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remove webgl/openfl compilation (now handled in heaps branch)

Nicolas Cannasse vor 11 Jahren
Ursprung
Commit
8b7131b59f
5 geänderte Dateien mit 25 neuen und 943 gelöschten Zeilen
  1. 3 25
      engine.hxml
  2. 10 6
      engine.hxproj
  3. 12 3
      h2d/Scene.hx
  4. 0 9
      index.html
  5. 0 900
      webgl-debug.js

+ 3 - 25
engine.hxml

@@ -1,34 +1,12 @@
 -cp samples/basic
--js engine.js
--main Test
---macro include('h3d')
---macro include('h2d')
---macro include('hxd',true,['hxd.res.FileTree'])
--lib format
--D resourcesPath=samples/res
---next
 -swf engine.swf
--swf-header 800:600:60:000000
+-swf-header 800:600:60:FFFFFF
+--flash-strict
 -swf-version 11.6
--lib hxsl
--D h3d
--D resourcesPath=samples/res
--cp samples/basic
 -main Test
---macro include('h3d')
---macro include('h2d')
---macro include('hxd',true,['hxd.res.FileTree'])
---next
--cpp bin
--lib format
--lib openfl-native
--debug
---macro allowPackage('flash')
+-lib hxsl
 -D h3d
--D openfl
 -D resourcesPath=samples/res
--cp samples/basic
--main Test
 --macro include('h3d')
 --macro include('h2d')
 --macro include('hxd',true,['hxd.res.FileTree'])

+ 10 - 6
engine.hxproj

@@ -4,13 +4,13 @@
   <output>
     <movie outputType="Application" />
     <movie input="" />
-    <movie path="engine.js" />
+    <movie path="engine.swf" />
     <movie fps="60" />
     <movie width="800" />
     <movie height="600" />
-    <movie version="1" />
-    <movie minorVersion="0" />
-    <movie platform="JavaScript" />
+    <movie version="11" />
+    <movie minorVersion="6" />
+    <movie platform="Flash Player" />
     <movie background="#FFFFFF" />
   </output>
   <!-- Other classes to be compiled into your SWF -->
@@ -23,7 +23,7 @@
     <option flashStrict="True" />
     <option mainClass="Test" />
     <option enabledebug="False" />
-    <option additional="--macro include('h3d')&#xA;--macro include('h2d')&#xA;--macro include('hxd',true,['hxd.res.FileTree'])&#xA;-lib format&#xA;-D resourcesPath=samples/res&#xA;&#xA;--next&#xA;&#xA;-swf engine.swf&#xA;-swf-header 800:600:60:000000&#xA;-swf-version 11.6&#xA;-lib hxsl&#xA;-D h3d&#xA;-D resourcesPath=samples/res&#xA;-cp samples/basic&#xA;-main Test&#xA;--macro include('h3d')&#xA;--macro include('h2d')&#xA;--macro include('hxd',true,['hxd.res.FileTree'])&#xA;&#xA;--next&#xA;-cpp bin&#xA;-lib format&#xA;-lib openfl-native&#xA;-debug&#xA;--macro allowPackage('flash')&#xA;-D h3d&#xA;-D openfl&#xA;-D resourcesPath=samples/res&#xA;-cp samples/basic&#xA;-main Test&#xA;--macro include('h3d')&#xA;--macro include('h2d')&#xA;--macro include('hxd',true,['hxd.res.FileTree'])" />
+    <option additional="-lib hxsl&#xA;-D h3d&#xA;-D resourcesPath=samples/res&#xA;--macro include('h3d')&#xA;--macro include('h2d')&#xA;--macro include('hxd',true,['hxd.res.FileTree'])" />
   </build>
   <!-- haxelib libraries -->
   <haxelib>
@@ -33,6 +33,10 @@
   <compileTargets>
     <!-- example: <compile path="..." /> -->
   </compileTargets>
+  <!-- Assets to embed into the output SWF -->
+  <library>
+    <!-- example: <asset path="..." id="..." update="..." glyphs="..." mode="..." place="..." sharepoint="..." /> -->
+  </library>
   <!-- Paths to exclude from the Project Explorer tree -->
   <hiddenPaths>
     <hidden path="engine.hxml" />
@@ -45,7 +49,7 @@
   <!-- Other project options -->
   <options>
     <option showHiddenPaths="False" />
-    <option testMovie="OpenDocument" />
+    <option testMovie="Default" />
     <option testMovieCommand="index.html" />
   </options>
   <!-- Plugin storage -->

+ 12 - 3
h2d/Scene.hx

@@ -99,15 +99,24 @@ class Scene extends Layers implements h3d.IDrawable {
 		case EPush: cancelFocus = true; checkPush = true;
 		case ERelease: checkPush = true;
 		case EKeyUp, EKeyDown, EWheel:
-			if( currentFocus != null ) {
+			if( currentFocus != null )
 				currentFocus.handleEvent(event);
-				if( !event.propagate )
-					return;
+			else {
+				if( currentOver != null ) {
+					event.propagate = true;
+					currentOver.handleEvent(event);
+					if( !event.propagate ) return;
+				}
+				dispatchListeners(event);
 			}
+			return;
 		default:
 		}
 		for( i in interactive ) {
 			
+
+			// TODO : we are not sure that the positions are correctly updated !
