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| 1 <!-- |
| 2 Copyright (c) 2009 The Chromium Authors. All rights reserved. |
| 3 Use of this source code is governed by a BSD-style license that can be |
| 4 found in the LICENSE file. |
| 5 --> |
| 6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
| 7 "http://www.w3.org/TR/html4/loose.dtd"> |
| 8 <html> |
| 9 <head> |
| 10 <meta charset="utf-8"> |
| 11 <title>WebGL Lots of polygons example.</title> |
| 12 <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| 13 <script src="../resources/js-test-pre.js"></script> |
| 14 <script src="../conformance/resources/webgl-test-utils.js"> </script> |
| 15 </head> |
| 16 <body> |
| 17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px
;"> |
| 18 </canvas> |
| 19 <div id="description"></div> |
| 20 <div id="console"></div> |
| 21 <script> |
| 22 window.onload = init; |
| 23 debug("Tests a WebGL program that draws a bunch of large polygons"); |
| 24 |
| 25 function init() { |
| 26 if (confirm( |
| 27 "after clicking ok your machine may be come unresponsive or crash")) { |
| 28 main(); |
| 29 } else { |
| 30 debug("cancelled"); |
| 31 } |
| 32 } |
| 33 |
| 34 function main() { |
| 35 var wtu = WebGLTestUtils; |
| 36 var canvas = document.getElementById("example"); |
| 37 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault();
}, false); |
| 38 canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
| 39 |
| 40 var gl = wtu.create3DContext(canvas); |
| 41 var program = wtu.setupTexturedQuad(gl); |
| 42 |
| 43 assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup."); |
| 44 |
| 45 var tex = gl.createTexture(); |
| 46 gl.enable(gl.BLEND); |
| 47 gl.disable(gl.DEPTH_TEST); |
| 48 |
| 49 wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0); |
| 50 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
| 51 |
| 52 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| 53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| 54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| 55 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| 56 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params"); |
| 57 |
| 58 var loc = gl.getUniformLocation(program, "tex"); |
| 59 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations"); |
| 60 gl.uniform1i(loc, 0); |
| 61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
| 62 |
| 63 var numQuads = 100000; |
| 64 var indexBuf = new ArrayBuffer(numQuads * 6); |
| 65 var indices = new Uint8Array(indexBuf); |
| 66 for (var ii = 0; ii < numQuads; ++ii) { |
| 67 var offset = ii * 6; |
| 68 indices[offset + 0] = 0; |
| 69 indices[offset + 1] = 1; |
| 70 indices[offset + 2] = 2; |
| 71 indices[offset + 3] = 3; |
| 72 indices[offset + 4] = 4; |
| 73 indices[offset + 5] = 5; |
| 74 } |
| 75 var indexBuffer = gl.createBuffer(); |
| 76 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
| 77 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| 78 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating index buffer"); |
| 79 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
| 80 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| 81 |
| 82 successfullyParsed = true; |
| 83 } |
| 84 </script> |
| 85 </body> |
| 86 </html> |
| 87 |
| 88 |
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