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Hack support for WebGL1 proxy context
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avaer committed Sep 10, 2019
1 parent 0604a33 commit 0186edc
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Showing 2 changed files with 27 additions and 13 deletions.
38 changes: 26 additions & 12 deletions src/Graphics.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,8 @@ self.WebGL2RenderingContext = undefined; */

const {/*WebGLRenderingContext, WebGL2RenderingContext,*/ CanvasRenderingContext2D} = self;

const hasWebGL2 = !!window.WebGL2RenderingContext;

const _makeState = () => {
const gl = GlobalContext.proxyContext;

Expand Down Expand Up @@ -93,7 +95,7 @@ const _makeState = () => {
};
HTMLCanvasElement.prototype.getContext = (oldGetContext => function getContext(type, init = {}) {
const match = type.match(/^(?:experimental-)?(webgl2?)$/);
if (match) {
if (match && (hasWebGL2 || match[1] !== 'webgl2')) {
window[symbols.ensureProxyContext]();

const canvas = this;
Expand Down Expand Up @@ -136,7 +138,11 @@ HTMLCanvasElement.prototype.getBoundingClientRect = function getBoundingClientRe
return new DOMRect(canvasViewport[0], canvasViewport[1], canvasViewport[2], canvasViewport[3]);
};

const [WebGLRenderingContext, WebGL2RenderingContext] = [self.WebGLRenderingContext, self.WebGL2RenderingContext].map(WebGLRenderingContext => {
const [WebGLRenderingContext, WebGL2RenderingContext] = [window.WebGLRenderingContext, window.WebGL2RenderingContext].map(WebGLRenderingContext => {

if (!WebGLRenderingContext) {
return WebGLRenderingContext;
}

function ProxiedWebGLRenderingContext(canvas) {
Object.defineProperty(this, 'canvas', { // Object.defineProperty to avoid proxying
Expand All @@ -151,13 +157,15 @@ function ProxiedWebGLRenderingContext(canvas) {
clear: true,
};

if (this.createVertexArray) {
const vao = this.createVertexArray();
this.bindVertexArray(vao);
} else {
const extension = this.getExtension('OES_vertex_array_object');
const vao = extension.createVertexArrayOES();
extension.bindVertexArrayOES(vao);
if (hasWebGL2) {
if (this.createVertexArray) {
const vao = this.createVertexArray();
this.bindVertexArray(vao);
} else {
const extension = this.getExtension('OES_vertex_array_object');
const vao = extension.createVertexArrayOES();
extension.bindVertexArrayOES(vao);
}
}

GlobalContext.contexts.push(this);
Expand Down Expand Up @@ -228,7 +236,11 @@ class OES_vertex_array_object {
}
ProxiedWebGLRenderingContext.prototype.getExtension = (_getExtension => function getExtension(name) {
if (name === 'OES_vertex_array_object') {
return new OES_vertex_array_object(this);
if (hasWebGL2) {
return new OES_vertex_array_object(this);
} else {
return GlobalContext.proxyContext.getExtension(name);
}
} else if ([
'EXT_texture_filter_anisotropic',
'WEBGL_debug_renderer_info',
Expand Down Expand Up @@ -259,7 +271,9 @@ ProxiedWebGLRenderingContext.prototype.setProxyState = function setProxyState()
const {state} = this;
const gl = GlobalContext.proxyContext;

gl.bindVertexArray(state.vao);
if (hasWebGL2) {
gl.bindVertexArray(state.vao);
}

gl.bindBuffer(gl.ARRAY_BUFFER, state.arrayBuffer);
for (const k in state.renderbuffer) {
Expand Down Expand Up @@ -570,7 +584,7 @@ ProxiedWebGLRenderingContext.prototype.deleteTexture = (_deleteTexture => functi
})(ProxiedWebGLRenderingContext.prototype.deleteTexture);

// WebGL1 -> WebGL2 translations
if (WebGLRenderingContext.name === 'WebGLRenderingContext') {
if (hasWebGL2 && WebGLRenderingContext.name === 'WebGLRenderingContext') {
const glslVersion = '300 es';
ProxiedWebGLRenderingContext.prototype.createShader = (_createShader => function createShader(type) {
const result = _createShader.call(this, type);
Expand Down
2 changes: 1 addition & 1 deletion src/xr-scene.js
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,7 @@ class XRScene extends HTMLElement {
GlobalContext.xrState.canvasViewport[2] = width;
GlobalContext.xrState.canvasViewport[3] = height;
});
win.ctx = win.canvas.getContext('webgl2', {
win.ctx = win.canvas.getContext(window.WebGL2RenderingContext ? 'webgl2' : 'webgl', {
antialias: true,
alpha: true,
xrCompatible: true,
Expand Down

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