+			
 			// this is a bit tricky since we are not in the not-euclide viewport space
 			// (r = ratio correction)
 			var dx = rx - i.absX;

+ 0 - 9
index.html

@@ -1,9 +0,0 @@
-<html>
-<body style="margin:0;padding:0;background-color:black">
-	
-	<canvas id="webgl" style="width:100%;height:100%"></canvas>
-	<script type="text/javascript" src="webgl-debug.js"></script>
-	<script type="text/javascript" src="engine.js"></script>
-	
-</body>
-</html>

+ 0 - 900
webgl-debug.js

@@ -1,900 +0,0 @@
-/*
-** Copyright (c) 2012 The Khronos Group Inc.
-**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are furnished to do so, subject to
-** the following conditions:
-**
-** The above copyright notice and this permission notice shall be included
-** in all copies or substantial portions of the Materials.
-**
-** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-*/
-
-// Various functions for helping debug WebGL apps.
-
-WebGLDebugUtils = function() {
-
-/**
- * Wrapped logging function.
- * @param {string} msg Message to log.
- */
-var log = function(msg) {
-  if (window.console && window.console.log) {
-    window.console.log(msg);
-  }
-};
-
-/**
- * Wrapped error logging function.
- * @param {string} msg Message to log.
- */
-var error = function(msg) {
-  if (window.console && window.console.error) {
-    window.console.error(msg);
-  } else {
-    log(msg);
-  }
-};
-
-
-/**
- * Which arguments are enums based on the number of arguments to the function.
- * So
- *    'texImage2D': {
- *       9: { 0:true, 2:true, 6:true, 7:true },
- *       6: { 0:true, 2:true, 3:true, 4:true },
- *    },
- *
- * means if there are 9 arguments then 6 and 7 are enums, if there are 6
- * arguments 3 and 4 are enums
- *
- * @type {!Object.<number, !Object.<number, string>}}
- */
-var glValidEnumContexts = {
-  // Generic setters and getters
-
-  'enable': {1: { 0:true }},
-  'disable': {1: { 0:true }},
-  'getParameter': {1: { 0:true }},
-
-  // Rendering
-
-  'drawArrays': {3:{ 0:true }},
-  'drawElements': {4:{ 0:true, 2:true }},
-
-  // Shaders
-
-  'createShader': {1: { 0:true }},
-  'getShaderParameter': {2: { 1:true }},
-  'getProgramParameter': {2: { 1:true }},
-  'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
-
-  // Vertex attributes
-
-  'getVertexAttrib': {2: { 1:true }},
-  'vertexAttribPointer': {6: { 2:true }},
-
-  // Textures
-
-  'bindTexture': {2: { 0:true }},
-  'activeTexture': {1: { 0:true }},
-  'getTexParameter': {2: { 0:true, 1:true }},
-  'texParameterf': {3: { 0:true, 1:true }},
-  'texParameteri': {3: { 0:true, 1:true, 2:true }},
-  'texImage2D': {
-     9: { 0:true, 2:true, 6:true, 7:true },
-     6: { 0:true, 2:true, 3:true, 4:true },
-  },
-  'texSubImage2D': {
-    9: { 0:true, 6:true, 7:true },
-    7: { 0:true, 4:true, 5:true },
-  },
-  'copyTexImage2D': {8: { 0:true, 2:true }},
-  'copyTexSubImage2D': {8: { 0:true }},
-  'generateMipmap': {1: { 0:true }},
-  'compressedTexImage2D': {7: { 0: true, 2:true }},
-  'compressedTexSubImage2D': {8: { 0: true, 6:true }},
-
-  // Buffer objects
-
-  'bindBuffer': {2: { 0:true }},
-  'bufferData': {3: { 0:true, 2:true }},
