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1 <!-- | |
2 // Copyright (c) 2011 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 <!DOCTYPE html> | |
7 <html> | |
8 <head> | |
9 <meta charset="utf-8"> | |
10 <title>WebGL Enable Vertex Attrib Zero Test</title> | |
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> | |
12 <script src="../../resources/js-test-pre.js"></script> | |
13 <script src="../resources/webgl-test.js"> </script> | |
14 <script src="../resources/webgl-test-utils.js"> </script> | |
15 </head> | |
16 <body> | |
17 <canvas id="example" width="50" height="50"> | |
18 </canvas> | |
19 <div id="description"></div> | |
20 <div id="console"></div> | |
21 <script id="vshader" type="x-shader/x-vertex"> | |
22 attribute vec4 vPosition; | |
23 void main() | |
24 { | |
25 gl_Position = vPosition; | |
26 } | |
27 </script> | |
28 | |
29 <script id="fshader" type="x-shader/x-fragment"> | |
30 void main() | |
31 { | |
32 gl_FragColor = vec4(0.0,0.0,0.0,0.0); | |
33 } | |
34 </script> | |
35 | |
36 <script> | |
37 description("Test some of the issues of the difference between attrib 0 on OpenG
L vs WebGL"); | |
38 debug(""); | |
39 var wtu = WebGLTestUtils; | |
40 var canvas = document.getElementById("example"); | |
41 var gl = wtu.create3DContext(canvas); | |
42 | |
43 function setup(numVerts, attribIndex) { | |
44 var program = wtu.setupProgram( | |
45 gl, | |
46 [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), | |
47 wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], | |
48 ['vPosition'], [attribIndex]); | |
49 // draw with something on attrib zero with a small number of vertices | |
50 var vertexObject = gl.createBuffer(); | |
51 g_program = program; | |
52 g_attribLocation = attribIndex; | |
53 shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')"); | |
54 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
55 gl.bufferData( | |
56 gl.ARRAY_BUFFER, new Float32Array(numVerts * 3), gl.STATIC_DRAW); | |
57 gl.vertexAttribPointer(attribIndex, 3, gl.FLOAT, false, 0, 0); | |
58 var indices = new Uint16Array(numVerts); | |
59 for (var ii = 0; ii < numVerts; ++ii) { | |
60 indices[ii] = ii; | |
61 } | |
62 var indexBuffer = gl.createBuffer(); | |
63 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); | |
64 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
65 return program; | |
66 } | |
67 | |
68 var p1 = setup(3, 0); | |
69 var p2 = setup(60000, 3); | |
70 | |
71 for (var ii = 0; ii < 5; ++ii) { | |
72 gl.useProgram(p1); | |
73 gl.enableVertexAttribArray(0); | |
74 gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0); | |
75 glErrorShouldBe( | |
76 gl, gl.NO_ERROR, | |
77 "drawing using attrib 0 with 3 verts"); | |
78 | |
79 gl.useProgram(p2); | |
80 gl.enableVertexAttribArray(3); | |
81 gl.drawArrays(gl.LINES, 0, 60000); | |
82 glErrorShouldBe( | |
83 gl, gl.NO_ERROR, | |
84 "drawing using attrib 3 with 60000 verts"); | |
85 } | |
86 | |
87 wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be 0, 0, 0, 0"); | |
88 | |
89 successfullyParsed = true; | |
90 </script> | |
91 <script src="../../resources/js-test-post.js"></script> | |
92 | |
93 </body> | |
94 </html> | |
95 | |
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