browser/devtools/shadereditor/test/doc_simple-canvas.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/browser/devtools/shadereditor/test/doc_simple-canvas.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,125 @@
     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 +      attribute vec3 aVertexColor;
    1.17 +      varying vec3 vFragmentColor;
    1.18 +
    1.19 +      void main(void) {
    1.20 +        gl_Position = vec4(aVertexPosition, 1.0);
    1.21 +        vFragmentColor = aVertexColor; // I'm special!
    1.22 +      }
    1.23 +    </script>
    1.24 +
    1.25 +    <script id="shader-fs" type="x-shader/x-fragment">
    1.26 +      precision lowp float;
    1.27 +      varying vec3 vFragmentColor;
    1.28 +
    1.29 +      void main(void) {
    1.30 +        gl_FragColor = vec4(vFragmentColor, 1.0); // I'm also special!
    1.31 +      }
    1.32 +    </script>
    1.33 +  </head>
    1.34 +
    1.35 +  <body>
    1.36 +    <canvas width="512" height="512"></canvas>
    1.37 +
    1.38 +    <script type="text/javascript;version=1.8">
    1.39 +      "use strict";
    1.40 +
    1.41 +      let canvas, gl;
    1.42 +      let program;
    1.43 +      let squareVerticesPositionBuffer;
    1.44 +      let squareVerticesColorBuffer;
    1.45 +      let vertexPositionAttribute;
    1.46 +      let vertexColorAttribute;
    1.47 +
    1.48 +      window.onload = function() {
    1.49 +        canvas = document.querySelector("canvas");
    1.50 +        gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
    1.51 +        gl.clearColor(0.0, 0.0, 0.0, 1.0);
    1.52 +
    1.53 +        initProgram();
    1.54 +        initBuffers();
    1.55 +        drawScene();
    1.56 +      }
    1.57 +
    1.58 +      function initProgram() {
    1.59 +        let vertexShader = getShader(gl, "shader-vs");
    1.60 +        let fragmentShader = getShader(gl, "shader-fs");
    1.61 +
    1.62 +        program = gl.createProgram();
    1.63 +        gl.attachShader(program, vertexShader);
    1.64 +        gl.attachShader(program, fragmentShader);
    1.65 +        gl.linkProgram(program);
    1.66 +
    1.67 +        vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");
    1.68 +        gl.enableVertexAttribArray(vertexPositionAttribute);
    1.69 +
    1.70 +        vertexColorAttribute = gl.getAttribLocation(program, "aVertexColor");
    1.71 +        gl.enableVertexAttribArray(vertexColorAttribute);
    1.72 +      }
    1.73 +
    1.74 +      function getShader(gl, id) {
    1.75 +        let script = document.getElementById(id);
    1.76 +        let source = script.textContent;
    1.77 +        let shader;
    1.78 +
    1.79 +        if (script.type == "x-shader/x-fragment") {
    1.80 +          shader = gl.createShader(gl.FRAGMENT_SHADER);
    1.81 +        } else if (script.type == "x-shader/x-vertex") {
    1.82 +          shader = gl.createShader(gl.VERTEX_SHADER);
    1.83 +        }
    1.84 +
    1.85 +        gl.shaderSource(shader, source);
    1.86 +        gl.compileShader(shader);
    1.87 +
    1.88 +        return shader;
    1.89 +      }
    1.90 +
    1.91 +      function initBuffers() {
    1.92 +        squareVerticesPositionBuffer = gl.createBuffer();
    1.93 +        gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
    1.94 +        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    1.95 +           1.0,  1.0, 0.0,
    1.96 +          -1.0,  1.0, 0.0,
    1.97 +           1.0, -1.0, 0.0,
    1.98 +          -1.0, -1.0, 0.0
    1.99 +        ]), gl.STATIC_DRAW);
   1.100 +
   1.101 +        squareVerticesColorBuffer = gl.createBuffer();
   1.102 +        gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer);
   1.103 +        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
   1.104 +          1.0, 1.0, 1.0, 1.0,
   1.105 +          1.0, 0.0, 0.0, 1.0,
   1.106 +          0.0, 1.0, 0.0, 1.0,
   1.107 +          0.0, 0.0, 1.0, 1.0
   1.108 +        ]), gl.STATIC_DRAW);
   1.109 +      }
   1.110 +
   1.111 +      function drawScene() {
   1.112 +        gl.clear(gl.COLOR_BUFFER_BIT);
   1.113 +
   1.114 +        gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
   1.115 +        gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
   1.116 +
   1.117 +        gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer);
   1.118 +        gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
   1.119 +
   1.120 +        gl.useProgram(program);
   1.121 +        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
   1.122 +
   1.123 +        window.requestAnimationFrame(drawScene);
   1.124 +      }
   1.125 +    </script>
   1.126 +  </body>
   1.127 +
   1.128 +</html>

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