-  'bufferSubData': {3: { 0:true }},
-  'getBufferParameter': {2: { 0:true, 1:true }},
-
-  // Renderbuffers and framebuffers
-
-  'pixelStorei': {2: { 0:true, 1:true }},
-  'readPixels': {7: { 4:true, 5:true }},
-  'bindRenderbuffer': {2: { 0:true }},
-  'bindFramebuffer': {2: { 0:true }},
-  'checkFramebufferStatus': {1: { 0:true }},
-  'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
-  'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
-  'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
-  'getRenderbufferParameter': {2: { 0:true, 1:true }},
-  'renderbufferStorage': {4: { 0:true, 1:true }},
-
-  // Frame buffer operations (clear, blend, depth test, stencil)
-
-  'clear': {1: { 0:true }},
-  'depthFunc': {1: { 0:true }},
-  'blendFunc': {2: { 0:true, 1:true }},
-  'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
-  'blendEquation': {1: { 0:true }},
-  'blendEquationSeparate': {2: { 0:true, 1:true }},
-  'stencilFunc': {3: { 0:true }},
-  'stencilFuncSeparate': {4: { 0:true, 1:true }},
-  'stencilMaskSeparate': {2: { 0:true }},
-  'stencilOp': {3: { 0:true, 1:true, 2:true }},
-  'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
-
-  // Culling
-
-  'cullFace': {1: { 0:true }},
-  'frontFace': {1: { 0:true }},
-};
-
-/**
- * Map of numbers to names.
- * @type {Object}
- */
-var glEnums = null;
-
-/**
- * Initializes this module. Safe to call more than once.
- * @param {!WebGLRenderingContext} ctx A WebGL context. If
- *    you have more than one context it doesn't matter which one
- *    you pass in, it is only used to pull out constants.
- */
-function init(ctx) {
-  if (glEnums == null) {
-    glEnums = { };
-    for (var propertyName in ctx) {
-      if (typeof ctx[propertyName] == 'number') {
-        glEnums[ctx[propertyName]] = propertyName;
-      }
-    }
-  }
-}
-
-/**
- * Checks the utils have been initialized.
- */
-function checkInit() {
-  if (glEnums == null) {
-    throw 'WebGLDebugUtils.init(ctx) not called';
-  }
-}
-
-/**
- * Returns true or false if value matches any WebGL enum
- * @param {*} value Value to check if it might be an enum.
- * @return {boolean} True if value matches one of the WebGL defined enums
- */
-function mightBeEnum(value) {
-  checkInit();
-  return (glEnums[value] !== undefined);
-}
-
-/**
- * Gets an string version of an WebGL enum.
- *
- * Example:
- *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
- *
- * @param {number} value Value to return an enum for
- * @return {string} The string version of the enum.
- */
-function glEnumToString(value) {
-  checkInit();
-  var name = glEnums[value];
-  return (name !== undefined) ? ("gl." + name) :
-      ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
-}
-
-/**
- * Returns the string version of a WebGL argument.
- * Attempts to convert enum arguments to strings.
- * @param {string} functionName the name of the WebGL function.
- * @param {number} numArgs the number of arguments passed to the function.
- * @param {number} argumentIndx the index of the argument.
- * @param {*} value The value of the argument.
- * @return {string} The value as a string.
