Index: extra/big-fbos-example.html |
=================================================================== |
--- extra/big-fbos-example.html (revision 0) |
+++ extra/big-fbos-example.html (revision 0) |
@@ -0,0 +1,216 @@ |
+<!-- |
+Copyright (c) 2009 The Chromium Authors. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+ --> |
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
+ "http://www.w3.org/TR/html4/loose.dtd"> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL Big FBO Test</title> |
+<link rel="stylesheet" href="../resources/js-test-style.css"/> |
+<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
+<script src="../../debug/webgl-debug.js"></script> |
+<script src="../resources/js-test-pre.js"></script> |
+<script src="../conformance/resources/webgl-test.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+attribute vec2 texCoord0; |
+uniform mat4 world; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_Position = vPosition * world; |
+ texCoord = texCoord0; |
+} |
+</script> |
+ |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform sampler2D tex; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_FragColor = texture2D(tex, texCoord); |
+} |
+</script> |
+<canvas id="canvas" width="1024" height="1024"> </canvas> |
+<script> |
+window.onload = init; |
+debug("Tests the performance of using lots of large FBOs"); |
+ |
+function init() { |
+ if (confirm( |
+ "after clicking ok your machine may be come unresponsive or crash")) { |
+ main(); |
+ } else { |
+ debug("cancelled"); |
+ } |
+} |
+ |
+function main() { |
+ debug(""); |
+ debug("Canvas.getContext"); |
+ var g_worldLoc; |
+ var g_texLoc; |
+ var g_textures = []; |
+ gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1); |
+ if (!gl) { |
+ testFailed("context does not exist"); |
+ } else { |
+ testPassed("context exists"); |
+ |
+ debug(""); |
+ debug("Checking for out of memory handling."); |
+ |
+ var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
+ debug("max render buffer size: " + size); |
+ size = size / 2; |
+ debug("size used: " + size); |
+ |
+ var allocateFramebuffers = true; |
+ var intervalId = 0; |
+ var count = 0; |
+ |
+ WebGLDebugUtils.init(gl); |
+ |
+ function createFBO() { |
+ var tex = gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_2D, tex); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+ gl.texImage2D(gl.TEXTURE_2D, |
+ 0, // level |
+ gl.RGBA, // internalFormat |
+ size, // width |
+ size, // height |
+ 0, // border |
+ gl.RGBA, // format |
+ gl.UNSIGNED_BYTE, // type |
+ null); // data |
+ var fb = gl.createFramebuffer(); |
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
+ gl.framebufferTexture2D( |
+ gl.FRAMEBUFFER, |
+ gl.COLOR_ATTACHMENT0, |
+ gl.TEXTURE_2D, |
+ tex, |
+ 0); |
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
+ if (status != gl.FRAMEBUFFER_COMPLETE) { |
+ testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
+ return; |
+ } |
+ var err = gl.getError(); |
+ if (err != gl.NO_ERROR) { |
+ if (err != gl.OUT_OF_MEMORY) { |
+ testFailed("gl.getError returned " + err); |
+ } |
+ return; |
+ } |
+ return { fb: fb, tex: tex }; |
+ } |
+ |
+ gl.disable(gl.DEPTH_TEST); |
+ |
+ var maxFBOs = 2; |
+ for (var ii = 0; ii < maxFBOs; ++ii) { |
+ createFBO(); |
+ var t = createFBO(); |
+ if (!t) { |
+ break; |
+ } |
+ tex = t.tex; |
+ fb = t.fb; |
+ |
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
+ gl.scissor(0, 0, size, size); |
+ gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1); |
+ gl.clear(gl.COLOR_BUFFER_BIT); |
+ g_textures.push(tex); |
+ } |
+ |
+ debug("fbos allocated:" + g_textures.length); |
+ gl.scissor(0, 0, 1024, 1024); |
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
+ -1,1,0, 1,1,0, -1,-1,0, |
+ -1,-1,0, 1,1,0, 1,-1,0 |
+ ]), gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(0); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, |
+ 0,1, 1,0, 1,1 |
+ ]), gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(1); |
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
+ |
+ g_texLoc = gl.getUniformLocation(gl.program, "tex"); |
+ gl.uniform1i(g_texLoc, 0); |
+ g_worldLoc = gl.getUniformLocation(gl.program, "world"); |
+ gl.uniformMatrix4fv(g_worldLoc, false, [ |
+ 0, 0, 0, 0, |
+ 0, 0, 0, 0, |
+ 0, 0, 1, 0, |
+ 0, 0, 0, 1]); |
+ |
+ setInterval(render, 1000/60); |
+ } |
+ |
+ var g_angle = 0; |
+ var g_texIndex = 0; |
+ function render() { |
+ g_angle += 0.1; |
+ g_texIndex++; |
+ if (g_texIndex >= g_textures.length) { |
+ g_texIndex = 0; |
+ } |
+ gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
+ gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); |
+ gl.clearColor(1,0,0,1); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ } |
+} |
+ |
+/** |
+ * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. |
+ * @param {number} angle The angle by which to rotate (in radians). |
+ * @return {!o3djs.math.Matrix4} The rotation matrix. |
+ */ |
+function rotationZ(angle) { |
+ var c = Math.cos(angle); |
+ var s = Math.sin(angle); |
+ |
+ return [ |
+ c, s, 0, 0, |
+ -s, c, 0, 0, |
+ 0, 0, 1, 0, |
+ 0, 0, 0, 1 |
+ ]; |
+}; |
+ |
+debug(""); |
+successfullyParsed = true; |
+</script> |
+<script> |
+</script> |
+ |
+</body> |
+</html> |
Property changes on: extra/big-fbos-example.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |