// Copyright 2013 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// Global variables.
var gl_context;
var gl_renderer;
initializeWebGL = function(canvas, opt_attrs) {
gl_context = null;
// Try to grab the standard context.
gl_context = canvas.getContext("webgl", opt_attrs);
// If we don't have a GL context, give up now.
if (!gl_context) {
err = "Unable to initialize WebGL. Your browser may not support it.";
if (window.domAutomationController) {
console.log(err);
} else {
alert(err);
}
}
}
startWebGLContext = function(opt_attrs) {
var canvas = document.getElementById("glcanvas");
// Initialize the GL context.
initializeWebGL(canvas, opt_attrs);
// Only continue if WebGL is available and working.
if (gl_context) {
gl_context.clearColor(0.0, 1.0, 0.0, 1.0);
gl_context.enable(gl_context.DEPTH_TEST);
gl_context.depthFunc(gl_context.LEQUAL);
gl_context.clearDepth(1);
gl_context.clear(gl_context.COLOR_BUFFER_BIT |
gl_context.DEPTH_BUFFER_BIT);
// Also fetch the unmasked GL_RENDERER string.
var ext = gl_context.getExtension("WEBGL_debug_renderer_info");
gl_renderer = gl_context.getParameter(ext.UNMASKED_RENDERER_WEBGL);
}
if (window.domAutomationController) {
domAutomationController.send("SUCCESS");
}
}