- */
-function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
-  var funcInfo = glValidEnumContexts[functionName];
-  if (funcInfo !== undefined) {
-    var funcInfo = funcInfo[numArgs];
-    if (funcInfo !== undefined) {
-      if (funcInfo[argumentIndex]) {
-        return glEnumToString(value);
-      }
-    }
-  }
-  if (value === null) {
-    return "null";
-  } else if (value === undefined) {
-    return "undefined";
-  } else {
-    return value.toString();
-  }
-}
-
-/**
- * Converts the arguments of a WebGL function to a string.
- * Attempts to convert enum arguments to strings.
- *
- * @param {string} functionName the name of the WebGL function.
- * @param {number} args The arguments.
- * @return {string} The arguments as a string.
- */
-function glFunctionArgsToString(functionName, args) {
-  // apparently we can't do args.join(",");
-  var argStr = "";
-  var numArgs = args.length;
-  for (var ii = 0; ii < numArgs; ++ii) {
-    argStr += ((ii == 0) ? '' : ', ') +
-        glFunctionArgToString(functionName, numArgs, ii, args[ii]);
-  }
-  return argStr;
-};
-
-
-function makePropertyWrapper(wrapper, original, propertyName) {
-  //log("wrap prop: " + propertyName);
-  wrapper.__defineGetter__(propertyName, function() {
-    return original[propertyName];
-  });
-  // TODO(gmane): this needs to handle properties that take more than
-  // one value?
-  wrapper.__defineSetter__(propertyName, function(value) {
-    //log("set: " + propertyName);
-    original[propertyName] = value;
-  });
-}
-
-// Makes a function that calls a function on another object.
-function makeFunctionWrapper(original, functionName) {
-  //log("wrap fn: " + functionName);
-  var f = original[functionName];
-  return function() {
-    //log("call: " + functionName);
-    var result = f.apply(original, arguments);
-    return result;
-  };
-}
-
-/**
- * Given a WebGL context returns a wrapped context that calls
- * gl.getError after every command and calls a function if the
- * result is not gl.NO_ERROR.
- *
- * @param {!WebGLRenderingContext} ctx The webgl context to
- *        wrap.
- * @param {!function(err, funcName, args): void} opt_onErrorFunc
- *        The function to call when gl.getError returns an
- *        error. If not specified the default function calls
- *        console.log with a message.
- * @param {!function(funcName, args): void} opt_onFunc The
- *        function to call when each webgl function is called.
- *        You can use this to log all calls for example.
- */
-function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc) {
-  init(ctx);
-  opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
-        // apparently we can't do args.join(",");
-        var argStr = "";
-        var numArgs = args.length;
-        for (var ii = 0; ii < numArgs; ++ii) {
-          argStr += ((ii == 0) ? '' : ', ') +
-              glFunctionArgToString(functionName, numArgs, ii, args[ii]);
-        }
-        error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
-              "(" + argStr + ")");
-      };
-
-  // Holds booleans for each GL error so after we get the error ourselves
-  // we can still return it to the client app.
-  var glErrorShadow = { };
-
-  // Makes a function that calls a WebGL function and then calls getError.
-  function makeErrorWrapper(ctx, functionName) {
-    return function() {
-      if (opt_onFunc) {
-        opt_onFunc(functionName, arguments);
-      }
-      var result = ctx[functionName].apply(ctx, arguments);
-      var err = ctx.getError();
-      if (err != 0) {
-        glErrorShadow[err] = true;
-        opt_onErrorFunc(err, functionName, arguments);
-      }
-      return result;
-    };
-  }
-
-  // Make a an object that has a copy of every property of the WebGL context
-  // but wraps all functions.
-  var wrapper = {};
-  for (var propertyName in ctx) {
-    if (typeof ctx[propertyName] == 'function') {
-       wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
-     } else {
-       makePropertyWrapper(wrapper, ctx, propertyName);
-     }
-  }
-
-  // Override the getError function with one that returns our saved results.
