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d0bd2f8d97
Implements #10212 and #10213 r? @emilio Source-Repo: https://github.com/servo/servo Source-Revision: 8b32e63db843b4ac534c33a87ed53a4acf9b6da7
161 lines
4.5 KiB
HTML
161 lines
4.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8" />
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<title>WebGL Texture Mipmap</title>
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</head>
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<body>
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<div style="text-align: center">
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SE<canvas id="canvas" width="128" height="128"></canvas>VO
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</div>
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<script id="vertexshader" type="x-shader">
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attribute vec2 aVertexPosition;
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attribute vec2 aTextureCoord;
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varying vec2 vTextureCoord;
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uniform float uTime;
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void main() {
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vTextureCoord = aTextureCoord;
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mat4 rotMat = mat4(sin(uTime), 0.0, 0.0, 0.0,
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0.0, sin(uTime), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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gl_Position = rotMat * vec4(aVertexPosition, 0.0, 1.0);
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}
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</script>
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<script id="fragmentshader" type="x-shader">
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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void main() {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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}
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</script>
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<script type="text/javascript">
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var canvas;
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function initWebGL()
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{
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canvas = document.getElementById("canvas");
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var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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if (!gl) return null; // can't initialize WebGL
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return gl;
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}
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var gl = initWebGL();
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// Setup Shaders:
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var v = document.getElementById("vertexshader").firstChild.nodeValue;
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var f = document.getElementById("fragmentshader").firstChild.nodeValue;
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var vs = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vs, v);
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gl.compileShader(vs);
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if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(vs));
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}
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var fs = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs, f);
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gl.compileShader(fs);
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if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(fs));
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}
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program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.log(gl.getProgramInfoLog(program));
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}
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gl.useProgram(program);
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program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
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gl.enableVertexAttribArray(program.aVertexPosition);
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program.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord");
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gl.enableVertexAttribArray(program.aTextureCoord);
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var rustTexture = gl.createTexture();
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var rustImage = new Image();
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rustImage.onload = function() { handleTextureLoaded(rustImage, rustTexture); }
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rustImage.src = "rust-power-of-two.png";
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// Setup Geometry
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var vertices = new Float32Array([
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-1.0, -1.0,
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-1.0, 1.0,
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1.0, -1.0,
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1.0, 1.0 // Square-Coordinates
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]);
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var textureCoords = new Float32Array([
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0.0, 0.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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]);
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vbuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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uvbuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
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gl.bufferData(gl.ARRAY_BUFFER, textureCoords, gl.STATIC_DRAW);
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itemSize = 2; // we have 2 coordinates (x,y)
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numItems = vertices.length / itemSize; // number of vertices
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// Viewport
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gl.viewport(0, 0, canvas.width, canvas.height);
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program.time = gl.getUniformLocation(program, "uTime");
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var start_time = new Date().getTime() / 1000;
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setInterval(function () {
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gl.clearColor(1, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Draw
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gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
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gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
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gl.vertexAttribPointer(program.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, rustTexture);
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var dt = new Date().getTime() / 1000 - start_time;
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gl.uniform1f(program.time, dt);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, numItems);
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}, 15);
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function handleTextureLoaded(image, texture) {
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console.log("handleTextureLoaded, image = " + image);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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</script>
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</body>
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</html>
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