ 'drawRangeElements': {6: { 0:true, 4:true }},
4101
+
4102
+ // WebGL 2 Reading back pixels
4103
+
4104
+ 'readPixels': {
4105
+ 7: { 4:true, 5:true }, // WebGL 1 & 2
4106
+ 8: { 4:true, 5:true } // WebGL 2
4107
+ },
4108
+
4109
+ // WebGL 2 Multiple Render Targets
4110
+
4111
+ 'clearBufferfv': {3: { 0:true }, 4: { 0:true }},
4112
+ 'clearBufferiv': {3: { 0:true }, 4: { 0:true }},
4113
+ 'clearBufferuiv': {3: { 0:true }, 4: { 0:true }},
4114
+ 'clearBufferfi': {4: { 0:true }},
4115
+
4116
+ // WebGL 2 Query objects
4117
+
4118
+ 'beginQuery': {2: { 0:true }},
4119
+ 'endQuery': {1: { 0:true }},
4120
+ 'getQuery': {2: { 0:true, 1:true }},
4121
+ 'getQueryParameter': {2: { 1:true }},
4122
+
4123
+ // WebGL 2 Sampler objects
4124
+
4125
+ 'samplerParameteri': {3: { 1:true, 2:true }},
4126
+ 'samplerParameterf': {3: { 1:true }},
4127
+ 'getSamplerParameter': {2: { 1:true }},
4128
+
4129
+ // WebGL 2 Sync objects
4130
+
4131
+ 'fenceSync': {2: { 0:true, 1: { 'enumBitwiseOr': [] } }},
4132
+ 'clientWaitSync': {3: { 1: { 'enumBitwiseOr': ['SYNC_FLUSH_COMMANDS_BIT'] } }},
4133
+ 'waitSync': {3: { 1: { 'enumBitwiseOr': [] } }},
4134
+ 'getSyncParameter': {2: { 1:true }},
4135
+
4136
+ // WebGL 2 Transform Feedback
4137
+
4138
+ 'bindTransformFeedback': {2: { 0:true }},
4139
+ 'beginTransformFeedback': {1: { 0:true }},
4140
+ 'transformFeedbackVaryings': {3: { 2:true }},
4141
+
4142
+ // WebGL2 Uniform Buffer Objects and Transform Feedback Buffers
4143
+
4144
+ 'bindBufferBase': {3: { 0:true }},
4145
+ 'bindBufferRange': {5: { 0:true }},
4146
+ 'getIndexedParameter': {2: { 0:true }},
4147
+ 'getActiveUniforms': {3: { 2:true }},
4148
+ 'getActiveUniformBlockParameter': {3: { 2:true }}
4149
+ };
4150
+
4151
+ /**
4152
+ * Map of numbers to names.
4153
+ * @type {Object}
4154
+ */
4155
+ var glEnums = null;
4156
+
4157
+ /**
4158
+ * Map of names to numbers.
4159
+ * @type {Object}
4160
+ */
4161
+ var enumStringToValue = null;
4162
+
4163
+ /**
4164
+ * Initializes this module. Safe to call more than once.
4165
+ * @param {!WebGLRenderingContext} ctx A WebGL context. If
4166
+ * you have more than one context it doesn't matter which one
4167
+ * you pass in, it is only used to pull out constants.
4168
+ */
4169
+ function init(ctx) {
4170
+ if (glEnums == null) {
4171
+ glEnums = { };
4172
+ enumStringToValue = { };
4173
+ for (var propertyName in ctx) {
4174
+ if (typeof ctx[propertyName] == 'number') {
4175
+ glEnums[ctx[propertyName]] = propertyName;
4176
+ enumStringToValue[propertyName] = ctx[propertyName];
4177
+ }
4178
+ }
4179
+ }
4180
+ }
4181
+
4182
+ /**
4183
+ * Checks the utils have been initialized.
4184
+ */
4185
+ function checkInit() {
4186
+ if (glEnums == null) {
4187
+ throw 'WebGLDebugUtils.init(ctx) not called';
4188
+ }
4189
+ }
4190
+
4191
+ /**
4192
+ * Returns true or false if value matches any WebGL enum
4193
+ * @param {*} value Value to check if it might be an enum.
4194
+ * @return {boolean} True if value matches one of the WebGL defined enums
4195
+ */
4196
+ function mightBeEnum(value) {
4197
+ checkInit();
4198
+ return (glEnums[value] !== undefined);
4199
+ }
4200
+
4201
+ /**
4202
+ * Gets an string version of an WebGL enum.
4203
+ *
4204
+ * Example:
4205
+ * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
4206
+ *
4207
+ * @param {number} value Value to return an enum for
4208
+ * @return {string} The string version of the enum.
4209
+ */
4210
+ function glEnumToString(value) {
4211
+ checkInit();
4212
+ var name = glEnums[value];
4213
+ return (name !== undefined) ? ("gl." + name) :
4214
+ ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
4215
+ }
4216
+
4217
+ /**
4218
+ * Returns the string version of a WebGL argument.
4219
+ * Attempts to convert enum arguments to strings.
4220
+ * @param {string} functionName the name of the WebGL function.
4221
+ * @param {number} numArgs the number of arguments passed to the function.
4222
+ * @param {number} argumentIndx the index of the argument.
4223
+ * @param {*} value The value of the argument.
4224
+ * @return {string} The value as a string.
4225
+ */
4226
+ function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
4227
+ var funcInfo = glValidEnumContexts[functionName];
4228
+ if (funcInfo !== undefined) {
4229
+ var funcInfo = funcInfo[numArgs];
4230
+ if (funcInfo !== undefined) {
4231
+ if (funcInfo[argumentIndex]) {
4232
+ if (typeof funcInfo[argumentIndex] === 'object' &&
4233
+ funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {
4234
+ var enums = funcInfo[argumentIndex]['enumBitwiseOr'];
4235
+ var orResult = 0;
4236
+ var orEnums = [];
4237
+ for (var i = 0; i < enums.length; ++i) {
4238
+ var enumValue = enumStringToValue[enums[i]];
4239
+ if ((value & enumValue) !== 0) {
4240
+ orResult |= enumValue;
4241
+ orEnums.push(glEnumToString(enumValue));
4242
+ }
4243
+ }
4244
+ if (orResult === value) {
4245
+ return orEnums.join(' | ');
4246
+ } else {
4247
+ return glEnumToString(value);
4248
+ }
4249
+ } else {
4250
+ return glEnumToString(value);
4251
+ }
4252
+ }
4253
+ }
4254
+ }
4255
+ if (value === null) {
4256
+ return "null";
4257
+ } else if (value === undefined) {
4258
+ return "undefined";
4259
+ } else {
4260
+ return value.toString();
4261
+ }
4262
+ }
4263
+
4264
+ /**
4265
+ * Converts the arguments of a WebGL function to a string.
4266
+ * Attempts to convert enum arguments to strings.
4267
+ *
4268
+ * @param {string} functionName the name of the WebGL function.
4269
+ * @param {Array<*>} args The arguments.
4270
+ * @return {string} The arguments as a string.
4271
+ */
4272
+ function glFunctionArgsToString(functionName, args) {
4273
+ // apparently we can't do args.join(",");
4274
+ var argStr = "";
4275
+ var numArgs = args.length;
4276
+ for (var ii = 0; ii < numArgs; ++ii) {
4277
+ argStr += ((ii == 0) ? '' : ', ') +
4278
+ glFunctionArgToString(functionName, numArgs, ii, args[ii]);
4279
+ }
4280
+ return argStr;
4281
+ }
4282
+
4283
+ function makePropertyWrapper(wrapper, original, propertyName) {
4284
+ //log("wrap prop: " + propertyName);
4285
+ wrapper.__defineGetter__(propertyName, function() {
4286
+ return original[propertyName];
4287
+ });
4288
+ // TODO(gmane): this needs to handle properties that take more than
4289
+ // one value?
4290
+ wrapper.__defineSetter__(propertyName, function(value) {
4291
+ //log("set: " + propertyName);
4292
+ original[propertyName] = value;
4293
+ });
4294
+ }
4295
+
4296
+ /**
4297
+ * Given a WebGL context returns a wrapped context that calls
4298
+ * gl.getError after every command and calls a function if the
4299
+ * result is not gl.NO_ERROR.
4300
+ *
4301
+ * @param {!WebGLRenderingContext} ctx The webgl context to
4302
+ * wrap.
4303
+ * @param {!function(err, funcName, args): void} opt_onErrorFunc
4304
+ * The function to call when gl.getError returns an
4305
+ * error. If not specified the default function calls
4306
+ * console.log with a message.
4307
+ * @param {!function(funcName, args): void} opt_onFunc The
4308
+ * function to call when each webgl function is called.
4309
+ * You can use this to log all calls for example.
4310
+ * @param {!WebGLRenderingContext} opt_err_ctx The webgl context
4311
+ * to call getError on if different than ctx.
4312
+ */
4313
+ function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {
4314
+ opt_err_ctx = opt_err_ctx || ctx;
4315
+ init(ctx);
4316
+ opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
4317
+ // apparently we can't do args.join(",");
4318
+ var argStr = "";
4319
+ var numArgs = args.length;
4320
+ for (var ii = 0; ii < numArgs; ++ii) {
4321
+ argStr += ((ii == 0) ? '' : ', ') +
4322
+ glFunctionArgToString(functionName, numArgs, ii, args[ii]);
4323
+ }
4324
+ error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
4325
+ "(" + argStr + ")");
4326
+ };
4327
+
4328
+ // Holds booleans for each GL error so after we get the error ourselves
4329
+ // we can still return it to the client app.
4330
+ var glErrorShadow = { };
4331
+
4332
+ // Makes a function that calls a WebGL function and then calls getError.
4333
+ function makeErrorWrapper(ctx, functionName) {
4334
+ return function() {
4335
+ if (opt_onFunc) {
4336
+ opt_onFunc(functionName, arguments);
4337
+ }
4338
+ var result = ctx[functionName].apply(ctx, arguments);
4339
+ var err = opt_err_ctx.getError();
4340
+ if (err != 0) {
4341
+ glErrorShadow[err] = true;
4342
+ opt_onErrorFunc(err, functionName, arguments);
4343
+ }
4344
+ return result;
4345
+ };
4346
+ }
4347
+
4348
+ // Make a an object that has a copy of every property of the WebGL context
4349
+ // but wraps all functions.
4350
+ var wrapper = {};
4351
+ for (var propertyName in ctx) {
4352
+ if (typeof ctx[propertyName] == 'function') {
4353
+ if (propertyName != 'getExtension') {
4354
+ wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
4355
+ } else {
4356
+ var wrapped = makeErrorWrapper(ctx, propertyName);
4357
+ wrapper[propertyName] = function () {
4358
+ var result = wrapped.apply(ctx, arguments);
4359
+ if (!result) {
4360
+ return null;
4361
+ }
4362
+ return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);
4363
+ };
4364
+ }
4365
+ } else {
4366
+ makePropertyWrapper(wrapper, ctx, propertyName);
4367
+ }
4368
+ }
4369
+
4370
+ // Override the getError function with one that returns our saved results.
4371
+ wrapper.getError = function() {
4372
+ for (var err in glErrorShadow) {
4373
+ if (glErrorShadow.hasOwnProperty(err)) {
4374
+ if (glErrorShadow[err]) {
4375
+ glErrorShadow[err] = false;
4376
+ return err;
4377
+ }
4378
+ }
4379
+ }
4380
+ return ctx.NO_ERROR;
4381
+ };
4382
+
4383
+ return wrapper;
4384
+ }
4385
+
4386
+ function resetToInitialState(ctx) {
4387
+ var isWebGL2RenderingContext = !!ctx.createTransformFeedback;
4388
+
4389
+ if (isWebGL2RenderingContext) {
4390
+ ctx.bindVertexArray(null);
4391
+ }
4392
+
4393
+ var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
4394
+ var tmp = ctx.createBuffer();
4395
+ ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
4396
+ for (var ii = 0; ii < numAttribs; ++ii) {
4397
+ ctx.disableVertexAttribArray(ii);
4398
+ ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
4399
+ ctx.vertexAttrib1f(ii, 0);
4400
+ if (isWebGL2RenderingContext) {
4401
+ ctx.vertexAttribDivisor(ii, 0);
4402
+ }
4403
+ }
4404
+ ctx.deleteBuffer(tmp);
4405
+
4406
+ var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
4407
+ for (var ii = 0; ii < numTextureUnits; ++ii) {
4408
+ ctx.activeTexture(ctx.TEXTURE0 + ii);
4409
+ ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
4410
+ ctx.bindTexture(ctx.TEXTURE_2D, null);
4411
+ if (isWebGL2RenderingContext) {
4412
+ ctx.bindTexture(ctx.TEXTURE_2D_ARRAY, null);
4413
+ ctx.bindTexture(ctx.TEXTURE_3D, null);
4414
+ ctx.bindSampler(ii, null);
4415
+ }
4416
+ }
4417
+
4418
+ ctx.activeTexture(ctx.TEXTURE0);
4419
+ ctx.useProgram(null);
4420
+ ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
4421
+ ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
4422
+ ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
4423
+ ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
4424
+ ctx.disable(ctx.BLEND);
4425
+ ctx.disable(ctx.CULL_FACE);
4426
+ ctx.disable(ctx.DEPTH_TEST);
4427
+ ctx.disable(ctx.DITHER);
4428
+ ctx.disable(ctx.SCISSOR_TEST);
4429
+ ctx.blendColor(0, 0, 0, 0);
4430
+ ctx.blendEquation(ctx.FUNC_ADD);
4431
+ ctx.blendFunc(ctx.ONE, ctx.ZERO);
4432
+ ctx.clearColor(0, 0, 0, 0);
4433
+ ctx.clearDepth(1);
4434
+ ctx.clearStencil(-1);
4435
+ ctx.colorMask(true, true, true, true);
4436
+ ctx.cullFace(ctx.BACK);
4437
+ ctx.depthFunc(ctx.LESS);
4438
+ ctx.depthMask(true);
4439
+ ctx.depthRange(0, 1);
4440
+ ctx.frontFace(ctx.CCW);
4441
+ ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
4442
+ ctx.lineWidth(1);
4443
+ ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
4444
+ ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
4445
+ ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
4446
+ ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
4447
+ // TODO: Delete this IF.
4448
+ if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
4449
+ ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
4450
+ }
4451
+ ctx.polygonOffset(0, 0);
4452
+ ctx.sampleCoverage(1, false);
4453
+ ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
4454
+ ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
4455
+ ctx.stencilMask(0xFFFFFFFF);
4456
+ ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
4457
+ ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
4458
+ ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
4459
+
4460
+ if (isWebGL2RenderingContext) {
4461
+ ctx.drawBuffers([ctx.BACK]);
4462
+ ctx.readBuffer(ctx.BACK);
4463
+ ctx.bindBuffer(ctx.COPY_READ_BUFFER, null);
4464
+ ctx.bindBuffer(ctx.COPY_WRITE_BUFFER, null);
4465
+ ctx.bindBuffer(ctx.PIXEL_PACK_BUFFER, null);
4466
+ ctx.bindBuffer(ctx.PIXEL_UNPACK_BUFFER, null);
4467
+ var numTransformFeedbacks = ctx.getParameter(ctx.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
4468
+ for (var ii = 0; ii < numTransformFeedbacks; ++ii) {
4469
+ ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, ii, null);
4470
+ }
4471
+ var numUBOs = ctx.getParameter(ctx.MAX_UNIFORM_BUFFER_BINDINGS);
4472
+ for (var ii = 0; ii < numUBOs; ++ii) {
4473
+ ctx.bindBufferBase(ctx.UNIFORM_BUFFER, ii, null);
4474
+ }
4475
+ ctx.disable(ctx.RASTERIZER_DISCARD);
4476
+ ctx.pixelStorei(ctx.UNPACK_IMAGE_HEIGHT, 0);
4477
+ ctx.pixelStorei(ctx.UNPACK_SKIP_IMAGES, 0);
4478
+ ctx.pixelStorei(ctx.UNPACK_ROW_LENGTH, 0);
4479
+ ctx.pixelStorei(ctx.UNPACK_SKIP_ROWS, 0);
4480
+ ctx.pixelStorei(ctx.UNPACK_SKIP_PIXELS, 0);
4481
+ ctx.pixelStorei(ctx.PACK_ROW_LENGTH, 0);
4482
+ ctx.pixelStorei(ctx.PACK_SKIP_ROWS, 0);
4483
+ ctx.pixelStorei(ctx.PACK_SKIP_PIXELS, 0);
4484
+ ctx.hint(ctx.FRAGMENT_SHADER_DERIVATIVE_HINT, ctx.DONT_CARE);
4485
+ }
4486
+
4487
+ // TODO: This should NOT be needed but Firefox fails with 'hint'
4488
+ while(ctx.getError());
4489
+ }
4490
+
4491
+ function makeLostContextSimulatingCanvas(canvas) {
4492
+ var unwrappedContext_;
4493
+ var wrappedContext_;
4494
+ var onLost_ = [];
4495
+ var onRestored_ = [];
4496
+ var wrappedContext_ = {};
4497
+ var contextId_ = 1;
4498
+ var contextLost_ = false;
4499
+ var resourceDb_ = [];
4500
+ var numCallsToLoseContext_ = 0;
4501
+ var numCalls_ = 0;
4502
+ var canRestore_ = false;
4503
+ var restoreTimeout_ = 0;
4504
+ var isWebGL2RenderingContext;
4505
+
4506
+ // Holds booleans for each GL error so can simulate errors.
4507
+ var glErrorShadow_ = { };
4508
+
4509
+ canvas.getContext = function(f) {
4510
+ return function() {
4511
+ var ctx = f.apply(canvas, arguments);
4512
+ // Did we get a context and is it a WebGL context?
4513
+ if ((ctx instanceof WebGLRenderingContext) || (window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext))) {
4514
+ if (ctx != unwrappedContext_) {
4515
+ if (unwrappedContext_) {
4516
+ throw "got different context"
4517
+ }
4518
+ isWebGL2RenderingContext = window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext);
4519
+ unwrappedContext_ = ctx;
4520
+ wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
4521
+ }
4522
+ return wrappedContext_;
4523
+ }
4524
+ return ctx;
4525
+ }
4526
+ }(canvas.getContext);
4527
+
4528
+ function wrapEvent(listener) {
4529
+ if (typeof(listener) == "function") {
