mirror of
https://github.com/servo/servo.git
synced 2025-08-06 06:00:15 +01:00
It implements enough WebGL spec to draw a triangle
This commit is contained in:
parent
a346f95e68
commit
79b8e7aa34
17 changed files with 741 additions and 70 deletions
108
tests/html/test_webgl_triangle.html
Normal file
108
tests/html/test_webgl_triangle.html
Normal file
|
@ -0,0 +1,108 @@
|
|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<title>WebGL Triangle Test</title>
|
||||
</head>
|
||||
<body>
|
||||
<div style="text-align: center">
|
||||
<canvas id="canvas" width="512" height="512"></canvas>
|
||||
</div>
|
||||
<script id="vertexshader" type="x-shader">
|
||||
attribute vec2 aVertexPosition;
|
||||
attribute vec4 aColour;
|
||||
varying vec4 aVertexColor;
|
||||
|
||||
void main() {
|
||||
aVertexColor = aColour;
|
||||
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
|
||||
}
|
||||
</script>
|
||||
<script id="fragmentshader" type="x-shader">
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
varying vec4 aVertexColor;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = aVertexColor;
|
||||
}
|
||||
</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)) {
|
||||
alert(gl.getShaderInfoLog(vs));
|
||||
}
|
||||
|
||||
var fs = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
gl.shaderSource(fs, f);
|
||||
gl.compileShader(fs);
|
||||
|
||||
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
|
||||
alert(gl.getShaderInfoLog(fs));
|
||||
}
|
||||
|
||||
program = gl.createProgram();
|
||||
gl.attachShader(program, vs);
|
||||
gl.attachShader(program, fs);
|
||||
gl.linkProgram(program);
|
||||
|
||||
// if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
||||
// alert(gl.getProgramInfoLog(program));
|
||||
|
||||
// Setup Geometry
|
||||
var vertices = new Float32Array([
|
||||
-0.5,-0.5, 0.5,-0.5, 0.0,0.5, // Triangle-Coordinates
|
||||
1.0, 0.0, 0.0, 1.0,
|
||||
0.0, 1.0, 0.0, 1.0,
|
||||
0.0, 0.0, 1.0, 1.0,
|
||||
]);
|
||||
|
||||
vbuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
|
||||
|
||||
itemSize = 2; // we have 2 coordinates (x,y)
|
||||
numItems = vertices.length / itemSize; // number of vertices
|
||||
|
||||
// Viewport
|
||||
gl.viewport(0, 0, canvas.width, canvas.height);
|
||||
gl.clearColor(0, 0, 0, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
// Setup Geometry
|
||||
gl.useProgram(program);
|
||||
|
||||
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
|
||||
gl.enableVertexAttribArray(program.aVertexPosition);
|
||||
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
|
||||
|
||||
program.aColour = gl.getAttribLocation(program, "aColour");
|
||||
gl.enableVertexAttribArray(program.aColour);
|
||||
gl.vertexAttribPointer(program.aColour, 4, gl.FLOAT, false, 0, 24);
|
||||
|
||||
// Draw
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
Loading…
Add table
Add a link
Reference in a new issue