mirror of
https://github.com/servo/servo.git
synced 2025-06-19 14:48:59 +01:00
This commit adds angle-based validation and translation to WebGL shaders. The changes to the tex_image_2d test is neccessary (it was not valid GLES 2.0 shader language).
114 lines
3.5 KiB
HTML
114 lines
3.5 KiB
HTML
<!doctype html>
|
|
<html class="reftest-wait">
|
|
<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_MIN_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
document.documentElement.classList.remove("reftest-wait");
|
|
}
|
|
</script>
|
|
</html>
|