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https://github.com/mozilla/gecko-dev.git
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7be7b11a1c
This patch is generated by the following sed script: find . ! -wholename '*/.hg*' -type f \( -iname '*.html' -o -iname '*.xhtml' -o -iname '*.xul' -o -iname '*.js' \) -exec sed -i -e 's/\(\(text\|application\)\/javascript\);version=1.[0-9]/\1/g' {} \; MozReview-Commit-ID: AzhtdwJwVNg --HG-- extra : rebase_source : e8f90249454c0779d926f87777f457352961748d
187 lines
6.9 KiB
HTML
187 lines
6.9 KiB
HTML
<!-- Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ -->
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<!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 editor test page</title>
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</head>
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<body>
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<canvas id="canvas" width="128" height="128"></canvas>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision mediump float;
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uniform vec4 mtrColor;
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * mtrColor;
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}
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</script>
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<script id="shader-vs" type="x-shader/x-vertex">
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attribute vec3 aVertexPosition;
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void main(void) {
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gl_PointSize = 5.0;
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gl_Position = vec4(aVertexPosition, 1.0);
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}
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</script>
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<script type="text/javascript">
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"use strict";
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let canvas, gl, shaderProgram;
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let triangleVertexPositionBuffer, squareVertexPositionBuffer;
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window.onload = function() {
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canvas = document.querySelector("canvas");
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gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
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gl.viewportWidth = canvas.width;
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gl.viewportHeight = canvas.height;
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initShaders();
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initBuffers();
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gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.disable(gl.DEPTH_TEST);
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drawScene();
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}
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function getShader(gl, id) {
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var shaderScript = document.getElementById(id);
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if (!shaderScript) {
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return null;
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}
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var str = "";
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var k = shaderScript.firstChild;
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while (k) {
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if (k.nodeType == 3) {
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str += k.textContent;
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}
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k = k.nextSibling;
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}
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var shader;
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if (shaderScript.type == "x-shader/x-fragment") {
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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} else if (shaderScript.type == "x-shader/x-vertex") {
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shader = gl.createShader(gl.VERTEX_SHADER);
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} else {
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return null;
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}
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gl.shaderSource(shader, str);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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}
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function initShaders() {
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var fragmentShader = getShader(gl, "shader-fs");
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var vertexShader = getShader(gl, "shader-vs");
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shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(shaderProgram);
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shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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shaderProgram.pMaterialColor = gl.getUniformLocation(shaderProgram, "mtrColor");
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gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
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}
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function initBuffers() {
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// Create triangle vertex/index buffer
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triangleVertexPositionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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var vertices = [
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0.0, 0.5, 0.0,
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-0.5, -0.5, 0.0,
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0.5, -0.5, 0.0
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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triangleVertexPositionBuffer.itemSize = 3;
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triangleVertexPositionBuffer.numItems = 3;
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// Create square vertex/index buffer
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squareVertexPositionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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vertices = [
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0.8, 0.8, 0.0,
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-0.8, 0.8, 0.0,
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0.8, -0.8, 0.0,
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-0.8, -0.8, 0.0
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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squareVertexPositionBuffer.itemSize = 3;
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squareVertexPositionBuffer.numItems = 4;
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}
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function drawScene() {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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// DrawArrays
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// --------------
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// draw square - triangle strip
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 1, 1, 1, 1);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
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// draw square - triangle fan
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 0, 1, 0, 1);
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gl.drawArrays(gl.TRIANGLE_FAN, 0, squareVertexPositionBuffer.numItems);
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// draw triangle
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gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 1, 0, 0, 1);
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gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
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// draw points
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 1, 0, 1, 1);
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gl.drawArrays(gl.POINTS, 0, squareVertexPositionBuffer.numItems);
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// draw lines
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 0, 0, 1, 1);
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gl.lineWidth(8.0);
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gl.drawArrays(gl.LINES, 0, squareVertexPositionBuffer.numItems);
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// draw line strip
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 0.9, 0.6, 0, 1);
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gl.lineWidth(3.0);
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gl.drawArrays(gl.LINE_STRIP, 0, squareVertexPositionBuffer.numItems);
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// draw line loop
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gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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gl.uniform4f(shaderProgram.pMaterialColor, 0, 1, 1, 1);
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gl.lineWidth(3.0);
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gl.drawArrays(gl.LINE_LOOP, 0, triangleVertexPositionBuffer.numItems);
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window.requestAnimationFrame(drawScene);
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}
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</script>
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</body>
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</html> |