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Fix iOS issue when canvas is too big.

pull/132/merge
Matthew Petroff vor 7 Jahren
Ursprung
Commit
118c443ed5
2 geänderte Dateien mit 25 neuen und 8 gelöschten Zeilen
  1. +19
    -2
      src/js/libpannellum.js
  2. +6
    -6
      src/js/pannellum.js

+ 19
- 2
src/js/libpannellum.js Datei anzeigen

@@ -114,6 +114,8 @@ function Renderer(container) {
// Enable WebGL on canvas
if (!gl)
gl = canvas.getContext('experimental-webgl', {alpha: false, depth: false});
if (gl.getError() == 1286)
handleWebGLError1286();
}
// If there is no WebGL, fall back to CSS 3D transform renderer.
@@ -402,8 +404,9 @@ function Renderer(container) {
}

// Check if there was an error
if (gl.getError() !== 0) {
console.log('Error: Something went wrong with WebGL!');
var err = gl.getError();
if (err !== 0) {
console.log('Error: Something went wrong with WebGL!', err);
throw {type: 'webgl error'};
}

@@ -443,6 +446,8 @@ function Renderer(container) {
canvas.width = canvas.clientWidth * pixelRatio;
canvas.height = canvas.clientHeight * pixelRatio;
if (gl) {
if (gl.getError() == 1286)
handleWebGLError1286();
gl.viewport(0, 0, canvas.width, canvas.height);
if (imageType != 'multires') {
gl.uniform1f(program.aspectRatio, canvas.width / canvas.height);
@@ -1162,6 +1167,18 @@ function Renderer(container) {

}

/**
* On iOS (iPhone 5c, iOS 10.3), this WebGL error occurs when the canvas is
* too big. Unfortuately, there's no way to test for this beforehand, so we
* reduce the canvas size if this error is thrown.
* @private
*/
function handleWebGLError1286() {
console.log('Reducing canvas size due to error 1286!');
canvas.width = Math.round(canvas.width / 2);
canvas.height = Math.round(canvas.height / 2);
}
}

// Vertex shader for equirectangular and cube


+ 6
- 6
src/js/pannellum.js Datei anzeigen

@@ -693,8 +693,8 @@ function onDocumentDoubleClick(event) {
function mouseEventToCoords(event) {
var pos = mousePosition(event);
var canvas = renderer.getCanvas();
var canvasWidth = canvas.width / (window.devicePixelRatio || 1),
canvasHeight = canvas.height / (window.devicePixelRatio || 1);
var canvasWidth = canvas.clientWidth,
canvasHeight = canvas.clientHeight;
var x = pos.x / canvasWidth * 2 - 1;
var y = (1 - pos.y / canvasHeight * 2) * canvasHeight / canvasWidth;
var focal = 1 / Math.tan(config.hfov * Math.PI / 360);
@@ -716,8 +716,8 @@ function onDocumentMouseMove(event) {
if (isUserInteracting && loaded) {
latestInteraction = Date.now();
var canvas = renderer.getCanvas();
var canvasWidth = canvas.width / (window.devicePixelRatio || 1),
canvasHeight = canvas.height / (window.devicePixelRatio || 1);
var canvasWidth = canvas.clientWidth,
canvasHeight = canvas.clientHeight;
var pos = mousePosition(event);
//TODO: This still isn't quite right
var yaw = ((Math.atan(onPointerDownPointerX / canvasWidth * 2 - 1) - Math.atan(pos.x / canvasWidth * 2 - 1)) * 180 / Math.PI * config.hfov / 90) + onPointerDownYaw;
@@ -1730,8 +1730,8 @@ function renderHotSpot(hs) {
// Subpixel rendering doesn't work in Firefox
// https://bugzilla.mozilla.org/show_bug.cgi?id=739176
var canvas = renderer.getCanvas(),
canvasWidth = canvas.width / (window.devicePixelRatio || 1),
canvasHeight = canvas.height / (window.devicePixelRatio || 1);
canvasWidth = canvas.clientWidth,
canvasHeight = canvas.clientHeight;
var coord = [-canvasWidth / hfovTan * yawSin * hsPitchCos / z / 2,
-canvasWidth / hfovTan * (hsPitchSin * configPitchCos -
hsPitchCos * yawCos * configPitchSin) / z / 2];


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