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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Lots of polygons example.</title> |
| <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| <script src="../resources/js-test-pre.js"></script> |
| <script src="../conformance/resources/webgl-test-utils.js"> </script> |
| <style> |
| html, body { |
| width: 100%; |
| height: 100%; |
| } |
| canvas { |
| border: 1px solid black; |
| width: 95%; |
| height: 80%; |
| } |
| </style |
| </head> |
| <body> |
| <canvas id="example"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| window.onload = init; |
| debug("Tests a WebGL program that draws a bunch of large polygons from a quad mesh"); |
| |
| function init() { |
| if (confirm( |
| "After clicking OK your machine may become unresponsive or crash.")) { |
| main(); |
| } else { |
| debug("cancelled"); |
| } |
| } |
| |
| function main() { |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| var gridRes = 1000; |
| canvas.width = canvas.clientWidth; |
| canvas.heigt = canvas.clientHeight; |
| canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false); |
| canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
| |
| var gl = wtu.create3DContext(canvas); |
| var program = wtu.setupProgram( |
| gl, ['vshader', 'fshader'], ['vPosition'], [0]); |
| |
| wtu.setupIndexedQuad(gl, gridRes, 0, true); |
| |
| // make 1 texture since we'd have at least that in CSS shaders |
| var size = 256; |
| var pixels = new Uint8Array(size * size * 4); |
| for (var y = 0; y < size; ++y) { |
| for (var x = 0; x < size; ++x) { |
| var offset = (y * size + x) * 4; |
| pixels[offset + 0] = x * 255 / size; |
| pixels[offset + 1] = y * 255 / size; |
| pixels[offset + 2] = x * y * 255 / (size * size); |
| pixels[offset + 3] = 255; |
| } |
| } |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 256, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| |
| // add test colors. |
| if (false) { |
| var vertsAcross = gridRes + 1; |
| var numQuads = vertsAcross * vertsAcross; |
| var colors = new Float32Array(numQuads * 4); |
| for (var ii = 0; ii < numQuads; ++ii) { |
| var offset = ii * 4; |
| colors[offset + 0] = Math.random(); |
| colors[offset + 1] = Math.random(); |
| colors[offset + 2] = Math.random(); |
| colors[offset + 3] = 1; |
| } |
| var colorLocation = gl.getAttribLocation(program, "color") |
| var buf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
| gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(colorLocation); |
| gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 0, 0); |
| } |
| |
| var gridResLoc = gl.getUniformLocation(program, "gridRes"); |
| gl.uniform1f(gridResLoc, gridRes); |
| |
| assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup."); |
| |
| gl.enable(gl.BLEND); |
| //gl.enable(gl.CULL_FACE); |
| //gl.cullFace(gl.FRONT); |
| |
| gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| |
| var successfullyParsed = true; |
| } |
| </script> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| varying vec2 v_texCoord; |
| uniform float gridRes; |
| |
| #ifdef ADD_TEST_COLORS |
| attribute vec4 color; |
| varying vec4 v_color; |
| #endif |
| |
| void main() |
| { |
| // expand each quad to cover the entire element. |
| vec2 p = mod((vPosition.xy * 0.5 + 0.5) * gridRes, 2.0) * 2.0 - 1.0; |
| gl_Position = vec4(p, 0, 1); |
| v_texCoord = vPosition.xy; |
| |
| #ifdef ADD_TEST_COLORS |
| v_color = color; |
| #endif |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec4 v_color; |
| varying vec2 v_texCoord; |
| uniform sampler2D tex; |
| void main() |
| { |
| #ifdef ADD_TEST_COLORS |
| gl_FragColor = v_color; |
| #else |
| gl_FragColor = texture2D(tex, v_texCoord); |
| #endif |
| } |
| </script> |
| </body> |
| </html> |
| |
| |