4530
+ return listener;
4531
+ } else {
4532
+ return function(info) {
4533
+ listener.handleEvent(info);
4534
+ }
4535
+ }
4536
+ }
4537
+
4538
+ var addOnContextLostListener = function(listener) {
4539
+ onLost_.push(wrapEvent(listener));
4540
+ };
4541
+
4542
+ var addOnContextRestoredListener = function(listener) {
4543
+ onRestored_.push(wrapEvent(listener));
4544
+ };
4545
+
4546
+
4547
+ function wrapAddEventListener(canvas) {
4548
+ var f = canvas.addEventListener;
4549
+ canvas.addEventListener = function(type, listener, bubble) {
4550
+ switch (type) {
4551
+ case 'webglcontextlost':
4552
+ addOnContextLostListener(listener);
4553
+ break;
4554
+ case 'webglcontextrestored':
4555
+ addOnContextRestoredListener(listener);
4556
+ break;
4557
+ default:
4558
+ f.apply(canvas, arguments);
4559
+ }
4560
+ };
4561
+ }
4562
+
4563
+ wrapAddEventListener(canvas);
4564
+
4565
+ canvas.loseContext = function() {
4566
+ if (!contextLost_) {
4567
+ contextLost_ = true;
4568
+ numCallsToLoseContext_ = 0;
4569
+ ++contextId_;
4570
+ while (unwrappedContext_.getError());
4571
+ clearErrors();
4572
+ glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
4573
+ var event = makeWebGLContextEvent("context lost");
4574
+ var callbacks = onLost_.slice();
4575
+ setTimeout(function() {
4576
+ //log("numCallbacks:" + callbacks.length);
4577
+ for (var ii = 0; ii < callbacks.length; ++ii) {
4578
+ //log("calling callback:" + ii);
4579
+ callbacks[ii](event);
4580
+ }
4581
+ if (restoreTimeout_ >= 0) {
4582
+ setTimeout(function() {
4583
+ canvas.restoreContext();
4584
+ }, restoreTimeout_);
4585
+ }
4586
+ }, 0);
4587
+ }
4588
+ };
4589
+
4590
+ canvas.restoreContext = function() {
4591
+ if (contextLost_) {
4592
+ if (onRestored_.length) {
4593
+ setTimeout(function() {
4594
+ if (!canRestore_) {
4595
+ throw "can not restore. webglcontestlost listener did not call event.preventDefault";
4596
+ }
4597
+ freeResources();
4598
+ resetToInitialState(unwrappedContext_);
4599
+ contextLost_ = false;
4600
+ numCalls_ = 0;
4601
+ canRestore_ = false;
4602
+ var callbacks = onRestored_.slice();
4603
+ var event = makeWebGLContextEvent("context restored");
4604
+ for (var ii = 0; ii < callbacks.length; ++ii) {
4605
+ callbacks[ii](event);
4606
+ }
4607
+ }, 0);
4608
+ }
4609
+ }
4610
+ };
4611
+
4612
+ canvas.loseContextInNCalls = function(numCalls) {
4613
+ if (contextLost_) {
4614
+ throw "You can not ask a lost contet to be lost";
4615
+ }
4616
+ numCallsToLoseContext_ = numCalls_ + numCalls;
4617
+ };
4618
+
4619
+ canvas.getNumCalls = function() {
4620
+ return numCalls_;
4621
+ };
4622
+
4623
+ canvas.setRestoreTimeout = function(timeout) {
4624
+ restoreTimeout_ = timeout;
4625
+ };
4626
+
4627
+ function clearErrors() {
4628
+ var k = Object.keys(glErrorShadow_);
4629
+ for (var ii = 0; ii < k.length; ++ii) {
4630
+ delete glErrorShadow_[k[ii]];
4631
+ }
4632
+ }
4633
+
4634
+ function loseContextIfTime() {
4635
+ ++numCalls_;
4636
+ if (!contextLost_) {
4637
+ if (numCallsToLoseContext_ == numCalls_) {
4638
+ canvas.loseContext();
4639
+ }
4640
+ }
4641
+ }
4642
+
4643
+ // Makes a function that simulates WebGL when out of context.
4644
+ function makeLostContextFunctionWrapper(ctx, functionName) {
4645
+ var f = ctx[functionName];
4646
+ return function() {
4647
+ // log("calling:" + functionName);
4648
+ // Only call the functions if the context is not lost.
4649
+ loseContextIfTime();
4650
+ if (!contextLost_) {
4651
+ //if (!checkResources(arguments)) {
4652
+ // glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
4653
+ // return;
4654
+ //}
4655
+ var result = f.apply(ctx, arguments);
4656
+ return result;
4657
+ }
4658
+ };
4659
+ }
4660
+
4661
+ function freeResources() {
4662
+ for (var ii = 0; ii < resourceDb_.length; ++ii) {
4663
+ var resource = resourceDb_[ii];
4664
+ if (resource instanceof WebGLBuffer) {
4665
+ unwrappedContext_.deleteBuffer(resource);
4666
+ } else if (resource instanceof WebGLFramebuffer) {
4667
+ unwrappedContext_.deleteFramebuffer(resource);
4668
+ } else if (resource instanceof WebGLProgram) {
4669
+ unwrappedContext_.deleteProgram(resource);
4670
+ } else if (resource instanceof WebGLRenderbuffer) {
4671
+ unwrappedContext_.deleteRenderbuffer(resource);
4672
+ } else if (resource instanceof WebGLShader) {
4673
+ unwrappedContext_.deleteShader(resource);
4674
+ } else if (resource instanceof WebGLTexture) {
4675
+ unwrappedContext_.deleteTexture(resource);
4676
+ }
4677
+ else if (isWebGL2RenderingContext) {
4678
+ if (resource instanceof WebGLQuery) {
4679
+ unwrappedContext_.deleteQuery(resource);
4680
+ } else if (resource instanceof WebGLSampler) {
4681
+ unwrappedContext_.deleteSampler(resource);
4682
+ } else if (resource instanceof WebGLSync) {
4683
+ unwrappedContext_.deleteSync(resource);
4684
+ } else if (resource instanceof WebGLTransformFeedback) {
4685
+ unwrappedContext_.deleteTransformFeedback(resource);
4686
+ } else if (resource instanceof WebGLVertexArrayObject) {
4687
+ unwrappedContext_.deleteVertexArray(resource);
4688
+ }
4689
+ }
4690
+ }
4691
+ }
4692
+
4693
+ function makeWebGLContextEvent(statusMessage) {
4694
+ return {
4695
+ statusMessage: statusMessage,
4696
+ preventDefault: function() {
4697
+ canRestore_ = true;
4698
+ }
4699
+ };
4700
+ }
4701
+
4702
+ return canvas;
4703
+
4704
+ function makeLostContextSimulatingContext(ctx) {
4705
+ // copy all functions and properties to wrapper
4706
+ for (var propertyName in ctx) {
4707
+ if (typeof ctx[propertyName] == 'function') {
4708
+ wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
4709
+ ctx, propertyName);
4710
+ } else {
4711
+ makePropertyWrapper(wrappedContext_, ctx, propertyName);
4712
+ }
4713
+ }
4714
+
4715
+ // Wrap a few functions specially.
4716
+ wrappedContext_.getError = function() {
4717
+ loseContextIfTime();
4718
+ if (!contextLost_) {
4719
+ var err;
4720
+ while (err = unwrappedContext_.getError()) {
4721
+ glErrorShadow_[err] = true;
4722
+ }
4723
+ }
4724
+ for (var err in glErrorShadow_) {
4725
+ if (glErrorShadow_[err]) {
4726
+ delete glErrorShadow_[err];
4727
+ return err;
4728
+ }
4729
+ }
4730
+ return wrappedContext_.NO_ERROR;
4731
+ };
4732
+
4733
+ var creationFunctions = [
4734
+ "createBuffer",
4735
+ "createFramebuffer",
4736
+ "createProgram",
4737
+ "createRenderbuffer",
4738
+ "createShader",
4739
+ "createTexture"
4740
+ ];
4741
+ if (isWebGL2RenderingContext) {
4742
+ creationFunctions.push(
4743
+ "createQuery",
4744
+ "createSampler",
4745
+ "fenceSync",
4746
+ "createTransformFeedback",
4747
+ "createVertexArray"
4748
+ );
4749
+ }
4750
+ for (var ii = 0; ii < creationFunctions.length; ++ii) {
4751
+ var functionName = creationFunctions[ii];
4752
+ wrappedContext_[functionName] = function(f) {
4753
+ return function() {
4754
+ loseContextIfTime();
4755
+ if (contextLost_) {
4756
+ return null;
4757
+ }
4758
+ var obj = f.apply(ctx, arguments);
4759
+ obj.__webglDebugContextLostId__ = contextId_;
4760
+ resourceDb_.push(obj);
4761
+ return obj;
4762
+ };
4763
+ }(ctx[functionName]);
4764
+ }
4765
+
4766
+ var functionsThatShouldReturnNull = [
4767
+ "getActiveAttrib",
4768
+ "getActiveUniform",
4769
+ "getBufferParameter",
4770
+ "getContextAttributes",
4771
+ "getAttachedShaders",
4772
+ "getFramebufferAttachmentParameter",
4773
+ "getParameter",
4774
+ "getProgramParameter",
4775
+ "getProgramInfoLog",
4776
+ "getRenderbufferParameter",
4777
+ "getShaderParameter",
4778
+ "getShaderInfoLog",
4779
+ "getShaderSource",
4780
+ "getTexParameter",
4781
+ "getUniform",
4782
+ "getUniformLocation",
4783
+ "getVertexAttrib"
4784
+ ];
4785
+ if (isWebGL2RenderingContext) {
4786
+ functionsThatShouldReturnNull.push(
4787
+ "getInternalformatParameter",
4788
+ "getQuery",
4789
+ "getQueryParameter",
4790
+ "getSamplerParameter",
4791
+ "getSyncParameter",
4792
+ "getTransformFeedbackVarying",
4793
+ "getIndexedParameter",
4794
+ "getUniformIndices",
4795
+ "getActiveUniforms",
4796
+ "getActiveUniformBlockParameter",
4797
+ "getActiveUniformBlockName"
4798
+ );
4799
+ }
4800
+ for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
4801
+ var functionName = functionsThatShouldReturnNull[ii];
4802
+ wrappedContext_[functionName] = function(f) {
4803
+ return function() {
4804
+ loseContextIfTime();
4805
+ if (contextLost_) {
4806
+ return null;
4807
+ }
4808
+ return f.apply(ctx, arguments);
4809
+ }
4810
+ }(wrappedContext_[functionName]);
4811
+ }
4812
+
4813
+ var isFunctions = [
4814
+ "isBuffer",
4815
+ "isEnabled",
4816
+ "isFramebuffer",
4817
+ "isProgram",
4818
+ "isRenderbuffer",
4819
+ "isShader",
4820
+ "isTexture"
4821
+ ];
4822
+ if (isWebGL2RenderingContext) {
4823
+ isFunctions.push(
4824
+ "isQuery",
4825
+ "isSampler",
4826
+ "isSync",
4827
+ "isTransformFeedback",
4828
+ "isVertexArray"
4829
+ );
4830
+ }
4831
+ for (var ii = 0; ii < isFunctions.length; ++ii) {
4832
+ var functionName = isFunctions[ii];
4833
+ wrappedContext_[functionName] = function(f) {
4834
+ return function() {
4835
+ loseContextIfTime();
4836
+ if (contextLost_) {
4837
+ return false;
4838
+ }
4839
+ return f.apply(ctx, arguments);
4840
+ }
4841
+ }(wrappedContext_[functionName]);
4842
+ }
4843
+
4844
+ wrappedContext_.checkFramebufferStatus = function(f) {
4845
+ return function() {
4846
+ loseContextIfTime();
4847
+ if (contextLost_) {
4848
+ return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
4849
+ }
4850
+ return f.apply(ctx, arguments);
4851
+ };
4852
+ }(wrappedContext_.checkFramebufferStatus);
4853
+
4854
+ wrappedContext_.getAttribLocation = function(f) {
4855
+ return function() {
4856
+ loseContextIfTime();
4857
+ if (contextLost_) {
4858
+ return -1;
4859
+ }
4860
+ return f.apply(ctx, arguments);
4861
+ };
4862
+ }(wrappedContext_.getAttribLocation);
4863
+
4864
+ wrappedContext_.getVertexAttribOffset = function(f) {
4865
+ return function() {
4866
+ loseContextIfTime();
4867
+ if (contextLost_) {
4868
+ return 0;
4869
+ }
4870
+ return f.apply(ctx, arguments);
4871
+ };
4872
+ }(wrappedContext_.getVertexAttribOffset);
4873
+
4874
+ wrappedContext_.isContextLost = function() {
4875
+ return contextLost_;
4876
+ };
4877
+
4878
+ if (isWebGL2RenderingContext) {
4879
+ wrappedContext_.getFragDataLocation = function(f) {
4880
+ return function() {
4881
+ loseContextIfTime();
4882
+ if (contextLost_) {
4883
+ return -1;
4884
+ }
4885
+ return f.apply(ctx, arguments);
4886
+ };
4887
+ }(wrappedContext_.getFragDataLocation);
4888
+
4889
+ wrappedContext_.clientWaitSync = function(f) {
4890
+ return function() {
4891
+ loseContextIfTime();
4892
+ if (contextLost_) {
4893
+ return wrappedContext_.WAIT_FAILED;
4894
+ }
4895
+ return f.apply(ctx, arguments);
4896
+ };
4897
+ }(wrappedContext_.clientWaitSync);
4898
+
4899
+ wrappedContext_.getUniformBlockIndex = function(f) {
4900
+ return function() {
4901
+ loseContextIfTime();
4902
+ if (contextLost_) {
4903
+ return wrappedContext_.INVALID_INDEX;
4904
+ }
4905
+ return f.apply(ctx, arguments);
4906
+ };
4907
+ }(wrappedContext_.getUniformBlockIndex);
4908
+ }
4909
+
4910
+ return wrappedContext_;
4911
+ }
4912
+ }
4913
+
4914
+ return {
4915
+ /**
4916
+ * Initializes this module. Safe to call more than once.
4917
+ * @param {!WebGLRenderingContext} ctx A WebGL context. If
4918
+ * you have more than one context it doesn't matter which one
4919
+ * you pass in, it is only used to pull out constants.
4920
+ */
4921
+ 'init': init,
4922
+
4923
+ /**
4924
+ * Returns true or false if value matches any WebGL enum
4925
+ * @param {*} value Value to check if it might be an enum.
4926
+ * @return {boolean} True if value matches one of the WebGL defined enums
4927
+ */
4928
+ 'mightBeEnum': mightBeEnum,
4929
+
4930
+ /**
4931
+ * Gets an string version of an WebGL enum.
4932
+ *
4933
+ * Example:
4934
+ * WebGLDebugUtil.init(ctx);
4935
+ * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
4936
+ *
4937
+ * @param {number} value Value to return an enum for
4938
+ * @return {string} The string version of the enum.
4939
+ */
4940
+ 'glEnumToString': glEnumToString,
4941
+
4942
+ /**
4943
+ * Converts the argument of a WebGL function to a string.
4944
+ * Attempts to convert enum arguments to strings.
4945
+ *
4946
+ * Example:
4947
+ * WebGLDebugUtil.init(ctx);
4948
+ * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);
4949
+ *
4950
+ * would return 'TEXTURE_2D'
4951
+ *
4952
+ * @param {string} functionName the name of the WebGL function.
4953
+ * @param {number} numArgs The number of arguments
4954
+ * @param {number} argumentIndx the index of the argument.
4955
+ * @param {*} value The value of the argument.
4956
+ * @return {string} The value as a string.
4957
+ */
4958
+ 'glFunctionArgToString': glFunctionArgToString,
4959
+
4960
+ /**
4961
+ * Converts the arguments of a WebGL function to a string.
4962
+ * Attempts to convert enum arguments to strings.
4963
+ *
4964
+ * @param {string} functionName the name of the WebGL function.
4965
+ * @param {number} args The arguments.
4966
+ * @return {string} The arguments as a string.
4967
+ */
4968
+ 'glFunctionArgsToString': glFunctionArgsToString,
4969
+
4970
+ /**
4971
+ * Given a WebGL context returns a wrapped context that calls
4972
+ * gl.getError after every command and calls a function if the
4973
+ * result is not NO_ERROR.
4974
+ *
4975
+ * You can supply your own function if you want. For example, if you'd like
4976
+ * an exception thrown on any GL error you could do this
4977
+ *
4978
+ * function throwOnGLError(err, funcName, args) {
4979
+ * throw WebGLDebugUtils.glEnumToString(err) +
4980
+ * " was caused by call to " + funcName;
4981
+ * };
4982
+ *
4983
+ * ctx = WebGLDebugUtils.makeDebugContext(
4984
+ * canvas.getContext("webgl"), throwOnGLError);
4985
+ *
4986
+ * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
4987
+ * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
4988
+ * to call when gl.getError returns an error. If not specified the default
4989
+ * function calls console.log with a message.
4990
+ * @param {!function(funcName, args): void} opt_onFunc The
4991
+ * function to call when each webgl function is called. You
4992
+ * can use this to log all calls for example.
4993
+ */
4994
+ 'makeDebugContext': makeDebugContext,
4995
+
4996
+ /**
4997
+ * Given a canvas element returns a wrapped canvas element that will
4998
+ * simulate lost context. The canvas returned adds the following functions.
4999
+ *
5000
+ * loseContext:
5001
+ * simulates a lost context event.
5002
+ *
5003
+ * restoreContext:
5004
+ * simulates the context being restored.
5005
+ *
5006
+ * lostContextInNCalls:
5007
+ * loses the context after N gl calls.
5008
+ *
5009
+ * getNumCalls:
5010
+ * tells you how many gl calls there have been so far.
5011
+ *
5012
+ * setRestoreTimeout:
5013
+ * sets the number of milliseconds until the context is restored
5014
+ * after it has been lost. Defaults to 0. Pass -1 to prevent
5015
+ * automatic restoring.
5016
+ *
5017
+ * @param {!Canvas} canvas The canvas element to wrap.
5018
+ */
5019
+ 'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,
5020
+
5021
+ /**
5022
+ * Resets a context to the initial state.
5023
+ * @param {!WebGLRenderingContext} ctx The webgl context to
5024
+ * reset.
5025
+ */
5026
+ 'resetToInitialState': resetToInitialState
5027
+ };
5028
+
5029
5029
  }();
5030
5030
 
