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diff --git a/devtools/client/shadereditor/test/doc_multiple-contexts.html b/devtools/client/shadereditor/test/doc_multiple-contexts.html
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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>
+
+ <script id="shader-vs" type="x-shader/x-vertex">
+ precision lowp float;
+ attribute vec3 aVertexPosition;
+
+ void main(void) {
+ gl_Position = vec4(aVertexPosition, 1);
+ }
+ </script>
+
+ <script id="shader-fs" type="x-shader/x-fragment">
+ precision lowp float;
+ uniform vec3 uColor;
+
+ void main(void) {
+ gl_FragColor = vec4(uColor, 1);
+ }
+ </script>
+ </head>
+
+ <body>
+ <canvas id="canvas1" width="128" height="128"></canvas>
+ <canvas id="canvas2" width="128" height="128"></canvas>
+
+ <script type="text/javascript;version=1.8">
+ "use strict";
+
+ let canvas = [], gl = [];
+ let program = [];
+ let squareVerticesPositionBuffer = [];
+ let vertexPositionAttribute = [];
+ let colorUniform = [];
+
+ window.onload = function() {
+ for (let i = 0; i < 2; i++) {
+ canvas[i] = document.querySelector("#canvas" + (i + 1));
+ gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true });
+ gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
+
+ initProgram(i);
+ initBuffers(i);
+ drawScene(i);
+ }
+ }
+
+ function initProgram(i) {
+ let vertexShader = getShader(gl[i], "shader-vs");
+ let fragmentShader = getShader(gl[i], "shader-fs");
+
+ program[i] = gl[i].createProgram();
+ gl[i].attachShader(program[i], vertexShader);
+ gl[i].attachShader(program[i], fragmentShader);
+ gl[i].linkProgram(program[i]);
+
+ vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
+ gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
+
+ colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
+ }
+
+ function getShader(gl, id) {
+ let script = document.getElementById(id);
+ let source = script.textContent;
+ let shader;
+
+ if (script.type == "x-shader/x-fragment") {
+ shader = gl.createShader(gl.FRAGMENT_SHADER);
+ } else if (script.type == "x-shader/x-vertex") {
+ shader = gl.createShader(gl.VERTEX_SHADER);
+ }
+
+ gl.shaderSource(shader, source);
+ gl.compileShader(shader);
+
+ return shader;
+ }
+
+ function initBuffers(i) {
+ squareVerticesPositionBuffer[i] = gl[i].createBuffer();
+ gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
+ gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
+ 1.0, 1.0, 0.0,
+ -1.0, 1.0, 0.0,
+ 1.0, -1.0, 0.0,
+ -1.0, -1.0, 0.0
+ ]), gl[i].STATIC_DRAW);
+ }
+
+ function drawScene(i) {
+ gl[i].clear(gl[i].COLOR_BUFFER_BIT);
+
+ gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
+ gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
+
+ gl[i].useProgram(program[i]);
+ gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
+ gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
+
+ window.requestAnimationFrame(() => drawScene(i));
+ }
+ </script>
+ </body>
+
+</html>