gecko/extensions/canvas3d/test/3dtest4.html

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<html>
<head>
<script type="application/x-javascript">
var gl = null;
var buffers = { };
function bufferSetup() {
var vertArray = [ -1, 1, 0,
-1, -1, 0,
1, 1, 0,
1, -1, 0 ];
var normArray = [ 0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1 ];
var texCoordArray = [ 0, 1,
0, 0,
1, 1,
1, 0 ];
var colorArray = [ 1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1 ];
buffers.vertex = gl.createBuffer(gl.STATIC_DRAW,
3, gl.FLOAT,
vertArray);
buffers.normal = gl.createBuffer(gl.STATIC_DRAW,
3, gl.FLOAT,
normArray);
buffers.texCoord = gl.createBuffer(gl.STATIC_DRAW,
2, gl.FLOAT,
texCoordArray);
buffers.color = gl.createBuffer(gl.STATIC_DRAW,
4, gl.FLOAT,
colorArray);
}
function draw() {
// set up and draw geometry
gl.vertexPointer(buffers.vertex);
gl.normalPointer(buffers.normal);
gl.texCoordPointer(buffers.texCoord);
gl.colorPointer(buffers.color);
gl.enableClientState(gl.VERTEX_ARRAY);
gl.enableClientState(gl.NORMAL_ARRAY);
gl.enableClientState(gl.TEXTURE_COORD_ARRAY);
gl.enableClientState(gl.COLOR_ARRAY);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.disableClientState(gl.VERTEX_ARRAY);
gl.disableClientState(gl.NORMAL_ARRAY);
gl.disableClientState(gl.TEXTURE_COORD_ARRAY);
gl.disableClientState(gl.COLOR_ARRAY);
}
function startTextureLoad() {
var img = document.createElement("img");
img.onload = function () {
// set up texture
var texId = (gl.genTextures(1))[0];
gl.bindTexture(gl.TEXTURE_2D, texId);
gl.texParameter(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, true);
gl.texImage2DHTML(gl.TEXTURE_2D, img);
gl.enable(gl.TEXTURE_2D);
draw();
gl.swapBuffers();
};
img.src = "tex.png";
}
function doload() {
var cvs = document.getElementById('canvas');
gl = cvs.getContext('moz-gles11');
gl.clearColor(.2,.2,.4,1);
gl.clear(gl.COLOR_BUFFER_BIT);
// (optionally) set up lighting
if (0) {
gl.enable(gl.LIGHTING);
gl.light(gl.LIGHT0, gl.AMBIENT, [1.0, 1.0, 1.0, 1]);
gl.light(gl.LIGHT0, gl.DIFFUSE, [1.0, 1.0, 1.0, 1]);
gl.light(gl.LIGHT0, gl.POSITION, [3, 3, -5, 0]);
gl.light(gl.LIGHT0, gl.SPECULAR, [1, 1, 1, 1]);
gl.enable(gl.LIGHT0);
}
// set up our viewing parameters
gl.matrixMode(gl.PROJECTION);
gl.loadIdentity();
gl.gluPerspective(45, 1, 0.1, 20);
gl.matrixMode(gl.MODELVIEW);
gl.loadIdentity();
gl.gluLookAt(0, 0, 4,
0, 0, 0,
0, 1, 0);
startTextureLoad();
bufferSetup();
draw ();
gl.swapBuffers();
}
</script>
</head>
<body onload="doload()">
<canvas id="canvas" width="400" height="400" style="border: 2px solid black;"></canvas>
</body>
</html>