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<!-- Please describe your changes on the following line: --> Implement WebGLRenderingContext::{validateProgram, getProgramInfoLog} and improve WebGL testcase to show shader link and validation errors. --- <!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: --> - [X] `./mach build -d` does not report any errors - [X] `./mach test-tidy` does not report any errors - [X] These changes fix #13199 (github issue number if applicable). <!-- Either: --> - [X] There are tests for these changes OR - [ ] These changes do not require tests because _____ <!-- Pull requests that do not address these steps are welcome, but they will require additional verification as part of the review process. --> Source-Repo: https://github.com/servo/servo Source-Revision: fc251384a76547167c027d69c28deae8c410c626
131 lines
3.4 KiB
HTML
131 lines
3.4 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 Triangle Test</title>
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</head>
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<body>
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<div style="text-align: center">
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<canvas id="canvas" width="512" height="512"></canvas>
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</div>
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<script id="vertexshader" type="x-shader">
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precision mediump float;
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attribute vec2 aVertexPosition;
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attribute vec4 aColour;
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varying vec4 aVertexColor;
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void main() {
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aVertexColor = aColour;
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gl_Position = 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 vec4 aVertexColor;
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void main() {
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gl_FragColor = aVertexColor;
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}
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</script>
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<script type="text/javascript">
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(function() {
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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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if (!gl) {
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alert("No webgl context found!");
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return;
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}
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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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console.log("vertex source: ", v);
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console.log("fragment source: ", f);
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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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alert("Shader failed to compile. Reason: " + gl.getShaderInfoLog(vs));
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return;
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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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alert("Shader failed to compile. Reason: " + gl.getShaderInfoLog(fs));
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return;
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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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alert("Shader failed to link. Reason: " + gl.getProgramInfoLog(program));
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return;
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}
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gl.validateProgram(program);
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if (!gl.getProgramParameter( program, gl.VALIDATE_STATUS)) {
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alert("Program failed to validate. Reason: " + gl.getProgramInfoLog(program));
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return;
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}
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// Setup Geometry
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var vertices = new Float32Array([
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-0.5,-0.5, 0.5,-0.5, 0.0,0.5, // Triangle-Coordinates
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1.0, 0.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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0.0, 0.0, 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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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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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Setup Geometry
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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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gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
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program.aColour = gl.getAttribLocation(program, "aColour");
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console.log("aColour: " + program.aColour);
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gl.enableVertexAttribArray(program.aColour);
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gl.vertexAttribPointer(program.aColour, 4, gl.FLOAT, false, 0, 24);
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// Draw
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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})();
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</script>
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</body>
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</html>
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