mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
113 lines
3.3 KiB
HTML
113 lines
3.3 KiB
HTML
<!-- Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ -->
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<!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 editor test page</title>
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<script id="shader-vs" type="x-shader/x-vertex">
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precision lowp float;
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attribute vec3 aVertexPosition;
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void main(void) {
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gl_Position = vec4(aVertexPosition, 1);
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}
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</script>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision lowp float;
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uniform vec3 uColor;
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void main(void) {
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gl_FragColor = vec4(uColor, 1);
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}
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</script>
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</head>
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<body>
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<canvas id="canvas1" width="128" height="128"></canvas>
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<canvas id="canvas2" width="128" height="128"></canvas>
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<script type="text/javascript;version=1.8">
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"use strict";
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let canvas = [], gl = [];
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let program = [];
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let squareVerticesPositionBuffer = [];
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let vertexPositionAttribute = [];
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let colorUniform = [];
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window.onload = function() {
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for (let i = 0; i < 2; i++) {
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canvas[i] = document.querySelector("#canvas" + (i + 1));
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gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true });
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gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
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initProgram(i);
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initBuffers(i);
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drawScene(i);
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}
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}
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function initProgram(i) {
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let vertexShader = getShader(gl[i], "shader-vs");
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let fragmentShader = getShader(gl[i], "shader-fs");
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program[i] = gl[i].createProgram();
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gl[i].attachShader(program[i], vertexShader);
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gl[i].attachShader(program[i], fragmentShader);
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gl[i].linkProgram(program[i]);
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vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
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gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
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colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
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}
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function getShader(gl, id) {
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let script = document.getElementById(id);
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let source = script.textContent;
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let shader;
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if (script.type == "x-shader/x-fragment") {
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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} else if (script.type == "x-shader/x-vertex") {
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shader = gl.createShader(gl.VERTEX_SHADER);
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}
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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return shader;
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}
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function initBuffers(i) {
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squareVerticesPositionBuffer[i] = gl[i].createBuffer();
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gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
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gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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1.0, -1.0, 0.0,
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-1.0, -1.0, 0.0
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]), gl[i].STATIC_DRAW);
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}
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function drawScene(i) {
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gl[i].clear(gl[i].COLOR_BUFFER_BIT);
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gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
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gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
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gl[i].useProgram(program[i]);
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gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
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gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
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window.requestAnimationFrame(() => drawScene(i));
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}
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</script>
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</body>
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</html>
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