5031
5031
  var RenderBackendType;
@@ -5640,7 +5640,7 @@ class WebGl2VertexArrayObject {
5640
5640
 
5641
5641
  var vertexSource$4 = "#version 300 es\nprecision lowp float;\nprecision lowp int;\n\n// Per-instance attributes (divisor = 1). Each Sprite contributes one entry\n// to the per-instance buffer; gl_VertexID 0..3 selects which corner of the\n// quad this invocation is computing.\nlayout(location = 0) in vec4 a_localBounds; // left, top, right, bottom (local space)\nlayout(location = 1) in vec3 a_transformAB; // a, b, x — first row of 2D affine\nlayout(location = 2) in vec3 a_transformCD; // c, d, y — second row\nlayout(location = 3) in vec4 a_uvBounds; // uMin, vMin, uMax, vMax (normalised, already flipY-swapped)\nlayout(location = 4) in vec4 a_color; // RGBA tint\nlayout(location = 5) in uint a_textureSlot;\n\nuniform mat3 u_projection;\n\nout vec2 v_texcoord;\nout vec4 v_color;\nflat out uint v_textureSlot;\n\nvoid main(void) {\n // gl_VertexID 0..3 → corner: 0=TL, 1=TR, 2=BL, 3=BR (TRIANGLE_STRIP order)\n int vid = gl_VertexID;\n int cornerX = vid & 1;\n int cornerY = (vid >> 1) & 1;\n\n // Local-space corner: pick from the bounds rectangle.\n float localX = (cornerX == 0) ? a_localBounds.x : a_localBounds.z;\n float localY = (cornerY == 0) ? a_localBounds.y : a_localBounds.w;\n\n // Apply the per-instance affine transform: world = M * (localX, localY, 1)\n float worldX = (a_transformAB.x * localX) + (a_transformAB.y * localY) + a_transformAB.z;\n float worldY = (a_transformCD.x * localX) + (a_transformCD.y * localY) + a_transformCD.z;\n\n gl_Position = vec4((u_projection * vec3(worldX, worldY, 1.0)).xy, 0.0, 1.0);\n\n // UV: pick from the bounds rectangle. The CPU pre-swaps Y bounds when\n // the texture is flipY, so the shader doesn't have to know.\n float u = (cornerX == 0) ? a_uvBounds.x : a_uvBounds.z;\n float v = (cornerY == 0) ? a_uvBounds.y : a_uvBounds.w;\n v_texcoord = vec2(u, v);\n\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\n v_textureSlot = a_textureSlot;\n}\n";
5642
5642
 
