Index: third_party/webgl/sdk/tests/extra/lots-of-polys-shader-example.html |
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--- third_party/webgl/sdk/tests/extra/lots-of-polys-shader-example.html (revision 0) |
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+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!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> |
+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 be come 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.setupQuad(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"); |
+ |
+ 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> |
+ |
+ |
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