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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html b/dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html new file mode 100644 index 0000000000..2c57fbe1c3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/extra/lots-of-polys-shader-example.html @@ -0,0 +1,155 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!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="../js/js-test-pre.js"></script> +<script src="../js/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> + + |