-  wrapper.getError = function() {
-    for (var err in glErrorShadow) {
-      if (glErrorShadow.hasOwnProperty(err)) {
-        if (glErrorShadow[err]) {
-          glErrorShadow[err] = false;
-          return err;
-        }
-      }
-    }
-    return ctx.NO_ERROR;
-  };
-
-  return wrapper;
-}
-
-function resetToInitialState(ctx) {
-  var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
-  var tmp = ctx.createBuffer();
-  ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
-  for (var ii = 0; ii < numAttribs; ++ii) {
-    ctx.disableVertexAttribArray(ii);
-    ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
-    ctx.vertexAttrib1f(ii, 0);
-  }
-  ctx.deleteBuffer(tmp);
-
-  var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
-  for (var ii = 0; ii < numTextureUnits; ++ii) {
-    ctx.activeTexture(ctx.TEXTURE0 + ii);
-    ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
-    ctx.bindTexture(ctx.TEXTURE_2D, null);
-  }
-
-  ctx.activeTexture(ctx.TEXTURE0);
-  ctx.useProgram(null);
-  ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
-  ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
-  ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
-  ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
-  ctx.disable(ctx.BLEND);
-  ctx.disable(ctx.CULL_FACE);
-  ctx.disable(ctx.DEPTH_TEST);
-  ctx.disable(ctx.DITHER);
-  ctx.disable(ctx.SCISSOR_TEST);
-  ctx.blendColor(0, 0, 0, 0);
-  ctx.blendEquation(ctx.FUNC_ADD);
-  ctx.blendFunc(ctx.ONE, ctx.ZERO);
-  ctx.clearColor(0, 0, 0, 0);
-  ctx.clearDepth(1);
-  ctx.clearStencil(-1);
-  ctx.colorMask(true, true, true, true);
-  ctx.cullFace(ctx.BACK);
-  ctx.depthFunc(ctx.LESS);
-  ctx.depthMask(true);
-  ctx.depthRange(0, 1);
-  ctx.frontFace(ctx.CCW);
-  ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
-  ctx.lineWidth(1);
-  ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
-  ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
-  ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
-  ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
-  // TODO: Delete this IF.
-  if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
-    ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
-  }
-  ctx.polygonOffset(0, 0);
-  ctx.sampleCoverage(1, false);
-  ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
-  ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
-  ctx.stencilMask(0xFFFFFFFF);
-  ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
-  ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
-  ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
-
-  // TODO: This should NOT be needed but Firefox fails with 'hint'
-  while(ctx.getError());
-}
-
-function makeLostContextSimulatingCanvas(canvas) {
-  var unwrappedContext_;
-  var wrappedContext_;
-  var onLost_ = [];
-  var onRestored_ = [];
-  var wrappedContext_ = {};
-  var contextId_ = 1;
-  var contextLost_ = false;
-  var resourceId_ = 0;
-  var resourceDb_ = [];
-  var numCallsToLoseContext_ = 0;
-  var numCalls_ = 0;
-  var canRestore_ = false;
-  var restoreTimeout_ = 0;
-
-  // Holds booleans for each GL error so can simulate errors.
-  var glErrorShadow_ = { };
-
-  canvas.getContext = function(f) {
-    return function() {
-      var ctx = f.apply(canvas, arguments);
-      // Did we get a context and is it a WebGL context?
-      if (ctx instanceof WebGLRenderingContext) {
-        if (ctx != unwrappedContext_) {
-          if (unwrappedContext_) {
-            throw "got different context"
-          }
-          unwrappedContext_ = ctx;
-          wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
-        }
-        return wrappedContext_;
-      }
-      return ctx;
-    }
-  }(canvas.getContext);
-
-  function wrapEvent(listener) {
-    if (typeof(listener) == "function") {
-      return listener;
-    } else {
-      return function(info) {
-        listener.handleEvent(info);
-      }
-    }
-  }
-
-  var addOnContextLostListener = function(listener) {
-    onLost_.push(wrapEvent(listener));
-  };
-
-  var addOnContextRestoredListener = function(listener) {
-    onRestored_.push(wrapEvent(listener));
-  };
-
-
-  function wrapAddEventListener(canvas) {
-    var f = canvas.addEventListener;
-    canvas.addEventListener = function(type, listener, bubble) {
-      switch (type) {
-        case 'webglcontextlost':
-          addOnContextLostListener(listener);
-          break;
-        case 'webglcontextrestored':
-          addOnContextRestoredListener(listener);
-          break;
-        default:
-          f.apply(canvas, arguments);
-      }
-    };
-  }
-
-  wrapAddEventListener(canvas);
-
-  canvas.loseContext = function() {
-    if (!contextLost_) {
-      contextLost_ = true;
