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1 <!-- | |
2 Copyright (c) 2010 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 <html> | |
7 <head> | |
8 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
9 <script src="../resources/js-test-pre.js"></script> | |
10 <script src="resources/webgl-test.js"></script> | |
11 </head> | |
12 <body> | |
13 <canvas id="example" width="1px" height="1px"></canvas> | |
14 <div id="description"></div> | |
15 <div id="console"></div> | |
16 | |
17 <script id="vs" type="x-shader/x-vertex"> | |
18 attribute vec4 vPosition; | |
19 attribute vec4 vColor; | |
20 varying vec4 color; | |
21 void main() { | |
22 gl_Position = vPosition; | |
23 color = vColor; | |
24 } | |
25 </script> | |
26 <script id="fs" type="x-shader/x-fragment"> | |
27 #if defined(GL_ES) | |
28 precision mediump float; | |
29 #endif | |
30 varying vec4 color; | |
31 void main() { | |
32 gl_FragColor = color; | |
33 } | |
34 </script> | |
35 <script> | |
36 description('Test that updating the size of a vertex buffer is properly noticed
by the WebGL implementation.') | |
37 | |
38 var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1],
1); | |
39 glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); | |
40 | |
41 gl.useProgram(gl.program); | |
42 var vertexObject = gl.createBuffer(); | |
43 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
44 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
45 [-1,1,0, 1,1,0, -1,-1,0, | |
46 -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW); | |
47 gl.enableVertexAttribArray(0); | |
48 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
49 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); | |
50 | |
51 var texCoordObject = gl.createBuffer(); | |
52 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); | |
53 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
54 [0,0, 1,0, 0,1, | |
55 0,1, 1,0, 1,1]), gl.STATIC_DRAW); | |
56 gl.enableVertexAttribArray(1); | |
57 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
58 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); | |
59 | |
60 // Now resize these buffers because we want to change what we're drawing. | |
61 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
62 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
63 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, | |
64 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW); | |
65 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); | |
66 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); | |
67 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ | |
68 255, 0, 0, 255, | |
69 255, 0, 0, 255, | |
70 255, 0, 0, 255, | |
71 255, 0, 0, 255, | |
72 0, 255, 0, 255, | |
73 0, 255, 0, 255, | |
74 0, 255, 0, 255, | |
75 0, 255, 0, 255]), gl.STATIC_DRAW); | |
76 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); | |
77 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"
); | |
78 | |
79 var numQuads = 2; | |
80 var indices = new Uint8Array(numQuads * 6); | |
81 for (var ii = 0; ii < numQuads; ++ii) { | |
82 var offset = ii * 6; | |
83 var quad = (ii == (numQuads - 1)) ? 4 : 0; | |
84 indices[offset + 0] = quad + 0; | |
85 indices[offset + 1] = quad + 1; | |
86 indices[offset + 2] = quad + 2; | |
87 indices[offset + 3] = quad + 2; | |
88 indices[offset + 4] = quad + 1; | |
89 indices[offset + 5] = quad + 3; | |
90 } | |
91 var indexObject = gl.createBuffer(); | |
92 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
93 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
94 glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); | |
95 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); | |
96 glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); | |
97 | |
98 debug("") | |
99 successfullyParsed = true; | |
100 </script> | |
101 | |
102 <script src="../resources/js-test-post.js"></script> | |
103 </body> | |
104 </html> | |
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