content/canvas/test/webgl-conformance/extra/lots-of-polys-example.html

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     1 <!--
     2 Copyright (c) 2009 The Chromium Authors. All rights reserved.
     3 Use of this source code is governed by a BSD-style license that can be
     4 found in the LICENSE file.
     5  -->
     6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
     7   "http://www.w3.org/TR/html4/loose.dtd">
     8 <html>
     9 <head>
    10 <meta charset="utf-8">
    11 <title>WebGL Lots of polygons example.</title>
    12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
    13 <script src="../resources/js-test-pre.js"></script>
    14 <script src="../conformance/resources/webgl-test-utils.js"> </script>
    15 </head>
    16 <body>
    17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;">
    18 </canvas>
    19 <div id="description"></div>
    20 <div id="console"></div>
    21 <script>
    22 window.onload = init;
    23 debug("Tests a WebGL program that draws a bunch of large polygons");
    25 function init() {
    26   if (confirm(
    27       "after clicking ok your machine may be come unresponsive or crash")) {
    28     main();
    29   } else {
    30     debug("cancelled");
    31   }
    32 }
    34 function main() {
    35   var wtu = WebGLTestUtils;
    36   var canvas = document.getElementById("example");
    37   canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
    38   canvas.addEventListener("webglcontextrestored", function(e) { }, false);
    40   var gl = wtu.create3DContext(canvas);
    41   var program = wtu.setupTexturedQuad(gl);
    43   assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup.");
    45   var tex = gl.createTexture();
    46   gl.enable(gl.BLEND);
    47   gl.disable(gl.DEPTH_TEST);
    49   wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0);
    50   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
    52   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    53   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    54   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    55   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    56   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params");
    58   var loc = gl.getUniformLocation(program, "tex");
    59   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations");
    60   gl.uniform1i(loc, 0);
    61   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
    63   var numQuads = 100000;
    64   var indexBuf = new ArrayBuffer(numQuads * 6);
    65   var indices = new Uint8Array(indexBuf);
    66   for (var ii = 0; ii < numQuads; ++ii) {
    67     var offset = ii * 6;
    68     indices[offset + 0] = 0;
    69     indices[offset + 1] = 1;
    70     indices[offset + 2] = 2;
    71     indices[offset + 3] = 3;
    72     indices[offset + 4] = 4;
    73     indices[offset + 5] = 5;
    74   }
    75   var indexBuffer = gl.createBuffer();
    76   gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    77   gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    78   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating index buffer");
    79   gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
    80   wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
    82   successfullyParsed = true;
    83 }
    84 </script>
    85 </body>
    86 </html>

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