-      numCallsToLoseContext_ = 0;
-      ++contextId_;
-      while (unwrappedContext_.getError());
-      clearErrors();
-      glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
-      var event = makeWebGLContextEvent("context lost");
-      var callbacks = onLost_.slice();
-      setTimeout(function() {
-          //log("numCallbacks:" + callbacks.length);
-          for (var ii = 0; ii < callbacks.length; ++ii) {
-            //log("calling callback:" + ii);
-            callbacks[ii](event);
-          }
-          if (restoreTimeout_ >= 0) {
-            setTimeout(function() {
-                canvas.restoreContext();
-              }, restoreTimeout_);
-          }
-        }, 0);
-    }
-  };
-
-  canvas.restoreContext = function() {
-    if (contextLost_) {
-      if (onRestored_.length) {
-        setTimeout(function() {
-            if (!canRestore_) {
-              throw "can not restore. webglcontestlost listener did not call event.preventDefault";
-            }
-            freeResources();
-            resetToInitialState(unwrappedContext_);
-            contextLost_ = false;
-            numCalls_ = 0;
-            canRestore_ = false;
-            var callbacks = onRestored_.slice();
-            var event = makeWebGLContextEvent("context restored");
-            for (var ii = 0; ii < callbacks.length; ++ii) {
-              callbacks[ii](event);
-            }
-          }, 0);
-      }
-    }
-  };
-
-  canvas.loseContextInNCalls = function(numCalls) {
-    if (contextLost_) {
-      throw "You can not ask a lost contet to be lost";
-    }
-    numCallsToLoseContext_ = numCalls_ + numCalls;
-  };
-
-  canvas.getNumCalls = function() {
-    return numCalls_;
-  };
-
-  canvas.setRestoreTimeout = function(timeout) {
-    restoreTimeout_ = timeout;
-  };
-
-  function isWebGLObject(obj) {
-    //return false;
-    return (obj instanceof WebGLBuffer ||
-            obj instanceof WebGLFramebuffer ||
-            obj instanceof WebGLProgram ||
-            obj instanceof WebGLRenderbuffer ||
-            obj instanceof WebGLShader ||
-            obj instanceof WebGLTexture);
-  }
-
-  function checkResources(args) {
-    for (var ii = 0; ii < args.length; ++ii) {
-      var arg = args[ii];
-      if (isWebGLObject(arg)) {
-        return arg.__webglDebugContextLostId__ == contextId_;
-      }
-    }
-    return true;
-  }
-
-  function clearErrors() {
-    var k = Object.keys(glErrorShadow_);
-    for (var ii = 0; ii < k.length; ++ii) {
-      delete glErrorShadow_[k];
-    }
-  }
-
-  function loseContextIfTime() {
-    ++numCalls_;
-    if (!contextLost_) {
-      if (numCallsToLoseContext_ == numCalls_) {
-        canvas.loseContext();
-      }
-    }
-  }
-
-  // Makes a function that simulates WebGL when out of context.
-  function makeLostContextFunctionWrapper(ctx, functionName) {
-    var f = ctx[functionName];
-    return function() {
-      // log("calling:" + functionName);
-      // Only call the functions if the context is not lost.
-      loseContextIfTime();
-      if (!contextLost_) {
-        //if (!checkResources(arguments)) {
-        //  glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
-        //  return;
-        //}
-        var result = f.apply(ctx, arguments);
-        return result;
-      }
-    };
-  }
-
-  function freeResources() {
-    for (var ii = 0; ii < resourceDb_.length; ++ii) {
-      var resource = resourceDb_[ii];
-      if (resource instanceof WebGLBuffer) {
-        unwrappedContext_.deleteBuffer(resource);
-      } else if (resource instanceof WebGLFramebuffer) {
-        unwrappedContext_.deleteFramebuffer(resource);
-      } else if (resource instanceof WebGLProgram) {
-        unwrappedContext_.deleteProgram(resource);
-      } else if (resource instanceof WebGLRenderbuffer) {
-        unwrappedContext_.deleteRenderbuffer(resource);
-      } else if (resource instanceof WebGLShader) {
-        unwrappedContext_.deleteShader(resource);
-      } else if (resource instanceof WebGLTexture) {
-        unwrappedContext_.deleteTexture(resource);
-      }
-    }
-  }
-
-  function makeWebGLContextEvent(statusMessage) {
-    return {
-      statusMessage: statusMessage,
-      preventDefault: function() {
-          canRestore_ = true;
-        }
-    };
-  }
-
-  return canvas;
-
-  function makeLostContextSimulatingContext(ctx) {
-    // copy all functions and properties to wrapper
-    for (var propertyName in ctx) {
-      if (typeof ctx[propertyName] == 'function') {
-         wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
-             ctx, propertyName);
-       } else {
-         makePropertyWrapper(wrappedContext_, ctx, propertyName);
-       }
-    }
-
-    // Wrap a few functions specially.
