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@thisredone
Created February 14, 2015 10:25
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playcanvas without webgl
diff --git a/src/framework/framework_application.js b/src/framework/framework_application.js
index 13977dc..1e04457 100644
--- a/src/framework/framework_application.js
+++ b/src/framework/framework_application.js
@@ -84,7 +84,7 @@ pc.extend(pc, function () {
loader.registerHandler(pc.resources.PackRequest, new pc.resources.PackResourceHandler(registry, options.depot));
loader.registerHandler(pc.resources.AudioRequest, new pc.resources.AudioResourceHandler(this.audioManager));
- this.renderer = new pc.ForwardRenderer(this.graphicsDevice);
+ // this.renderer = new pc.ForwardRenderer(this.graphicsDevice);
// Register the ScriptResourceHandler late as we need the context
loader.registerHandler(pc.resources.ScriptRequest, new pc.resources.ScriptResourceHandler(this.context, options.
@@ -303,7 +303,7 @@ pc.extend(pc, function () {
for (var i=0,len=cameras.length; i<len; i++) {
camera = cameras[i];
camera.frameBegin();
- renderer.render(context.scene, camera.camera);
+ // renderer.render(context.scene, camera.camera);
camera.frameEnd();
}
},
diff --git a/src/graphics/graphics_device.js b/src/graphics/graphics_device.js
index 8845628..0e264bd 100644
--- a/src/graphics/graphics_device.js
+++ b/src/graphics/graphics_device.js
@@ -107,14 +107,92 @@ pc.extend(pc, function () {
this.textureUnits = [];
this.commitFunction = {};
- if (!window.WebGLRenderingContext) {
- throw new pc.UnsupportedBrowserError();
- }
+ // if (!window.WebGLRenderingContext) {
+ // throw new pc.UnsupportedBrowserError();
+ // }
// Retrieve the WebGL context
- this.gl = _createContext(canvas);
- var gl = this.gl;
+ // this.gl = _createContext(canvas);
+
+ this.gl = {};
+ this.gl.deleteFramebuffer = function() {}
+ this.gl.deleteRenderbuffer = function() {}
+ this.gl.createShader = function() {}
+ this.gl.shaderSource = function() {}
+ this.gl.compileShader = function() {}
+ this.gl.getShaderParameter = function() {}
+ this.gl.getShaderInfoLog = function() {}
+ this.gl.createProgram = function() {}
+ this.gl.attachShader = function() {}
+ this.gl.linkProgram = function() {}
+ this.gl.getProgramParameter = function() {}
+ this.gl.getProgramInfoLog = function() {}
+ this.gl.deleteShader = function() {}
+ this.gl.getActiveAttrib = function() {}
+ this.gl.getAttribLocation = function() {}
+ this.gl.getActiveUniform = function() {}
+ this.gl.getUniformLocation = function() {}
+ this.gl.deleteProgram = function() {}
+ this.gl.createBuffer = function() {}
+ this.gl.deleteBuffer = function() {}
+ this.gl.bindBuffer = function() {}
+ this.gl.bufferData = function() {}
+ this.gl.getParameter = function() {}
+ this.gl.getShaderPrecisionFormat = function() {}
+ this.gl.getExtension = function() {}
+ this.gl.createTexture = function() {}
+ this.gl.bindTexture = function() {}
+ this.gl.texParameteri = function() {}
+ this.gl.texImage2D = function() {}
+ this.gl.createFramebuffer = function() {}
+ this.gl.bindFramebuffer = function() {}
+ this.gl.framebufferTexture2D = function() {}
+ this.gl.checkFramebufferStatus = function() {}
+ this.gl.uniform1i = function() {}
+ this.gl.uniform1f = function() {}
+ this.gl.uniform1fv = function() {}
+ this.gl.uniform2fv = function() {}
+ this.gl.uniform3fv = function() {}
+ this.gl.uniform4fv = function() {}
+ this.gl.uniform2iv = function() {}
+ this.gl.uniform3iv = function() {}
+ this.gl.uniform4iv = function() {}
+ this.gl.uniformMatrix2fv = function() {}
+ this.gl.uniformMatrix3fv = function() {}
+ this.gl.uniformMatrix4fv = function() {}
+ this.gl.enable = function() {}
+ this.gl.getError = function() {}
+ this.gl.vertexAttribPointer = function() {}
+ this.gl.viewport = function() {}
+ this.gl.scissor = function() {}
+ this.gl.createRenderbuffer = function() {}
+ this.gl.bindRenderbuffer = function() {}
+ this.gl.renderbufferStorage = function() {}
+ this.gl.framebufferRenderbuffer = function() {}
+ this.gl.generateMipmap = function() {}
+ this.gl.pixelStorei = function() {}
+ this.gl.compressedTexImage2D = function() {}
+ this.gl.activeTexture = function() {}
+ this.gl.texParameterf = function() {}
+ this.gl.enableVertexAttribArray = function() {}
+ this.gl.uniform1iv = function() {}
+ this.gl.drawElements = function() {}
+ this.gl.drawArrays = function() {}
+ this.gl.depthMask = function() {}
+ this.gl.clear = function() {}
+ this.gl.readPixels = function() {}
+ this.gl.clearDepth = function() {}
+ this.gl.clearColor = function() {}
+ this.gl.disable = function() {}
+ this.gl.colorMask = function() {}
+ this.gl.blendFunc = function() {}
+ this.gl.blendEquation = function() {}
+ this.gl.cullFace = function() {}
+ this.gl.useProgram = function() {}
+ this.gl.deleteTexture = function() {}
+ var gl = this.gl;
if (!this.gl) {
throw new pc.ContextCreationError();
}
@@ -153,8 +231,11 @@ pc.extend(pc, function () {
var fragmentShaderPrecisionMediumpInt = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT);
var fragmentShaderPrecisionLowpInt = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT);
- var highpAvailable = vertexShaderPrecisionHighpFloat.precision > 0 && fragmentShaderPrecisionHighpFloat.prec
- var mediumpAvailable = vertexShaderPrecisionMediumpFloat.precision > 0 && fragmentShaderPrecisionMediumpFloa
+ // var highpAvailable = vertexShaderPrecisionHighpFloat.precision > 0 && fragmentShaderPrecisionHighpFloat.p
+ // var mediumpAvailable = vertexShaderPrecisionMediumpFloat.precision > 0 && fragmentShaderPrecisionMediumpF
+
+ var highpAvailable = false;
+ var mediumpAvailable = false;
if (!highpAvailable) {
if (mediumpAvailable) {
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