5643
- var fragmentSource$4 = "#version 300 es\r\nprecision lowp float;\r\nprecision lowp int;\r\n\r\n// Multi-texture sprite batching: up to 8 textures bound per draw call,\r\n// each fragment selects its source via a flat-interpolated slot index.\r\n//\r\n// GLSL ES 3.0 forbids non-constant array-of-sampler indexing unless the\r\n// expression is dynamically uniform — which a per-vertex slot is not\r\n// once different triangles in the same batch carry different slots. The\r\n// if/else chain below dispatches statically and dodges that constraint.\r\n\r\nuniform sampler2D u_texture0;\r\nuniform sampler2D u_texture1;\r\nuniform sampler2D u_texture2;\r\nuniform sampler2D u_texture3;\r\nuniform sampler2D u_texture4;\r\nuniform sampler2D u_texture5;\r\nuniform sampler2D u_texture6;\r\nuniform sampler2D u_texture7;\r\n\r\nin vec2 v_texcoord;\r\nin vec4 v_color;\r\nflat in uint v_textureSlot;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n vec4 sampleColor;\r\n\r\n if (v_textureSlot == 0u) {\r\n sampleColor = texture(u_texture0, v_texcoord);\r\n } else if (v_textureSlot == 1u) {\r\n sampleColor = texture(u_texture1, v_texcoord);\r\n } else if (v_textureSlot == 2u) {\r\n sampleColor = texture(u_texture2, v_texcoord);\r\n } else if (v_textureSlot == 3u) {\r\n sampleColor = texture(u_texture3, v_texcoord);\r\n } else if (v_textureSlot == 4u) {\r\n sampleColor = texture(u_texture4, v_texcoord);\r\n } else if (v_textureSlot == 5u) {\r\n sampleColor = texture(u_texture5, v_texcoord);\r\n } else if (v_textureSlot == 6u) {\r\n sampleColor = texture(u_texture6, v_texcoord);\r\n } else {\r\n sampleColor = texture(u_texture7, v_texcoord);\r\n }\r\n\r\n fragColor = sampleColor * v_color;\r\n}\r\n";
5643
+ var fragmentSource$4 = "#version 300 es\nprecision lowp float;\nprecision lowp int;\n\n// Multi-texture sprite batching: up to 8 textures bound per draw call,\n// each fragment selects its source via a flat-interpolated slot index.\n//\n// GLSL ES 3.0 forbids non-constant array-of-sampler indexing unless the\n// expression is dynamically uniform — which a per-vertex slot is not\n// once different triangles in the same batch carry different slots. The\n// if/else chain below dispatches statically and dodges that constraint.\n\nuniform sampler2D u_texture0;\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\nuniform sampler2D u_texture4;\nuniform sampler2D u_texture5;\nuniform sampler2D u_texture6;\nuniform sampler2D u_texture7;\n\nin vec2 v_texcoord;\nin vec4 v_color;\nflat in uint v_textureSlot;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n vec4 sampleColor;\n\n if (v_textureSlot == 0u) {\n sampleColor = texture(u_texture0, v_texcoord);\n } else if (v_textureSlot == 1u) {\n sampleColor = texture(u_texture1, v_texcoord);\n } else if (v_textureSlot == 2u) {\n sampleColor = texture(u_texture2, v_texcoord);\n } else if (v_textureSlot == 3u) {\n sampleColor = texture(u_texture3, v_texcoord);\n } else if (v_textureSlot == 4u) {\n sampleColor = texture(u_texture4, v_texcoord);\n } else if (v_textureSlot == 5u) {\n sampleColor = texture(u_texture5, v_texcoord);\n } else if (v_textureSlot == 6u) {\n sampleColor = texture(u_texture6, v_texcoord);\n } else {\n sampleColor = texture(u_texture7, v_texcoord);\n }\n\n fragColor = sampleColor * v_color;\n}\n";
5644
5644
 
