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+<!-- Any copyright is dedicated to the Public Domain.
+ http://creativecommons.org/publicdomain/zero/1.0/ -->
+<!doctype html>
+
+<html>
+ <head>
+ <meta charset="utf-8"/>
+ <title>WebGL editor test page</title>
+ </head>
+
+ <body>
+ <canvas id="canvas" width="128" height="128"></canvas>
+ <script id="shader-fs" type="x-shader/x-fragment">
+ precision mediump float;
+ uniform vec4 mtrColor;
+
+ void main(void) {
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * mtrColor;
+ }
+ </script>
+ <script id="shader-vs" type="x-shader/x-vertex">
+ attribute vec3 aVertexPosition;
+
+ void main(void) {
+ gl_PointSize = 5.0;
+ gl_Position = vec4(aVertexPosition, 1.0);
+ }
+ </script>
+ <script type="text/javascript;version=1.8">
+ "use strict";
+
+ let canvas, gl, shaderProgram;
+ let triangleVertexPositionBuffer, squareVertexPositionBuffer;
+ let triangleIndexBuffer;
+ let squareIndexBuffer, squareStripIndexBuffer, squareFanIndexBuffer
+
+ window.onload = function() {
+ canvas = document.querySelector("canvas");
+ gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
+ gl.viewportWidth = canvas.width;
+ gl.viewportHeight = canvas.height;
+
+ initShaders();
+ initBuffers();
+
+ gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ gl.disable(gl.DEPTH_TEST);
+ drawScene();
+ }
+
+ function getShader(gl, id) {
+ var shaderScript = document.getElementById(id);
+ if (!shaderScript) {
+ return null;
+ }
+
+ var str = "";
+ var k = shaderScript.firstChild;
+ while (k) {
+ if (k.nodeType == 3) {
+ str += k.textContent;
+ }
+ k = k.nextSibling;
+ }
+
+ var shader;
+ if (shaderScript.type == "x-shader/x-fragment") {
+ shader = gl.createShader(gl.FRAGMENT_SHADER);
+ } else if (shaderScript.type == "x-shader/x-vertex") {
+ shader = gl.createShader(gl.VERTEX_SHADER);
+ } else {
+ return null;
+ }
+
+ gl.shaderSource(shader, str);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ alert(gl.getShaderInfoLog(shader));
+ return null;
+ }
+
+ return shader;
+ }
+
+ function initShaders() {
+ var fragmentShader = getShader(gl, "shader-fs");
+ var vertexShader = getShader(gl, "shader-vs");
+
+ shaderProgram = gl.createProgram();
+ gl.attachShader(shaderProgram, vertexShader);
+ gl.attachShader(shaderProgram, fragmentShader);
+ gl.linkProgram(shaderProgram);
+
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ alert("Could not initialise shaders");
+ }
+
+ gl.useProgram(shaderProgram);
+
+ shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
+ shaderProgram.pMaterialColor = gl.getUniformLocation(shaderProgram, "mtrColor");
+ gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
+ }
+
+ function initBuffers() {
+ // Create triangle vertex/index buffer
+ triangleVertexPositionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
+ var vertices = [
+ 0.0, 0.5, 0.0,
+ -0.5, -0.5, 0.0,
+ 0.5, -0.5, 0.0
+ ];
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
+ triangleVertexPositionBuffer.itemSize = 3;
+ triangleVertexPositionBuffer.numItems = 3;
+
+ triangleIndexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexBuffer);
+ var indices = [
+ 0, 1, 2
+ ];
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
+ triangleIndexBuffer.itemSize = 1;
+ triangleIndexBuffer.numItems = 3;
+
+ // Create square vertex/index buffer
+ squareVertexPositionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ vertices = [
+ 0.8, 0.8, 0.0,
+ -0.8, 0.8, 0.0,
+ 0.8, -0.8, 0.0,
+ -0.8, -0.8, 0.0
+ ];
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
+ squareVertexPositionBuffer.itemSize = 3;
+ squareVertexPositionBuffer.numItems = 4;
+
+ squareIndexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareIndexBuffer);
+ indices = [
+ 0, 1, 2,
+ 1, 3, 2
+ ];
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
+ squareIndexBuffer.itemSize = 1;
+ squareIndexBuffer.numItems = 6;
+
+ squareStripIndexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareStripIndexBuffer);
+ indices = [
+ 0, 1, 2, 3
+ ];
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
+ squareStripIndexBuffer.itemSize = 1;
+ squareStripIndexBuffer.numItems = 4;
+
+ }
+
+ function drawScene() {
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
+
+ // DrawElements
+ // --------------
+ // draw triangle
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 1, 1, 1, 1);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareIndexBuffer);
+ gl.drawElements(gl.TRIANGLES, squareIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw square - triangle strip
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 0, 1, 0, 1);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareStripIndexBuffer);
+ gl.drawElements(gl.TRIANGLE_FAN, squareStripIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw square - triangle fan
+ gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 1, 0, 0, 1);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexBuffer);
+ gl.drawElements(gl.TRIANGLE_FAN, triangleIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw points
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 1, 0, 1, 1);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareStripIndexBuffer);
+ gl.drawElements(gl.POINTS, squareStripIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw lines
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 0, 0, 1, 1);
+ gl.lineWidth(8.0);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareStripIndexBuffer);
+ gl.drawElements(gl.LINES, squareStripIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw line strip
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 0.9, 0.6, 0, 1);
+ gl.lineWidth(3.0);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareStripIndexBuffer);
+ gl.drawElements(gl.LINE_STRIP, squareStripIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ // draw line loop
+ gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
+ gl.uniform4f(shaderProgram.pMaterialColor, 0, 1, 1, 1);
+ gl.lineWidth(3.0);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexBuffer);
+ gl.drawElements(gl.LINE_LOOP, triangleIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
+
+ window.requestAnimationFrame(drawScene);
+ }
+ </script>
+ </body>
+
+</html> \ No newline at end of file