webgl: finish, flush, detachShader, generateMipmap, Uniform1i

This commit is contained in:
Connor Brewster 2016-03-26 18:23:16 -06:00
parent d0f692b2c5
commit 3fd7634f54
14 changed files with 634 additions and 12 deletions

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>WebGL Texture Mipmap</title>
</head>
<body>
<div style="text-align: center">
SE<canvas id="canvas" width="128" height="128"></canvas>VO
</div>
<script id="vertexshader" type="x-shader">
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
varying vec2 vTextureCoord;
uniform float uTime;
void main() {
vTextureCoord = aTextureCoord;
mat4 rotMat = mat4(sin(uTime), 0.0, 0.0, 0.0,
0.0, sin(uTime), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
gl_Position = rotMat * vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script id="fragmentshader" type="x-shader">
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vTextureCoord);
}
</script>
<script type="text/javascript">
var canvas;
function initWebGL()
{
canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) return null; // can't initialize WebGL
return gl;
}
var gl = initWebGL();
// Setup Shaders:
var v = document.getElementById("vertexshader").firstChild.nodeValue;
var f = document.getElementById("fragmentshader").firstChild.nodeValue;
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(vs));
}
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(fs));
}
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getProgramInfoLog(program));
}
gl.useProgram(program);
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
program.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord");
gl.enableVertexAttribArray(program.aTextureCoord);
var rustTexture = gl.createTexture();
var rustImage = new Image();
rustImage.onload = function() { handleTextureLoaded(rustImage, rustTexture); }
rustImage.src = "rust-power-of-two.png";
// Setup Geometry
var vertices = new Float32Array([
-1.0, -1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0 // Square-Coordinates
]);
var textureCoords = new Float32Array([
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
]);
vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
uvbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
gl.bufferData(gl.ARRAY_BUFFER, textureCoords, gl.STATIC_DRAW);
itemSize = 2; // we have 2 coordinates (x,y)
numItems = vertices.length / itemSize; // number of vertices
// Viewport
gl.viewport(0, 0, canvas.width, canvas.height);
program.time = gl.getUniformLocation(program, "uTime");
var start_time = new Date().getTime() / 1000;
setInterval(function () {
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
gl.vertexAttribPointer(program.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, rustTexture);
var dt = new Date().getTime() / 1000 - start_time;
gl.uniform1f(program.time, dt);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, numItems);
}, 15);
function handleTextureLoaded(image, texture) {
console.log("handleTextureLoaded, image = " + image);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
</script>
</body>
</html>

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@ -5635,6 +5635,18 @@
"url": "/_mozilla/mozilla/webgl/tex_image_2d_canvas_no_context.html"
}
],
"mozilla/webgl/tex_image_2d_mipmap.html": [
{
"path": "mozilla/webgl/tex_image_2d_mipmap.html",
"references": [
[
"/_mozilla/mozilla/webgl/tex_image_2d_simple_ref.html",
"=="
]
],
"url": "/_mozilla/mozilla/webgl/tex_image_2d_mipmap.html"
}
],
"mozilla/webgl/tex_image_2d_simple.html": [
{
"path": "mozilla/webgl/tex_image_2d_simple.html",
@ -12069,6 +12081,18 @@
"url": "/_mozilla/mozilla/webgl/tex_image_2d_canvas_no_context.html"
}
],
"mozilla/webgl/tex_image_2d_mipmap.html": [
{
"path": "mozilla/webgl/tex_image_2d_mipmap.html",
"references": [
[
"/_mozilla/mozilla/webgl/tex_image_2d_simple_ref.html",
"=="
]
],
"url": "/_mozilla/mozilla/webgl/tex_image_2d_mipmap.html"
}
],
"mozilla/webgl/tex_image_2d_simple.html": [
{
"path": "mozilla/webgl/tex_image_2d_simple.html",

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<!doctype html>
<html class="reftest-wait">
<link rel="match" href="tex_image_2d_simple_ref.html"></link>
<meta charset="utf-8">
<title>WebGL texture test</title>
<!--
This test should show a 256x256 rust logo
-->
<style>
html, body { margin: 0 }
</style>
<canvas id="c" width="256" height="256"></canvas>
<script id="vertex_shader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 a_texCoord;
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_image;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>
<script>
var gl = document.getElementById('c').getContext('webgl');
// Clear white
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Create the program
var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
program = gl.createProgram();
gl.shaderSource(vertex_shader,
document.getElementById('vertex_shader').textContent);
gl.shaderSource(fragment_shader,
document.getElementById('fragment_shader').textContent);
gl.compileShader(vertex_shader);
gl.compileShader(fragment_shader);
gl.attachShader(program, vertex_shader);
gl.attachShader(program, fragment_shader);
console.log(gl.getShaderInfoLog(vertex_shader));
console.log(gl.getShaderInfoLog(fragment_shader));
gl.linkProgram(program);
gl.useProgram(program);
// Get the position from the fragment shader
var position = gl.getAttribLocation(program, "a_position");
var tex_position = gl.getAttribLocation(program, "a_texCoord");
var texture_coordinates = new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
]);
var texture_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
gl.enableVertexAttribArray(tex_position);
gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
var square_data = new Float32Array([
-1.0, 1.0, // top left
1.0, 1.0, // top right
-1.0, -1.0, // bottom left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0 // bottom right
]);
// Create a buffer for the square with the square
// vertex data
var square_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
// Load the texture and draw
var image = new Image();
image.width = image.height = 256;
// Base-64 to allow the reftest to finish
image.src = "img/rust-logo-256x256.png";
image.onload = function () {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
console.log(gl.getError() == gl.NO_ERROR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
gl.drawArrays(gl.TRIANGLES, 0, 6);
document.documentElement.classList.remove("reftest-wait");
}
</script>
</html>

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<!doctype html>
<meta charset="utf-8">
<title>WebGL texture test</title>
<!--
This test should show a 256x256 rust logo
-->
<style>
html, body { margin: 0 }
</style>
<img src="img/rust-logo-256x256.png">