5645
5645
  /**
5646
5646
  * Instanced sprite renderer for WebGL2.
@@ -6349,7 +6349,7 @@ class WebGl2MeshRenderer extends AbstractWebGl2Renderer {
6349
6349
 
6350
6350
  var vertexSource$2 = "#version 300 es\nprecision lowp float;\nprecision lowp int;\n\n// Per-instance attributes (one entry per particle, 24 bytes total).\nlayout(location = 0) in vec2 a_translation; // particle position in system-local space\nlayout(location = 1) in vec2 a_scale; // particle scale\nlayout(location = 2) in float a_rotation; // particle rotation in degrees\nlayout(location = 3) in vec4 a_color; // RGBA tint\n\nuniform mat3 u_projection;\nuniform mat3 u_systemTransform;\nuniform vec4 u_localBounds; // left, top, right, bottom (system.vertices)\nuniform vec4 u_uvBounds; // uMin, vMin, uMax, vMax (flipY-swapped)\n\nout vec2 v_texcoord;\nout vec4 v_color;\n\nvoid main(void) {\n // Static index buffer is [0,1,2,0,2,3] (triangle-list), so gl_VertexID 0..3\n // maps to TL, TR, BR, BL via the same bit math the sprite renderer uses.\n int vid = gl_VertexID;\n int cornerX = ((vid + 1) >> 1) & 1;\n int cornerY = vid >> 1;\n\n float localX = (cornerX == 0) ? u_localBounds.x : u_localBounds.z;\n float localY = (cornerY == 0) ? u_localBounds.y : u_localBounds.w;\n\n // Per-particle scale + rotation.\n vec2 rotation = vec2(sin(radians(a_rotation)), cos(radians(a_rotation)));\n vec2 transformed = vec2(\n (localX * (a_scale.x * rotation.y)) + (localY * (a_scale.y * rotation.x)),\n (localX * (a_scale.x * -rotation.x)) + (localY * (a_scale.y * rotation.y))\n );\n\n vec3 worldPos = vec3(transformed + a_translation, 1.0);\n\n gl_Position = vec4((u_projection * u_systemTransform * worldPos).xy, 0.0, 1.0);\n\n float u = (cornerX == 0) ? u_uvBounds.x : u_uvBounds.z;\n float v = (cornerY == 0) ? u_uvBounds.y : u_uvBounds.w;\n v_texcoord = vec2(u, v);\n\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\n}\n";
6351
6351
 
6352
- var fragmentSource$2 = "#version 300 es\r\nprecision lowp float;\r\n\r\nuniform sampler2D u_texture;\r\n\r\nin vec2 v_texcoord;\r\nin vec4 v_color;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n fragColor = texture(u_texture, v_texcoord) * v_color;\r\n}\r\n";
6352
+ var fragmentSource$2 = "#version 300 es\nprecision lowp float;\n\nuniform sampler2D u_texture;\n\nin vec2 v_texcoord;\nin vec4 v_color;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n fragColor = texture(u_texture, v_texcoord) * v_color;\n}\n";
6353
6353
 
6354
6354
  /**
6355
6355
  * Instanced particle renderer for WebGL2.
@@ -6641,9 +6641,9 @@ class WebGl2ParticleRenderer extends AbstractWebGl2Renderer {
6641
6641
  }
6642
6642
  }
6643
6643
 
6644
- var vertexSource$1 = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) in vec2 a_position;\r\nlayout(location = 1) in vec4 a_color;\r\n\r\nuniform mat3 u_projection;\r\nuniform mat3 u_translation;\r\n\r\nout vec4 v_color;\r\n\r\nvoid main(void) {\r\n gl_Position = vec4((u_projection * u_translation * vec3(a_position, 1.0)).xy, 0.0, 1.0);\r\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\r\n}\r\n";
6644
+ var vertexSource$1 = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec4 a_color;\n\nuniform mat3 u_projection;\nuniform mat3 u_translation;\n\nout vec4 v_color;\n\nvoid main(void) {\n gl_Position = vec4((u_projection * u_translation * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\n}\n";
6645
6645
 
6646
- var fragmentSource$1 = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nin vec4 v_color;\r\n\r\nvoid main(void) {\r\n fragColor = v_color;\r\n}\r\n";
6646
+ var fragmentSource$1 = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) out vec4 fragColor;\n\nin vec4 v_color;\n\nvoid main(void) {\n fragColor = v_color;\n}\n";
6647
6647
 
6648
6648
  const minBatchVertexSize = 4;
6649
6649
  const vertexStrideBytes$4 = 12;
@@ -6856,9 +6856,9 @@ class WebGl2PrimitiveRenderer extends AbstractWebGl2Renderer {
6856
6856
  }
6857
6857
  }
6858
6858
 
6859
- var vertexSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) in vec2 a_position;\r\nlayout(location = 1) in vec2 a_texcoord;\r\n\r\nuniform mat3 u_projection;\r\n\r\nout vec2 v_texcoord;\r\n\r\nvoid main(void) {\r\n gl_Position = vec4((u_projection * vec3(a_position, 1.0)).xy, 0.0, 1.0);\r\n v_texcoord = a_texcoord;\r\n}\r\n";
6859
+ var vertexSource = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texcoord;\n\nuniform mat3 u_projection;\n\nout vec2 v_texcoord;\n\nvoid main(void) {\n gl_Position = vec4((u_projection * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_texcoord = a_texcoord;\n}\n";
6860
6860
 
6861
- var fragmentSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nuniform sampler2D u_content;\r\nuniform sampler2D u_mask;\r\n\r\nin vec2 v_texcoord;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n vec4 contentColor = texture(u_content, v_texcoord);\r\n float maskAlpha = texture(u_mask, v_texcoord).a;\r\n\r\n fragColor = vec4(contentColor.rgb * maskAlpha, contentColor.a * maskAlpha);\r\n}\r\n";
6861
+ var fragmentSource = "#version 300 es\nprecision lowp float;\n\nuniform sampler2D u_content;\nuniform sampler2D u_mask;\n\nin vec2 v_texcoord;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n vec4 contentColor = texture(u_content, v_texcoord);\n float maskAlpha = texture(u_mask, v_texcoord).a;\n\n fragColor = vec4(contentColor.rgb * maskAlpha, contentColor.a * maskAlpha);\n}\n";
6862
6862
 
6863
6863
  // 4 floats per vertex: position(x, y) + texcoord(u, v).
6864
6864
  const vertexStrideBytes$3 = 16;
@@ -8424,31 +8424,31 @@ function getWebGpuBlendState(blendMode) {
8424
8424
  }
8425
8425
 
