browser/devtools/shadereditor/test/doc_multiple-contexts.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/browser/devtools/shadereditor/test/doc_multiple-contexts.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,112 @@
     1.4 +<!-- Any copyright is dedicated to the Public Domain.
     1.5 +     http://creativecommons.org/publicdomain/zero/1.0/ -->
     1.6 +<!doctype html>
     1.7 +
     1.8 +<html>
     1.9 +  <head>
    1.10 +    <meta charset="utf-8"/>
    1.11 +    <title>WebGL editor test page</title>
    1.12 +
    1.13 +    <script id="shader-vs" type="x-shader/x-vertex">
    1.14 +      precision lowp float;
    1.15 +      attribute vec3 aVertexPosition;
    1.16 +
    1.17 +      void main(void) {
    1.18 +        gl_Position = vec4(aVertexPosition, 1);
    1.19 +      }
    1.20 +    </script>
    1.21 +
    1.22 +    <script id="shader-fs" type="x-shader/x-fragment">
    1.23 +      precision lowp float;
    1.24 +      uniform vec3 uColor;
    1.25 +
    1.26 +      void main(void) {
    1.27 +        gl_FragColor = vec4(uColor, 1);
    1.28 +      }
    1.29 +    </script>
    1.30 +  </head>
    1.31 +
    1.32 +  <body>
    1.33 +    <canvas id="canvas1" width="128" height="128"></canvas>
    1.34 +    <canvas id="canvas2" width="128" height="128"></canvas>
    1.35 +
    1.36 +    <script type="text/javascript;version=1.8">
    1.37 +      "use strict";
    1.38 +
    1.39 +      let canvas = [], gl = [];
    1.40 +      let program = [];
    1.41 +      let squareVerticesPositionBuffer = [];
    1.42 +      let vertexPositionAttribute = [];
    1.43 +      let colorUniform = [];
    1.44 +
    1.45 +      window.onload = function() {
    1.46 +        for (let i = 0; i < 2; i++) {
    1.47 +          canvas[i] = document.querySelector("#canvas" + (i + 1));
    1.48 +          gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true });
    1.49 +          gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
    1.50 +
    1.51 +          initProgram(i);
    1.52 +          initBuffers(i);
    1.53 +          drawScene(i);
    1.54 +        }
    1.55 +      }
    1.56 +
    1.57 +      function initProgram(i) {
    1.58 +        let vertexShader = getShader(gl[i], "shader-vs");
    1.59 +        let fragmentShader = getShader(gl[i], "shader-fs");
    1.60 +
    1.61 +        program[i] = gl[i].createProgram();
    1.62 +        gl[i].attachShader(program[i], vertexShader);
    1.63 +        gl[i].attachShader(program[i], fragmentShader);
    1.64 +        gl[i].linkProgram(program[i]);
    1.65 +
    1.66 +        vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
    1.67 +        gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
    1.68 +
    1.69 +        colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
    1.70 +      }
    1.71 +
    1.72 +      function getShader(gl, id) {
    1.73 +        let script = document.getElementById(id);
    1.74 +        let source = script.textContent;
    1.75 +        let shader;
    1.76 +
    1.77 +        if (script.type == "x-shader/x-fragment") {
    1.78 +          shader = gl.createShader(gl.FRAGMENT_SHADER);
    1.79 +        } else if (script.type == "x-shader/x-vertex") {
    1.80 +          shader = gl.createShader(gl.VERTEX_SHADER);
    1.81 +        }
    1.82 +
    1.83 +        gl.shaderSource(shader, source);
    1.84 +        gl.compileShader(shader);
    1.85 +
    1.86 +        return shader;
    1.87 +      }
    1.88 +
    1.89 +      function initBuffers(i) {
    1.90 +        squareVerticesPositionBuffer[i] = gl[i].createBuffer();
    1.91 +        gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
    1.92 +        gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
    1.93 +           1.0,  1.0, 0.0,
    1.94 +          -1.0,  1.0, 0.0,
    1.95 +           1.0, -1.0, 0.0,
    1.96 +          -1.0, -1.0, 0.0
    1.97 +        ]), gl[i].STATIC_DRAW);
    1.98 +      }
    1.99 +
   1.100 +      function drawScene(i) {
   1.101 +        gl[i].clear(gl[i].COLOR_BUFFER_BIT);
   1.102 +
   1.103 +        gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
   1.104 +        gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
   1.105 +
   1.106 +        gl[i].useProgram(program[i]);
   1.107 +        gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
   1.108 +        gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
   1.109 +
   1.110 +        window.requestAnimationFrame(() => drawScene(i));
   1.111 +      }
   1.112 +    </script>
   1.113 +  </body>
   1.114 +
   1.115 +</html>

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