Notify if WebGL is not supported
This commit is contained in:
@@ -28,6 +28,10 @@
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</div>
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</div>
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</div>
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</div>
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<div id="no-webgl" class="alert alert-error" style="display: none">
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This example requires a browser that supports <a href="http://get.webgl.org/">WebGL</a>.
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</div>
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<div class="row-fluid">
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<div class="row-fluid">
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<div class="span12">
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<div class="span12">
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@@ -4,90 +4,99 @@ goog.require('ol.View2D');
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goog.require('ol.layer.Tile');
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goog.require('ol.layer.Tile');
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goog.require('ol.source.OSM');
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goog.require('ol.source.OSM');
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var osm = new ol.layer.Tile({
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if (!ol.webgl.SUPPORTED) {
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source: new ol.source.OSM()
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var info = document.getElementById('no-webgl');
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});
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/**
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* display error message
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*/
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info.style.display = '';
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} else {
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var map = new ol.Map({
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var osm = new ol.layer.Tile({
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layers: [osm],
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source: new ol.source.OSM()
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renderer: ol.RendererHint.WEBGL,
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});
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target: 'map',
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view: new ol.View2D({
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center: [0, 0],
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zoom: 2
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})
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});
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var fragmentShaderSource = [
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var map = new ol.Map({
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'precision mediump float;',
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layers: [osm],
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'void main() {',
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renderer: ol.RendererHint.WEBGL,
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'}'
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target: 'map',
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].join('');
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view: new ol.View2D({
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center: [0, 0],
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zoom: 2
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})
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});
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var vertexShaderSource = [
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var fragmentShaderSource = [
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'attribute vec2 a_position;',
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'precision mediump float;',
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'void main() {',
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'void main() {',
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'gl_Position = vec4(a_position, 0, 1);',
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'}'
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'}'
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].join('');
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].join('');
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osm.on('precompose', function(event) {
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var vertexShaderSource = [
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var context = event.getGlContext();
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'attribute vec2 a_position;',
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'void main() {',
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' gl_Position = vec4(a_position, 0, 1);',
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'}'
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].join('');
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var gl = context.getGL();
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osm.on('precompose', function(event) {
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var program = gl.createProgram();
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var context = event.getGlContext();
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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var gl = context.getGL();
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gl.shaderSource(vertexShader, vertexShaderSource);
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var program = gl.createProgram();
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gl.compileShader(vertexShader);
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gl.attachShader(program, vertexShader);
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(fragmentShader, fragmentShaderSource);
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gl.shaderSource(vertexShader, vertexShaderSource);
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gl.compileShader(fragmentShader);
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gl.compileShader(vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.attachShader(program, vertexShader);
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gl.linkProgram(program);
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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context.useProgram(program);
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gl.shaderSource(fragmentShader, fragmentShaderSource);
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gl.compileShader(fragmentShader);
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gl.attachShader(program, fragmentShader);
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var positionLocation = gl.getAttribLocation(program, 'a_position');
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gl.linkProgram(program);
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context.useProgram(program);
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gl.enable(gl.STENCIL_TEST);
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var positionLocation = gl.getAttribLocation(program, 'a_position');
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gl.colorMask(false, false, false, false);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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gl.stencilFunc(gl.ALWAYS, 1, 0xff);
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var buffer = gl.createBuffer();
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gl.enable(gl.STENCIL_TEST);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.colorMask(false, false, false, false);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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// first band
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gl.stencilFunc(gl.ALWAYS, 1, 0xff);
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-1.0, -1.0, -0.75, -1.0, -1.0, 1.0,
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-1.0, 1.0, -0.75, -1.0, -0.75, 1.0,
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// second band
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-0.5, -1.0, -0.25, -1.0, -0.5, 1.0,
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-0.5, 1.0, -0.25, -1.0, -0.25, 1.0,
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// third band
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0.0, -1.0, 0.25, -1.0, 0.0, 1.0,
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0.0, 1.0, 0.25, -1.0, 0.25, 1.0,
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// forth band
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0.5, -1.0, 0.75, -1.0, 0.5, 1.0,
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0.5, 1.0, 0.75, -1.0, 0.75, 1.0
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]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(positionLocation);
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var buffer = gl.createBuffer();
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.drawArrays(gl.TRIANGLES, 0, 24);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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// first band
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-1.0, -1.0, -0.75, -1.0, -1.0, 1.0,
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-1.0, 1.0, -0.75, -1.0, -0.75, 1.0,
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// second band
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-0.5, -1.0, -0.25, -1.0, -0.5, 1.0,
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-0.5, 1.0, -0.25, -1.0, -0.25, 1.0,
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// third band
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0.0, -1.0, 0.25, -1.0, 0.0, 1.0,
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0.0, 1.0, 0.25, -1.0, 0.25, 1.0,
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// forth band
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0.5, -1.0, 0.75, -1.0, 0.5, 1.0,
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0.5, 1.0, 0.75, -1.0, 0.75, 1.0
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]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.enableVertexAttribArray(positionLocation);
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gl.deleteBuffer(buffer);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 24);
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gl.colorMask(true, true, true, true);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.stencilFunc(gl.NOTEQUAL, 0, 0xff);
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gl.deleteBuffer(buffer);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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});
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osm.on('postcompose', function(event) {
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gl.colorMask(true, true, true, true);
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var context = event.getGlContext();
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gl.stencilFunc(gl.NOTEQUAL, 0, 0xff);
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var gl = context.getGL();
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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gl.disable(gl.STENCIL_TEST);
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});
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});
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osm.on('postcompose', function(event) {
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var context = event.getGlContext();
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var gl = context.getGL();
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gl.disable(gl.STENCIL_TEST);
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});
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}
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