8426
8426
  /// <reference types="@webgpu/types" />
8427
- const primitiveShaderSource = `
8428
- struct VertexInput {
8429
- @location(0) position: vec4<f32>,
8430
- @location(1) color: vec4<f32>,
8431
- };
8432
-
8433
- struct VertexOutput {
8434
- @builtin(position) position: vec4<f32>,
8435
- @location(0) color: vec4<f32>,
8436
- };
8437
-
8438
- @vertex
8439
- fn vertexMain(input: VertexInput) -> VertexOutput {
8440
- var output: VertexOutput;
8441
-
8442
- output.position = input.position;
8443
- output.color = vec4<f32>(input.color.rgb * input.color.a, input.color.a);
8444
-
8445
- return output;
8446
- }
8447
-
8448
- @fragment
8449
- fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
8450
- return input.color;
8451
- }
8427
+ const primitiveShaderSource = `
8428
+ struct VertexInput {
8429
+ @location(0) position: vec4<f32>,
8430
+ @location(1) color: vec4<f32>,
8431
+ };
8432
+
8433
+ struct VertexOutput {
8434
+ @builtin(position) position: vec4<f32>,
8435
+ @location(0) color: vec4<f32>,
8436
+ };
8437
+
8438
+ @vertex
8439
+ fn vertexMain(input: VertexInput) -> VertexOutput {
8440
+ var output: VertexOutput;
8441
+
8442
+ output.position = input.position;
8443
+ output.color = vec4<f32>(input.color.rgb * input.color.a, input.color.a);
8444
+
8445
+ return output;
8446
+ }
8447
+
8448
+ @fragment
8449
+ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
8450
+ return input.color;
8451
+ }
8452
8452
  `;
8453
8453
  // 4 floats (pre-transformed clip-space position) + 1 u32 (color) = 20 bytes.
8454
8454
  // The CPU applies (view * shape.globalTransform) to each vertex before writing
@@ -9884,71 +9884,71 @@ class WebGpuMeshRenderer extends AbstractWebGpuRenderer {
9884
9884
  }
9885
9885
 
9886
9886
  /// <reference types="@webgpu/types" />
9887
- const particleShaderSource = `
9888
- struct ProjectionUniforms {
9889
- projection: mat4x4<f32>,
9890
- translation: mat4x4<f32>,
9891
- flags: vec4<f32>,
9892
- localBounds: vec4<f32>, // quadMin.xy, quadSize.xy
9893
- uvBounds: vec4<f32>, // uvMin.xy, uvMax.xy
9894
- };
9895
-
9896
- @group(0) @binding(0)
9897
- var<uniform> uniforms: ProjectionUniforms;
9898
-
9899
- @group(1) @binding(0)
9900
- var particleTexture: texture_2d<f32>;
9901
-
9902
- @group(1) @binding(1)
9903
- var particleSampler: sampler;
9904
-
9905
- // Per-instance attributes (one entry per particle, 24 bytes total).
9906
- struct VertexInput {
9907
- @location(0) unitPosition: vec2<f32>, // per-vertex (static unit quad)
9908
- @location(1) translation: vec2<f32>,
9909
- @location(2) scale: vec2<f32>,
9910
- @location(3) rotation: f32,
9911
- @location(4) color: vec4<f32>,
9912
- };
9913
-
9914
- struct VertexOutput {
9915
- @builtin(position) position: vec4<f32>,
9916
- @location(0) texcoord: vec2<f32>,
9917
- @location(1) color: vec4<f32>,
9918
- };
9919
-
9920
- @vertex
9921
- fn vertexMain(input: VertexInput) -> VertexOutput {
9922
- let quadMin = uniforms.localBounds.xy;
9923
- let quadSize = uniforms.localBounds.zw;
9924
- let uvMin = uniforms.uvBounds.xy;
9925
- let uvMax = uniforms.uvBounds.zw;
9926
-
9927
- let localPosition = quadMin + (input.unitPosition * quadSize);
9928
- let radians = radians(input.rotation);
9929
- let sinValue = sin(radians);
9930
- let cosValue = cos(radians);
9931
- let rotated = vec2<f32>(
9932
- (localPosition.x * (input.scale.x * cosValue)) + (localPosition.y * (input.scale.y * sinValue)) + input.translation.x,
9933
- (localPosition.x * (input.scale.x * -sinValue)) + (localPosition.y * (input.scale.y * cosValue)) + input.translation.y
9934
- );
9935
-
9936
- var output: VertexOutput;
9937
-
9938
- output.position = uniforms.projection * uniforms.translation * vec4<f32>(rotated, 0.0, 1.0);
9939
- output.texcoord = uvMin + ((uvMax - uvMin) * input.unitPosition);
9940
- output.color = vec4(input.color.rgb * input.color.a, input.color.a);
9941
-
9942
- return output;
9943
- }
9944
-
9945
- @fragment
9946
- fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
9947
- let sample = textureSample(particleTexture, particleSampler, input.texcoord);
9948
- let premultipliedSample = select(sample, vec4(sample.rgb * sample.a, sample.a), uniforms.flags.x > 0.5);
9949
-
9950
- return premultipliedSample * input.color;
9951
- }
9887
+ const particleShaderSource = `
9888
+ struct ProjectionUniforms {
9889
+ projection: mat4x4<f32>,
9890
+ translation: mat4x4<f32>,
9891
+ flags: vec4<f32>,
9892
+ localBounds: vec4<f32>, // quadMin.xy, quadSize.xy
9893
+ uvBounds: vec4<f32>, // uvMin.xy, uvMax.xy
9894
+ };
9895
+
9896
+ @group(0) @binding(0)
9897
+ var<uniform> uniforms: ProjectionUniforms;
9898
+
9899
+ @group(1) @binding(0)
9900
+ var particleTexture: texture_2d<f32>;
9901
+
9902
+ @group(1) @binding(1)
9903
+ var particleSampler: sampler;
9904
+
9905
+ // Per-instance attributes (one entry per particle, 24 bytes total).
9906
+ struct VertexInput {
9907
+ @location(0) unitPosition: vec2<f32>, // per-vertex (static unit quad)
9908
+ @location(1) translation: vec2<f32>,
9909
+ @location(2) scale: vec2<f32>,
9910
+ @location(3) rotation: f32,
9911
+ @location(4) color: vec4<f32>,
9912
+ };
9913
+
9914
+ struct VertexOutput {
9915
+ @builtin(position) position: vec4<f32>,
9916
+ @location(0) texcoord: vec2<f32>,
9917
+ @location(1) color: vec4<f32>,
9918
+ };
9919
+
9920
+ @vertex
9921
+ fn vertexMain(input: VertexInput) -> VertexOutput {
9922
+ let quadMin = uniforms.localBounds.xy;
9923
+ let quadSize = uniforms.localBounds.zw;
9924
+ let uvMin = uniforms.uvBounds.xy;
9925
+ let uvMax = uniforms.uvBounds.zw;
9926
+
9927
+ let localPosition = quadMin + (input.unitPosition * quadSize);
9928
+ let radians = radians(input.rotation);
9929
+ let sinValue = sin(radians);
9930
+ let cosValue = cos(radians);
9931
+ let rotated = vec2<f32>(
9932
+ (localPosition.x * (input.scale.x * cosValue)) + (localPosition.y * (input.scale.y * sinValue)) + input.translation.x,
9933
+ (localPosition.x * (input.scale.x * -sinValue)) + (localPosition.y * (input.scale.y * cosValue)) + input.translation.y
9934
+ );
9935
+
9936
+ var output: VertexOutput;
9937
+
9938
+ output.position = uniforms.projection * uniforms.translation * vec4<f32>(rotated, 0.0, 1.0);
9939
+ output.texcoord = uvMin + ((uvMax - uvMin) * input.unitPosition);
9940
+ output.color = vec4(input.color.rgb * input.color.a, input.color.a);
9941
+
9942
+ return output;
9943
+ }
9944
+
9945
+ @fragment
9946
+ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
9947
+ let sample = textureSample(particleTexture, particleSampler, input.texcoord);
9948
+ let premultipliedSample = select(sample, vec4(sample.rgb * sample.a, sample.a), uniforms.flags.x > 0.5);
9949
+
9950
+ return premultipliedSample * input.color;
9951
+ }
9952
9952
  `;
9953
9953
  const staticVertexStrideBytes = 8;
9954
9954
  const instanceWords = 6;
@@ -10304,50 +10304,50 @@ class WebGpuParticleRenderer extends AbstractWebGpuRenderer {
10304
10304
  }
10305
10305
 
