content/canvas/test/webgl-conformance/misc/program-test-1.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/misc/program-test-1.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,81 @@
     1.4 +<!--
     1.5 +Copyright (c) 2010 Mozilla Foundation. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 +-->
     1.9 +<!DOCTYPE HTML>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<!-- This is a visual test that programs must have both a vertex and
    1.14 +     fragment shader attached; the fixed function pipeline on the
    1.15 +     desktop must remain disabled. -->
    1.16 +<script type="text/javascript">
    1.17 +    function log() {
    1.18 +	var s = "";
    1.19 +	for (var i = 0; i < arguments.length; ++i) {
    1.20 +            s += arguments[i] + " ";
    1.21 +	}
    1.22 +
    1.23 +	document.getElementById("log").innerHTML += s + "<br>";
    1.24 +    }
    1.25 +
    1.26 +    function go() {
    1.27 +	var gl = document.getElementById("c").getContext("experimental-webgl");
    1.28 +
    1.29 +	gl.clearColor(0.0, 0.0, 0.0, 0.0);
    1.30 +	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    1.31 +
    1.32 +	var vs = gl.createShader(gl.VERTEX_SHADER);
    1.33 +	gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
    1.34 +	gl.compileShader(vs);
    1.35 +
    1.36 +	var fs = gl.createShader(gl.FRAGMENT_SHADER);
    1.37 +	gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
    1.38 +	gl.compileShader(fs);
    1.39 +
    1.40 +	var prog = gl.createProgram();
    1.41 +	gl.attachShader(prog, vs);
    1.42 +	// don't attach a fragment shader -- may use fixed pipeline on desktop if the implementation doesn't check!
    1.43 +	//gl.attachShader(prog, fs);
    1.44 +
    1.45 +	gl.bindAttribLocation(prog, 0, "aVertex");
    1.46 +	gl.bindAttribLocation(prog, 1, "aColor");
    1.47 +
    1.48 +	gl.linkProgram(prog);
    1.49 +
    1.50 +	var vbuf = gl.createBuffer();
    1.51 +	gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
    1.52 +	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    1.53 +                  -1.0, -1.0, 0.0, 1.0,
    1.54 +							    -1.0, 1.0, 0.0, 1.0,
    1.55 +							    1.0, -1.0, 0.0, 1.0,
    1.56 +							    1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW);
    1.57 +	gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
    1.58 +
    1.59 +	var cbuf = gl.createBuffer();
    1.60 +	gl.bindBuffer(gl.ARRAY_BUFFER, cbuf);
    1.61 +	gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([255, 0, 0,
    1.62 +								   0, 255, 0,
    1.63 +								   0, 0, 255,
    1.64 +								   255, 255, 0]), gl.STATIC_DRAW);
    1.65 +	gl.vertexAttribPointer(1, 3, gl.UNSIGNED_BYTE, false, 0, 0);
    1.66 +
    1.67 +	gl.enableVertexAttribArray(0);
    1.68 +	gl.enableVertexAttribArray(1);
    1.69 +
    1.70 +	gl.useProgram(prog);
    1.71 +
    1.72 +	gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    1.73 +
    1.74 +	log("glError", "0x" + gl.getError().toString(16));
    1.75 +    }
    1.76 +</script>
    1.77 +</head>
    1.78 +
    1.79 +<body onload="go()">
    1.80 +<p>Should be green in the rectangle below:</p>
    1.81 +<canvas style="background: green;" id="c"></canvas>
    1.82 +<div id="log"></div>
    1.83 +</body>
    1.84 +</html>

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