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servo/tests/ref/webgl-context/tex_image_2d_canvas_no_context.html

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<!doctype html>
<html>
<meta charset="utf-8">
<title>WebGL texture test</title>
<!--
This test should show a 256x256 red square
with a 128x128 white square embedded in the
middle
-->
<style>
html, body { margin: 0 }
</style>
<canvas id="c" width="256" height="256"></canvas>
<script id="vertex_shader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 a_texCoord;
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_image;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>
<script>
// When passed a canvas with size but without context as a texture the
// source should be considered a white bitmap with the given size
var canvas_without_context = document.createElement('canvas');
canvas_without_context.width = canvas_without_context.height = 256;
var gl = document.getElementById('c').getContext('webgl');
// Clear with a non-white color
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Create the program
var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
program = gl.createProgram();
gl.shaderSource(vertex_shader,
document.getElementById('vertex_shader').textContent);
gl.shaderSource(fragment_shader,
document.getElementById('fragment_shader').textContent);
gl.compileShader(vertex_shader);
gl.compileShader(fragment_shader);
gl.attachShader(program, vertex_shader);
gl.attachShader(program, fragment_shader);
console.log(gl.getShaderInfoLog(vertex_shader));
console.log(gl.getShaderInfoLog(fragment_shader));
gl.linkProgram(program);
gl.useProgram(program);
// Get the position from the fragment shader
var position = gl.getAttribLocation(program, "a_position");
var tex_position = gl.getAttribLocation(program, "a_texCoord");
var texture_coordinates = new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
]);
var texture_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
gl.enableVertexAttribArray(tex_position);
gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
var square_data = new Float32Array([
-0.5, 0.5, // top left
0.5, 0.5, // top right
-0.5, -0.5, // bottom left
-0.5, -0.5, // bottom left
0.5, 0.5, // top right
0.5, -0.5 // bottom right
]);
// Create a buffer for the square with the square
// vertex data
var square_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
// pass the first canvas as texture
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas_without_context);
gl.drawArrays(gl.TRIANGLES, 0, 6);
console.log(gl.getError() == gl.NO_ERROR);
</script>
</html>