10306
10306
  /// <reference types="@webgpu/types" />
10307
- const compositorShaderSource = `
10308
- struct ProjectionUniforms {
10309
- matrix: mat4x4<f32>,
10310
- };
10311
-
10312
- @group(0) @binding(0)
10313
- var<uniform> projection: ProjectionUniforms;
10314
-
10315
- @group(1) @binding(0)
10316
- var contentTexture: texture_2d<f32>;
10317
- @group(1) @binding(1)
10318
- var contentSampler: sampler;
10319
- @group(1) @binding(2)
10320
- var maskTexture: texture_2d<f32>;
10321
- @group(1) @binding(3)
10322
- var maskSampler: sampler;
10323
-
10324
- struct VertexInput {
10325
- @location(0) position: vec2<f32>,
10326
- @location(1) texcoord: vec2<f32>,
10327
- };
10328
-
10329
- struct VertexOutput {
10330
- @builtin(position) position: vec4<f32>,
10331
- @location(0) texcoord: vec2<f32>,
10332
- };
10333
-
10334
- @vertex
10335
- fn vertexMain(input: VertexInput) -> VertexOutput {
10336
- var output: VertexOutput;
10337
-
10338
- output.position = projection.matrix * vec4<f32>(input.position, 0.0, 1.0);
10339
- output.texcoord = input.texcoord;
10340
-
10341
- return output;
10342
- }
10343
-
10344
- @fragment
10345
- fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
10346
- let contentColor = textureSample(contentTexture, contentSampler, input.texcoord);
10347
- let maskAlpha = textureSample(maskTexture, maskSampler, input.texcoord).a;
10348
-
10349
- return vec4<f32>(contentColor.rgb * maskAlpha, contentColor.a * maskAlpha);
10350
- }
10307
+ const compositorShaderSource = `
10308
+ struct ProjectionUniforms {
10309
+ matrix: mat4x4<f32>,
10310
+ };
10311
+
10312
+ @group(0) @binding(0)
10313
+ var<uniform> projection: ProjectionUniforms;
10314
+
10315
+ @group(1) @binding(0)
10316
+ var contentTexture: texture_2d<f32>;
10317
+ @group(1) @binding(1)
10318
+ var contentSampler: sampler;
10319
+ @group(1) @binding(2)
10320
+ var maskTexture: texture_2d<f32>;
10321
+ @group(1) @binding(3)
10322
+ var maskSampler: sampler;
10323
+
10324
+ struct VertexInput {
10325
+ @location(0) position: vec2<f32>,
10326
+ @location(1) texcoord: vec2<f32>,
10327
+ };
10328
+
10329
+ struct VertexOutput {
10330
+ @builtin(position) position: vec4<f32>,
10331
+ @location(0) texcoord: vec2<f32>,
10332
+ };
10333
+
10334
+ @vertex
10335
+ fn vertexMain(input: VertexInput) -> VertexOutput {
10336
+ var output: VertexOutput;
10337
+
10338
+ output.position = projection.matrix * vec4<f32>(input.position, 0.0, 1.0);
10339
+ output.texcoord = input.texcoord;
10340
+
10341
+ return output;
10342
+ }
10343
+
10344
+ @fragment
10345
+ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
10346
+ let contentColor = textureSample(contentTexture, contentSampler, input.texcoord);
10347
+ let maskAlpha = textureSample(maskTexture, maskSampler, input.texcoord).a;
10348
+
10349
+ return vec4<f32>(contentColor.rgb * maskAlpha, contentColor.a * maskAlpha);
10350
+ }
10351
10351
  `;
10352
10352
  // 4 floats per vertex: position(x, y) + texcoord(u, v).
10353
10353
  const vertexStrideBytes = 16;
@@ -11278,47 +11278,47 @@ class WebGpuBackend {
11278
11278
  _getMipmapResources() {
11279
11279
  if (this._mipmapShaderModule === null || this._mipmapBindGroupLayout === null || this._mipmapPipelineLayout === null || this._mipmapPipeline === null || this._mipmapSampler === null) {
11280
11280
  this._mipmapShaderModule = this.device.createShaderModule({
11281
- code: `
11282
- struct VertexOutput {
11283
- @builtin(position) position: vec4<f32>,
11284
- @location(0) texcoord: vec2<f32>,
11285
- };
11286
-
11287
- @group(0) @binding(0)
11288
- var sourceTexture: texture_2d<f32>;
11289
- @group(0) @binding(1)
11290
- var sourceSampler: sampler;
11291
-
11292
- @vertex
11293
- fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
11294
- var positions = array<vec2<f32>, 3>(
11295
- vec2<f32>(-1.0, -1.0),
11296
- vec2<f32>(3.0, -1.0),
11297
- vec2<f32>(-1.0, 3.0)
11298
- );
11299
- // Y is flipped vs the position array: NDC Y points up, but texture UV
11300
- // Y points down (UV (0,0) is the top-left of the source). Matching the
11301
- // two ensures that the output texture's top-left pixel samples from the
11302
- // source's top-left, so every mip level has the same orientation as the
11303
- // level above it. Prior to this, odd mip levels were rendered upside
11304
- // down, producing visible texture flips at view-size doublings.
11305
- var texcoords = array<vec2<f32>, 3>(
11306
- vec2<f32>(0.0, 1.0),
11307
- vec2<f32>(2.0, 1.0),
11308
- vec2<f32>(0.0, -1.0)
11309
- );
11310
- var output: VertexOutput;
11311
-
11312
- output.position = vec4<f32>(positions[vertexIndex], 0.0, 1.0);
11313
- output.texcoord = texcoords[vertexIndex];
11314
-
11315
- return output;
11316
- }
11317
-
11318
- @fragment
11319
- fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
11320
- return textureSample(sourceTexture, sourceSampler, input.texcoord);
11321
- }
11281
+ code: `
11282
+ struct VertexOutput {
11283
+ @builtin(position) position: vec4<f32>,
11284
+ @location(0) texcoord: vec2<f32>,
11285
+ };
11286
+
11287
+ @group(0) @binding(0)
11288
+ var sourceTexture: texture_2d<f32>;
11289
+ @group(0) @binding(1)
11290
+ var sourceSampler: sampler;
11291
+
11292
+ @vertex
11293
+ fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
11294
+ var positions = array<vec2<f32>, 3>(
11295
+ vec2<f32>(-1.0, -1.0),
11296
+ vec2<f32>(3.0, -1.0),
11297
+ vec2<f32>(-1.0, 3.0)
11298
+ );
11299
+ // Y is flipped vs the position array: NDC Y points up, but texture UV
11300
+ // Y points down (UV (0,0) is the top-left of the source). Matching the
11301
+ // two ensures that the output texture's top-left pixel samples from the
11302
+ // source's top-left, so every mip level has the same orientation as the
11303
+ // level above it. Prior to this, odd mip levels were rendered upside
11304
+ // down, producing visible texture flips at view-size doublings.
11305
+ var texcoords = array<vec2<f32>, 3>(
11306
+ vec2<f32>(0.0, 1.0),
11307
+ vec2<f32>(2.0, 1.0),
11308
+ vec2<f32>(0.0, -1.0)
11309
+ );
11310
+ var output: VertexOutput;
11311
+
11312
+ output.position = vec4<f32>(positions[vertexIndex], 0.0, 1.0);
11313
+ output.texcoord = texcoords[vertexIndex];
11314
+
11315
+ return output;
11316
+ }
11317
+
11318
+ @fragment
11319
+ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
11320
+ return textureSample(sourceTexture, sourceSampler, input.texcoord);
11321
+ }
11322
11322
  `,
11323
11323
  });
11324
11324
  this._mipmapBindGroupLayout = this.device.createBindGroupLayout({
@@ -14798,6 +14798,100 @@ class Application {
14798
14798
  }
14799
14799
  }
14800
14800
 
14801
+ // Browser feature-detection probes evaluated once at module load. The
14802
+ // resulting `capabilities` object is a `Readonly<Record<CapabilityName,
14803
+ // boolean>>` and can be inspected directly or queried via `isSupported`.
14804
+ //
14805
+ // All probes are synchronous. Async questions ("can I actually acquire a
14806
+ // WebGPU adapter?", "can the audio decoder play this OGG file?") are
14807
+ // outside this module's scope — they're owned by the Application's
14808
+ // backend selection and the Loader respectively. `capabilities.webgpu`
14809
+ // returning `true` only guarantees that the browser advertises WebGPU,
14810
+ // not that an adapter request will succeed.
14811
+ const hasWindow = typeof window !== 'undefined';
14812
+ const hasDocument = typeof document !== 'undefined';
14813
+ const hasNavigator = typeof navigator !== 'undefined';
14814
+ const probeWebGl2 = () => {
14815
+ if (!hasDocument)
14816
+ return false;
14817
+ try {
14818
+ const canvas = document.createElement('canvas');
14819
+ const gl = canvas.getContext('webgl2');
14820
+ return gl !== null;
14821
+ }
14822
+ catch {
14823
+ return false;
14824
+ }
14825
+ };
14826
+ const probeWebGpu = () => {
14827
+ return hasNavigator && 'gpu' in navigator;
14828
+ };
14829
+ const probeAudio = () => {
14830
+ if (!hasWindow)
14831
+ return false;
14832
+ const w = window;
14833
+ return typeof w.AudioContext !== 'undefined' || typeof w.webkitAudioContext !== 'undefined';
14834
+ };
14835
+ const probePointer = () => {
14836
+ return hasWindow && 'PointerEvent' in window;
14837
+ };
14838
+ const probeTouch = () => {
14839
+ if (!hasWindow)
14840
+ return false;
14841
+ if ('ontouchstart' in window)
14842
+ return true;
14843
+ if (hasNavigator && typeof navigator.maxTouchPoints === 'number' && navigator.maxTouchPoints > 0)
14844
+ return true;
14845
+ return false;
14846
+ };
14847
+ const probeGamepad = () => {
14848
+ return hasNavigator && typeof navigator.getGamepads === 'function';
14849
+ };
14850
+ const probeKeyboard = () => {
14851
+ return hasWindow && 'KeyboardEvent' in window;
14852
+ };
14853
+ const probeFullscreen = () => {
14854
+ if (!hasDocument)
14855
+ return false;
14856
+ const el = document.documentElement;
14857
+ return typeof el.requestFullscreen === 'function' || typeof el.webkitRequestFullscreen === 'function';
14858
+ };
14859
+ const probeVibration = () => {
14860
+ return hasNavigator && typeof navigator.vibrate === 'function';
14861
+ };
14862
+ const probeOffscreenCanvas = () => {
14863
+ // The browser global is verbatim `OffscreenCanvas`; eslint's
14864
+ // strict-camelCase rule rejects the property name even though we
14865
+ // can't rename a web standard.
14866
+ // eslint-disable-next-line @typescript-eslint/naming-convention
14867
+ return hasWindow && typeof window.OffscreenCanvas !== 'undefined';
14868
+ };
14869
+ /**
14870
+ * Synchronous, one-shot feature-detection results. Computed once at
14871
+ * module load and frozen. Use either as a property bag (`capabilities.touch`)
14872
+ * or via {@link isSupported} for typed lookup.
14873
+ */
14874
+ const capabilities = Object.freeze({
14875
+ webgl2: probeWebGl2(),
14876
+ webgpu: probeWebGpu(),
14877
+ audio: probeAudio(),
14878
+ pointer: probePointer(),
14879
+ touch: probeTouch(),
14880
+ gamepad: probeGamepad(),
14881
+ keyboard: probeKeyboard(),
14882
+ fullscreen: probeFullscreen(),
14883
+ vibration: probeVibration(),
14884
+ offscreenCanvas: probeOffscreenCanvas(),
14885
+ });
14886
+ /**
14887
+ * Typed lookup over {@link capabilities}. Identical to
14888
+ * `capabilities[name]` but the function form gives clearer call-sites
14889
+ * when the name is computed.
14890
+ */
14891
+ function isSupported(name) {
14892
+ return capabilities[name];
14893
+ }
14894
+
14801
14895
  class Quadtree {
14802
14896
  static maxSceneNodes = 50;
14803
14897
  static maxLevel = 5;
@@ -18985,5 +19079,5 @@ const createRapierPhysicsWorld = async (options = {}) => {
18985
19079
  return await RapierPhysicsWorld.create(options);
18986
19080
  };
18987
19081
 
