servo/tests/ref/webgl-context/draw_arrays_simple.html
ecoal95 eb502bdbb8 webgl: Add drawArrays reftest
I also removed flackyness of the clearColor test, hopefully it's fixed now
that a lot of race conditions have disappeared thanks to @glennw.
2015-06-13 23:03:39 +02:00

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HTML

<!doctype html>
<meta charset="utf-8">
<title>WebGL drawArrays test</title>
<!--
This test should generate a 256x256 green square
on a 512x512 canvas
-->
<style>
html, body { margin: 0 }
</style>
<canvas id="c" width="512" height="512"></canvas>
<script id="vertex_shader" type="x-shader/x-vertex">
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0, 1);
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0, 1, 0, 1); // green
}
</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);
gl.linkProgram(program);
gl.useProgram(program);
// Get the position from the fragment shader
var position = gl.getAttribLocation(program, "a_position");
// Square as two triangles
var square_data = new Float32Array([
-0.5, 0.5, // top left
0.5, 0.5, // top right
-0.5, -0.5, // bottom left
-0.5, -0.5, // bottom left
0.5, 0.5, // top right
0.5, -0.5 // 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);
gl.drawArrays(gl.TRIANGLES, 0, square_data.length);
</script>