-    wrappedContext_.getError = function() {
-      loseContextIfTime();
-      if (!contextLost_) {
-        var err;
-        while (err = unwrappedContext_.getError()) {
-          glErrorShadow_[err] = true;
-        }
-      }
-      for (var err in glErrorShadow_) {
-        if (glErrorShadow_[err]) {
-          delete glErrorShadow_[err];
-          return err;
-        }
-      }
-      return wrappedContext_.NO_ERROR;
-    };
-
-    var creationFunctions = [
-      "createBuffer",
-      "createFramebuffer",
-      "createProgram",
-      "createRenderbuffer",
-      "createShader",
-      "createTexture"
-    ];
-    for (var ii = 0; ii < creationFunctions.length; ++ii) {
-      var functionName = creationFunctions[ii];
-      wrappedContext_[functionName] = function(f) {
-        return function() {
-          loseContextIfTime();
-          if (contextLost_) {
-            return null;
-          }
-          var obj = f.apply(ctx, arguments);
-          obj.__webglDebugContextLostId__ = contextId_;
-          resourceDb_.push(obj);
-          return obj;
-        };
-      }(ctx[functionName]);
-    }
-
-    var functionsThatShouldReturnNull = [
-      "getActiveAttrib",
-      "getActiveUniform",
-      "getBufferParameter",
-      "getContextAttributes",
-      "getAttachedShaders",
-      "getFramebufferAttachmentParameter",
-      "getParameter",
-      "getProgramParameter",
-      "getProgramInfoLog",
-      "getRenderbufferParameter",
-      "getShaderParameter",
-      "getShaderInfoLog",
-      "getShaderSource",
-      "getTexParameter",
-      "getUniform",
-      "getUniformLocation",
-      "getVertexAttrib"
-    ];
-    for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
-      var functionName = functionsThatShouldReturnNull[ii];
-      wrappedContext_[functionName] = function(f) {
-        return function() {
-          loseContextIfTime();
-          if (contextLost_) {
-            return null;
-          }
-          return f.apply(ctx, arguments);
-        }
-      }(wrappedContext_[functionName]);
-    }
-
-    var isFunctions = [
-      "isBuffer",
-      "isEnabled",
-      "isFramebuffer",
-      "isProgram",
-      "isRenderbuffer",
-      "isShader",
-      "isTexture"
-    ];
-    for (var ii = 0; ii < isFunctions.length; ++ii) {
-      var functionName = isFunctions[ii];
-      wrappedContext_[functionName] = function(f) {
-        return function() {
-          loseContextIfTime();
-          if (contextLost_) {
-            return false;
-          }
-          return f.apply(ctx, arguments);
-        }
-      }(wrappedContext_[functionName]);
-    }
-
-    wrappedContext_.checkFramebufferStatus = function(f) {
-      return function() {
-        loseContextIfTime();
-        if (contextLost_) {
-          return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
-        }
-        return f.apply(ctx, arguments);
-      };
-    }(wrappedContext_.checkFramebufferStatus);
-
-    wrappedContext_.getAttribLocation = function(f) {
-      return function() {
-        loseContextIfTime();
-        if (contextLost_) {
-          return -1;
-        }
-        return f.apply(ctx, arguments);
-      };
-    }(wrappedContext_.getAttribLocation);
-
-    wrappedContext_.getVertexAttribOffset = function(f) {
-      return function() {
-        loseContextIfTime();
-        if (contextLost_) {
-          return 0;
-        }
-        return f.apply(ctx, arguments);
-      };
-    }(wrappedContext_.getVertexAttribOffset);
-
-    wrappedContext_.isContextLost = function() {
-      return contextLost_;
-    };
-
-    return wrappedContext_;
-  }
-}
-
-return {
-    /**
-     * Initializes this module. Safe to call more than once.