18988
- export { AbstractAssetFactory, AbstractMedia, AbstractWebGl2BatchedRenderer, AbstractWebGl2Renderer, AbstractWebGpuRenderer, AnimatedSprite, Application, ApplicationStatus, ArcadeStickGamepadMapping, AudioAnalyser, BinaryFactory, BlendModes, BlurFilter, Bounds, BufferTypes, BufferUsage, BundleLoadError, CacheFirstStrategy, CallbackRenderPass, ChannelOffset, ChannelSize, Circle, CircleGeometry, Clock, CollisionType, Color, ColorAffector, ColorFilter, Container, Drawable, DrawableShape, Ellipse, FactoryRegistry, Filter, Flags, FontFactory, ForceAffector, GameCubeGamepadMapping, Gamepad, GamepadChannel, GamepadControl, GamepadMapping, GamepadMappingFamily, GamepadPromptLayouts, GenericDualAnalogGamepadMapping, Geometry, Graphics, ImageFactory, IndexedDbDatabase, IndexedDbStore, Input, InputManager, Interval, JoyConLeftGamepadMapping, JoyConRightGamepadMapping, Json, JsonFactory, Keyboard, Line, Loader, Matrix, Mesh, Music, MusicFactory, NetworkOnlyStrategy, ObservableSize, ObservableVector, Particle, ParticleOptions, ParticleSystem, PlayStationGamepadMapping, Pointer, PointerState, PointerStateFlag, PolarVector, Polygon, Quadtree, Random, RapierPhysicsBinding, RapierPhysicsWorld, Rectangle, RenderBackendType, RenderNode, RenderTarget, RenderTargetPass, RenderTexture, RendererRegistry, RenderingPrimitives, Sampler, ScaleAffector, ScaleModes, Scene, SceneManager, SceneNode, Segment, Shader, ShaderAttribute, ShaderPrimitives, ShaderUniform, Signal, Size, Sound, SoundFactory, Sprite, SpriteFlags, Spritesheet, SteamControllerGamepadMapping, SvgAsset, SvgFactory, SwitchProGamepadMapping, Text, TextAsset, TextFactory, TextStyle, Texture, TextureFactory, Time, Timer, TorqueAffector, UniversalEmitter, Vector, Video, VideoFactory, View, ViewFlags, VoronoiRegion, VttAsset, VttFactory, WasmFactory, WebGl2Backend, WebGl2MeshRenderer, WebGl2ParticleRenderer, WebGl2PrimitiveRenderer, WebGl2RenderBuffer, WebGl2ShaderBlock, WebGl2SpriteRenderer, WebGl2VertexArrayObject, WebGpuBackend, WebGpuMeshRenderer, WebGpuParticleRenderer, WebGpuPrimitiveRenderer, WebGpuSpriteRenderer, WrapModes, XboxGamepadMapping, bezierCurveTo, buildCircle, buildEllipse, buildLine, buildPath, buildPolygon, buildRectangle, buildStar, builtInGamepadDefinitions, canvasSourceToDataUrl, clamp, createRapierPhysicsWorld, createRenderStats, createWebGl2ShaderProgram, decodeAudioData, defineAssetManifest, degreesPerRadian, degreesToRadians, determineMimeType, emptyArrayBuffer, getAudioContext, getCanvasSourceSize, getCollisionCircleCircle, getCollisionCircleRectangle, getCollisionPolygonCircle, getCollisionRectangleRectangle, getCollisionSat, getDistance, getOfflineAudioContext, getPreciseTime, getTextureSourceSize, getVoronoiRegion$1 as getVoronoiRegion, getWebGpuBlendState, hours, inRange, intersectionCircleCircle, intersectionCircleEllipse, intersectionCirclePoly, intersectionEllipseEllipse, intersectionEllipsePoly, intersectionLineCircle, intersectionLineEllipse, intersectionLineLine, intersectionLinePoly, intersectionLineRect, intersectionPointCircle, intersectionPointEllipse, intersectionPointLine, intersectionPointPoint, intersectionPointPoly, intersectionPointRect, intersectionPolyPoly, intersectionRectCircle, intersectionRectEllipse, intersectionRectPoly, intersectionRectRect, intersectionSat, isAudioContextReady, isPowerOfTwo, lerp, matchesIds, milliseconds, minutes, noop$1 as noop, normalizeIds, onAudioContextReady, parseGamepadDescriptor, quadraticCurveTo, radiansPerDegree, radiansToDegrees, rand, removeArrayItems, resetRenderStats, resolveDefinition, resolveGamepadDefinition, seconds, sign$1 as sign, stopEvent, supportsCodec, supportsEventOptions, supportsIndexedDb, supportsPointerEvents, supportsTouchEvents, supportsWebAudio, tau, trimRotation, webGl2PrimitiveArrayConstructors, webGl2PrimitiveByteSizeMapping, webGl2PrimitiveTypeNames };
19082
+ export { AbstractAssetFactory, AbstractMedia, AbstractWebGl2BatchedRenderer, AbstractWebGl2Renderer, AbstractWebGpuRenderer, AnimatedSprite, Application, ApplicationStatus, ArcadeStickGamepadMapping, AudioAnalyser, BinaryFactory, BlendModes, BlurFilter, Bounds, BufferTypes, BufferUsage, BundleLoadError, CacheFirstStrategy, CallbackRenderPass, ChannelOffset, ChannelSize, Circle, CircleGeometry, Clock, CollisionType, Color, ColorAffector, ColorFilter, Container, Drawable, DrawableShape, Ellipse, FactoryRegistry, Filter, Flags, FontFactory, ForceAffector, GameCubeGamepadMapping, Gamepad, GamepadChannel, GamepadControl, GamepadMapping, GamepadMappingFamily, GamepadPromptLayouts, GenericDualAnalogGamepadMapping, Geometry, Graphics, ImageFactory, IndexedDbDatabase, IndexedDbStore, Input, InputManager, Interval, JoyConLeftGamepadMapping, JoyConRightGamepadMapping, Json, JsonFactory, Keyboard, Line, Loader, Matrix, Mesh, Music, MusicFactory, NetworkOnlyStrategy, ObservableSize, ObservableVector, Particle, ParticleOptions, ParticleSystem, PlayStationGamepadMapping, Pointer, PointerState, PointerStateFlag, PolarVector, Polygon, Quadtree, Random, RapierPhysicsBinding, RapierPhysicsWorld, Rectangle, RenderBackendType, RenderNode, RenderTarget, RenderTargetPass, RenderTexture, RendererRegistry, RenderingPrimitives, Sampler, ScaleAffector, ScaleModes, Scene, SceneManager, SceneNode, Segment, Shader, ShaderAttribute, ShaderPrimitives, ShaderUniform, Signal, Size, Sound, SoundFactory, Sprite, SpriteFlags, Spritesheet, SteamControllerGamepadMapping, SvgAsset, SvgFactory, SwitchProGamepadMapping, Text, TextAsset, TextFactory, TextStyle, Texture, TextureFactory, Time, Timer, TorqueAffector, UniversalEmitter, Vector, Video, VideoFactory, View, ViewFlags, VoronoiRegion, VttAsset, VttFactory, WasmFactory, WebGl2Backend, WebGl2MeshRenderer, WebGl2ParticleRenderer, WebGl2PrimitiveRenderer, WebGl2RenderBuffer, WebGl2ShaderBlock, WebGl2SpriteRenderer, WebGl2VertexArrayObject, WebGpuBackend, WebGpuMeshRenderer, WebGpuParticleRenderer, WebGpuPrimitiveRenderer, WebGpuSpriteRenderer, WrapModes, XboxGamepadMapping, bezierCurveTo, buildCircle, buildEllipse, buildLine, buildPath, buildPolygon, buildRectangle, buildStar, builtInGamepadDefinitions, canvasSourceToDataUrl, capabilities, clamp, createRapierPhysicsWorld, createRenderStats, createWebGl2ShaderProgram, decodeAudioData, defineAssetManifest, degreesPerRadian, degreesToRadians, determineMimeType, emptyArrayBuffer, getAudioContext, getCanvasSourceSize, getCollisionCircleCircle, getCollisionCircleRectangle, getCollisionPolygonCircle, getCollisionRectangleRectangle, getCollisionSat, getDistance, getOfflineAudioContext, getPreciseTime, getTextureSourceSize, getVoronoiRegion$1 as getVoronoiRegion, getWebGpuBlendState, hours, inRange, intersectionCircleCircle, intersectionCircleEllipse, intersectionCirclePoly, intersectionEllipseEllipse, intersectionEllipsePoly, intersectionLineCircle, intersectionLineEllipse, intersectionLineLine, intersectionLinePoly, intersectionLineRect, intersectionPointCircle, intersectionPointEllipse, intersectionPointLine, intersectionPointPoint, intersectionPointPoly, intersectionPointRect, intersectionPolyPoly, intersectionRectCircle, intersectionRectEllipse, intersectionRectPoly, intersectionRectRect, intersectionSat, isAudioContextReady, isPowerOfTwo, isSupported, lerp, matchesIds, milliseconds, minutes, noop$1 as noop, normalizeIds, onAudioContextReady, parseGamepadDescriptor, quadraticCurveTo, radiansPerDegree, radiansToDegrees, rand, removeArrayItems, resetRenderStats, resolveDefinition, resolveGamepadDefinition, seconds, sign$1 as sign, stopEvent, supportsCodec, supportsEventOptions, supportsIndexedDb, supportsPointerEvents, supportsTouchEvents, supportsWebAudio, tau, trimRotation, webGl2PrimitiveArrayConstructors, webGl2PrimitiveByteSizeMapping, webGl2PrimitiveTypeNames };
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  //# sourceMappingURL=exo.esm.js.map