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<!--
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>