-     * @param {!WebGLRenderingContext} ctx A WebGL context. If
-    }
-   *    you have more than one context it doesn't matter which one
-   *    you pass in, it is only used to pull out constants.
-   */
-  'init': init,
-
-  /**
-   * Returns true or false if value matches any WebGL enum
-   * @param {*} value Value to check if it might be an enum.
-   * @return {boolean} True if value matches one of the WebGL defined enums
-   */
-  'mightBeEnum': mightBeEnum,
-
-  /**
-   * Gets an string version of an WebGL enum.
-   *
-   * Example:
-   *   WebGLDebugUtil.init(ctx);
-   *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
-   *
-   * @param {number} value Value to return an enum for
-   * @return {string} The string version of the enum.
-   */
-  'glEnumToString': glEnumToString,
-
-  /**
-   * Converts the argument of a WebGL function to a string.
-   * Attempts to convert enum arguments to strings.
-   *
-   * Example:
-   *   WebGLDebugUtil.init(ctx);
-   *   var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);
-   *
-   * would return 'TEXTURE_2D'
-   *
-   * @param {string} functionName the name of the WebGL function.
-   * @param {number} numArgs The number of arguments
-   * @param {number} argumentIndx the index of the argument.
-   * @param {*} value The value of the argument.
-   * @return {string} The value as a string.
-   */
-  'glFunctionArgToString': glFunctionArgToString,
-
-  /**
-   * Converts the arguments of a WebGL function to a string.
-   * Attempts to convert enum arguments to strings.
-   *
-   * @param {string} functionName the name of the WebGL function.
-   * @param {number} args The arguments.
-   * @return {string} The arguments as a string.
-   */
-  'glFunctionArgsToString': glFunctionArgsToString,
-
-  /**
-   * Given a WebGL context returns a wrapped context that calls
-   * gl.getError after every command and calls a function if the
-   * result is not NO_ERROR.
-   *
-   * You can supply your own function if you want. For example, if you'd like
-   * an exception thrown on any GL error you could do this
-   *
-   *    function throwOnGLError(err, funcName, args) {
-   *      throw WebGLDebugUtils.glEnumToString(err) +
-   *            " was caused by call to " + funcName;
-   *    };
-   *
-   *    ctx = WebGLDebugUtils.makeDebugContext(
-   *        canvas.getContext("webgl"), throwOnGLError);
-   *
-   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
-   * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
-   *     to call when gl.getError returns an error. If not specified the default
-   *     function calls console.log with a message.
-   * @param {!function(funcName, args): void} opt_onFunc The
-   *     function to call when each webgl function is called. You
-   *     can use this to log all calls for example.
-   */
-  'makeDebugContext': makeDebugContext,
-
-  /**
-   * Given a canvas element returns a wrapped canvas element that will
-   * simulate lost context. The canvas returned adds the following functions.
-   *
-   * loseContext:
-   *   simulates a lost context event.
-   *
-   * restoreContext:
-   *   simulates the context being restored.
-   *
-   * lostContextInNCalls:
-   *   loses the context after N gl calls.
-   *
-   * getNumCalls:
-   *   tells you how many gl calls there have been so far.
-   *
-   * setRestoreTimeout:
-   *   sets the number of milliseconds until the context is restored
-   *   after it has been lost. Defaults to 0. Pass -1 to prevent
-   *   automatic restoring.
-   *
-   * @param {!Canvas} canvas The canvas element to wrap.
-   */
-  'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,
-
-  /**
-   * Resets a context to the initial state.
-   * @param {!WebGLRenderingContext} ctx The webgl context to
-   *     reset.
-   */
-  'resetToInitialState': resetToInitialState
-};
-
-}();
-