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<!DOCTYPE html>
<meta charset='UTF-8'>
<!-- Draw rect in WebGL and submit it to the VR device as a base64 image.
If this fails, something is seriously wrong. -->
<html class="reftest-wait">
<head>
  <script type='text/javascript' src='webgl-util.js'></script>
  <script type='text/javascript' src="VRSimulationDriver.js"></script>
  <script id="vs" type="x-shader/x-vertex">
    attribute vec2 aVertCoord;

    void main(void) {
      gl_Position = vec4(aVertCoord, 0.0, 1.0);
    }
  </script>
  <script id="fs" type="x-shader/x-fragment">
    precision mediump float;

    void main(void) {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  </script>
  <script type='text/javascript'>
    'use strict';

    var submitResult = null;
    var vrDisplay = null;
    var webglCanvas = null;
    var gl = null;
    var prog = null;
    var img = null;

    function setStatus(text) {
      var elem = document.getElementById('status');
      elem.innerHTML = text;
    }

    function initVRMock() {
      VRServiceTest = navigator.requestVRServiceTest();
      if (!VRServiceTest) {
        setStatus('VRServiceTest get failed.');
        return;
      }

      VRSimulationDriver.AttachWebVRDisplay().then(() => {
        // Looking for VR displays
        if (navigator.getVRDisplays) {
          submitResult = new VRSubmitFrameResult();
          navigator.getVRDisplays().then(function (displays) {
            if (displays.length > 0) {
              vrDisplay = displays[0];
              vrDisplay.requestPresent([{ source: webglCanvas }]);
              vrDisplay.requestAnimationFrame(onAnimationFrame);
            }
          });
        }
      });
    }

    function onAnimationFrame() {
      if (!vrDisplay.isPresenting) {
        return;
      }

      gl.clearColor(0.0, 1.0, 0.0, 1.0);
      gl.clear(gl.COLOR_BUFFER_BIT);

      // Presenting render a stereo view.
      gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

      gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

      // Indicate VRDisplay we're done rendering.
      vrDisplay.submitFrame();
      if (vrDisplay.getSubmitFrameResult(submitResult)) {
        if (!img) {
          img = document.createElement("img");
          img.onload = function(){
            webglCanvas.style.display = 'none';
            vrDisplay.exitPresent();
            setTimeout(testComplete, 0);
          };
          img.src = submitResult.base64Image;
          document.body.appendChild(img);
        } else {
          img.src = submitResult.base64Image;
        }
      }
      vrDisplay.requestAnimationFrame(onAnimationFrame);
    }

    function runTest() {
      webglCanvas = document.getElementById('canvas');
      gl = webglCanvas.getContext('webgl');
      if (!gl) {
        setStatus('WebGL context creation failed.');
        return;
      }
      gl.disable(gl.DEPTH_TEST);
      prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
      if (!prog) {
        setStatus('Program linking failed.');
        return;
      }
      prog.aVertCoord = gl.getAttribLocation(prog, "aVertCoord");

      var vertCoordArr = new Float32Array([
        -0.5, -0.5,
        0.5, -0.5,
        -0.5, 0.5,
        0.5, 0.5,
      ]);
      var vertCoordBuff = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vertCoordBuff);
      gl.bufferData(gl.ARRAY_BUFFER, vertCoordArr, gl.STATIC_DRAW);
      gl.useProgram(prog);
      gl.enableVertexAttribArray(prog.aVertCoord);
      gl.vertexAttribPointer(prog.aVertCoord, 2, gl.FLOAT, false, 0, 0);

      initVRMock();
    }

    function testComplete() {
      document.documentElement.removeAttribute("class");
    }
  </script>
</head>

<body onload='runTest();'>
  <canvas id='canvas' width='256' height='256'></canvas>
  <div id='status'></div>
</body>

</html>