WebGLUtil = (function() { // --------------------------------------------------------------------------- // Error handling (for obvious failures, such as invalid element ids) function defaultErrorFunc(str) { console.log('Error: ' + str); } var gErrorFunc = defaultErrorFunc; function setErrorFunc(func) { gErrorFunc = func; } function error(str) { gErrorFunc(str); } // --------------------------------------------------------------------------- // Warning handling (for failures that may be intentional) function defaultWarningFunc(str) { console.log('Warning: ' + str); } var gWarningFunc = defaultWarningFunc; function setWarningFunc(func) { gWarningFunc = func; } function warning(str) { gWarningFunc(str); } // --------------------------------------------------------------------------- // WebGL helpers function getWebGL(canvasId, requireConformant) { // `requireConformant` will default to falsey if it is not supplied. var canvas = document.getElementById(canvasId); var gl = null; try { gl = canvas.getContext('webgl'); } catch(e) {} if (!gl && !requireConformant) { try { gl = canvas.getContext('experimental-webgl'); } catch(e) {} } if (!gl) { error('WebGL context could not be retrieved from \'' + canvasId + '\'.'); return null; } return gl; } function getContentFromElem(elem) { var str = ""; var k = elem.firstChild; while (k) { if (k.nodeType == 3) str += k.textContent; k = k.nextSibling; } return str; } // Returns a valid shader, or null on errors. function createShaderById(gl, id) { var elem = document.getElementById(id); if (!elem) { error('Failed to create shader from non-existent id \'' + id + '\'.'); return null; } var src = getContentFromElem(elem); var shader; if (elem.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (elem.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } else { error('Bad MIME type for shader \'' + id + '\': ' + elem.type + '.'); return null; } gl.shaderSource(shader, src); gl.compileShader(shader); return shader; } function createProgramByIds(gl, vsId, fsId) { var vs = createShaderById(gl, vsId); var fs = createShaderById(gl, fsId); if (!vs || !fs) return null; var prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { var str = "Shader program linking failed:"; str += "\nShader program info log:\n" + gl.getProgramInfoLog(prog); str += "\n\nVert shader log:\n" + gl.getShaderInfoLog(vs); str += "\n\nFrag shader log:\n" + gl.getShaderInfoLog(fs); warning(str); return null; } return prog; } return { setErrorFunc: setErrorFunc, setWarningFunc: setWarningFunc, getWebGL: getWebGL, createShaderById: createShaderById, createProgramByIds: createProgramByIds, }; })();