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1 <!-- |
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2 Copyright (c) 2009 The Chromium Authors. All rights reserved. |
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3 Use of this source code is governed by a BSD-style license that can be |
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4 found in the LICENSE file. |
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5 --> |
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6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
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7 "http://www.w3.org/TR/html4/loose.dtd"> |
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8 <html> |
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9 <head> |
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10 <meta charset="utf-8"> |
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11 <title>WebGL Big FBO Test</title> |
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12 <link rel="stylesheet" href="../resources/js-test-style.css"/> |
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13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
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14 <script src="../../debug/webgl-debug.js"></script> |
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15 <script src="../resources/js-test-pre.js"></script> |
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16 <script src="../conformance/resources/webgl-test.js"></script> |
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17 </head> |
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18 <body> |
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19 <div id="description"></div> |
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20 <div id="console"></div> |
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21 <script id="vshader" type="x-shader/x-vertex"> |
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22 attribute vec4 vPosition; |
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23 attribute vec2 texCoord0; |
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24 uniform mat4 world; |
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25 varying vec2 texCoord; |
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26 void main() |
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27 { |
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28 gl_Position = vPosition * world; |
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29 texCoord = texCoord0; |
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30 } |
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31 </script> |
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32 |
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33 <script id="fshader" type="x-shader/x-fragment"> |
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34 precision mediump float; |
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35 uniform sampler2D tex; |
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36 varying vec2 texCoord; |
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37 void main() |
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38 { |
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39 gl_FragColor = texture2D(tex, texCoord); |
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40 } |
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41 </script> |
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42 <canvas id="canvas" width="1024" height="1024"> </canvas> |
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43 <script> |
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44 window.onload = init; |
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45 debug("Tests the performance of using lots of large FBOs"); |
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46 |
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47 function init() { |
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48 if (confirm( |
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49 "after clicking ok your machine may be come unresponsive or crash")) { |
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50 main(); |
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51 } else { |
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52 debug("cancelled"); |
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53 } |
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54 } |
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55 |
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56 function main() { |
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57 debug(""); |
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58 debug("Canvas.getContext"); |
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59 var g_worldLoc; |
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60 var g_texLoc; |
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61 var g_textures = []; |
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62 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1); |
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63 if (!gl) { |
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64 testFailed("context does not exist"); |
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65 } else { |
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66 testPassed("context exists"); |
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67 |
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68 debug(""); |
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69 debug("Checking for out of memory handling."); |
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70 |
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71 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
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72 debug("max render buffer size: " + size); |
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73 size = size / 2; |
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74 debug("size used: " + size); |
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75 |
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76 var allocateFramebuffers = true; |
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77 var intervalId = 0; |
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78 var count = 0; |
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79 |
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80 WebGLDebugUtils.init(gl); |
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81 |
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82 function createFBO() { |
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83 var tex = gl.createTexture(); |
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84 gl.bindTexture(gl.TEXTURE_2D, tex); |
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85 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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86 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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87 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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88 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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89 gl.texImage2D(gl.TEXTURE_2D, |
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90 0, // level |
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91 gl.RGBA, // internalFormat |
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92 size, // width |
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93 size, // height |
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94 0, // border |
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95 gl.RGBA, // format |
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96 gl.UNSIGNED_BYTE, // type |
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97 null); // data |
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98 var fb = gl.createFramebuffer(); |
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99 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
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100 gl.framebufferTexture2D( |
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101 gl.FRAMEBUFFER, |
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102 gl.COLOR_ATTACHMENT0, |
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103 gl.TEXTURE_2D, |
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104 tex, |
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105 0); |
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106 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
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107 if (status != gl.FRAMEBUFFER_COMPLETE) { |
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108 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
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109 return; |
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110 } |
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111 var err = gl.getError(); |
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112 if (err != gl.NO_ERROR) { |
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113 if (err != gl.OUT_OF_MEMORY) { |
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114 testFailed("gl.getError returned " + err); |
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115 } |
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116 return; |
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117 } |
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118 return { fb: fb, tex: tex }; |
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119 } |
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120 |
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121 gl.disable(gl.DEPTH_TEST); |
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122 |
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123 var maxFBOs = 2; |
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124 for (var ii = 0; ii < maxFBOs; ++ii) { |
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125 createFBO(); |
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126 var t = createFBO(); |
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127 if (!t) { |
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128 break; |
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129 } |
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130 tex = t.tex; |
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131 fb = t.fb; |
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132 |
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133 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
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134 gl.scissor(0, 0, size, size); |
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135 gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1); |
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136 gl.clear(gl.COLOR_BUFFER_BIT); |
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137 g_textures.push(tex); |
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138 } |
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139 |
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140 debug("fbos allocated:" + g_textures.length); |
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141 gl.scissor(0, 0, 1024, 1024); |
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142 gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
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143 |
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144 var vertexObject = gl.createBuffer(); |
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145 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
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146 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
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147 -1,1,0, 1,1,0, -1,-1,0, |
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148 -1,-1,0, 1,1,0, 1,-1,0 |
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149 ]), gl.STATIC_DRAW); |
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150 gl.enableVertexAttribArray(0); |
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151 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
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152 |
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153 var vertexObject = gl.createBuffer(); |
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154 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
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155 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, |
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156 0,1, 1,0, 1,1 |
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157 ]), gl.STATIC_DRAW); |
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158 gl.enableVertexAttribArray(1); |
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159 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
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160 |
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161 g_texLoc = gl.getUniformLocation(gl.program, "tex"); |
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162 gl.uniform1i(g_texLoc, 0); |
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163 g_worldLoc = gl.getUniformLocation(gl.program, "world"); |
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164 gl.uniformMatrix4fv(g_worldLoc, false, [ |
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165 0, 0, 0, 0, |
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166 0, 0, 0, 0, |
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167 0, 0, 1, 0, |
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168 0, 0, 0, 1]); |
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169 |
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170 setInterval(render, 1000/60); |
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171 } |
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172 |
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173 var g_angle = 0; |
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174 var g_texIndex = 0; |
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175 function render() { |
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176 g_angle += 0.1; |
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177 g_texIndex++; |
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178 if (g_texIndex >= g_textures.length) { |
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179 g_texIndex = 0; |
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180 } |
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181 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); |
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182 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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183 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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184 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
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185 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); |
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186 gl.clearColor(1,0,0,1); |
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187 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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188 gl.drawArrays(gl.TRIANGLES, 0, 6); |
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189 } |
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190 } |
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191 |
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192 /** |
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193 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. |
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194 * @param {number} angle The angle by which to rotate (in radians). |
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195 * @return {!o3djs.math.Matrix4} The rotation matrix. |
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196 */ |
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197 function rotationZ(angle) { |
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198 var c = Math.cos(angle); |
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199 var s = Math.sin(angle); |
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200 |
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201 return [ |
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202 c, s, 0, 0, |
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203 -s, c, 0, 0, |
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204 0, 0, 1, 0, |
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205 0, 0, 0, 1 |
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206 ]; |
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207 }; |
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208 |
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209 debug(""); |
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210 successfullyParsed = true; |
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211 </script> |
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212 <script> |
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213 </script> |
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214 |
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215 </body> |
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216 </html> |