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1 <!DOCTYPE html> | |
2 <html><head> | |
3 <meta charset="utf-8"> | |
4 <!-- | |
5 Tests for the OpenGL ES 2.0 HTML Canvas context | |
6 | |
7 Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> | |
8 | |
9 Permission is hereby granted, free of charge, to any person | |
10 obtaining a copy of this software and associated documentation | |
11 files (the "Software"), to deal in the Software without | |
12 restriction, including without limitation the rights to use, | |
13 copy, modify, merge, publish, distribute, sublicense, and/or sell | |
14 copies of the Software, and to permit persons to whom the | |
15 Software is furnished to do so, subject to the following | |
16 conditions: | |
17 | |
18 The above copyright notice and this permission notice shall be | |
19 included in all copies or substantial portions of the Software. | |
20 | |
21 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
22 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | |
23 OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND | |
24 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
25 HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
27 FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
28 OTHER DEALINGS IN THE SOFTWARE. | |
29 | |
30 --> | |
31 <link rel="stylesheet" type="text/css" href="../unit.css" /> | |
32 <script type="application/x-javascript" src="../unit.js"></script> | |
33 <script type="application/x-javascript" src="../util.js"></script> | |
34 <script type="application/x-javascript"> | |
35 | |
36 var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; | |
37 var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; | |
38 var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; | |
39 | |
40 Tests.startUnit = function () { | |
41 var canvas = document.getElementById('gl'); | |
42 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); | |
43 var prog = new Shader(gl, 'vert', 'frag'); | |
44 prog.use(); | |
45 var sh = prog.shader.program; | |
46 // log(gl.getShaderInfoLog(prog.shaders[1])); | |
47 var v = gl.getAttribLocation(sh, 'Vertex'); | |
48 var n = gl.getAttribLocation(sh, 'Normal'); | |
49 var t = gl.getAttribLocation(sh, 'Tex'); | |
50 return [gl,prog,v,n,t]; | |
51 } | |
52 | |
53 Tests.setup = function(gl, prog, v,n,t) { | |
54 assert(0 == gl.getError()); | |
55 return [gl, prog, v,n,t]; | |
56 } | |
57 Tests.teardown = function(gl, prog, v,n,t) { | |
58 gl.disableVertexAttribArray(v); | |
59 gl.disableVertexAttribArray(n); | |
60 gl.disableVertexAttribArray(t); | |
61 } | |
62 | |
63 Tests.endUnit = function(gl, prog, v,n,t) { | |
64 prog.destroy(); | |
65 } | |
66 | |
67 Tests.testDrawArraysVBO = function(gl, prog, v,n,t) { | |
68 var vbo = new VBO(gl, {size:3, data:Quad.vertices}); | |
69 vbo.draw(v); | |
70 assert(0 == checkError(gl, "vbo.draw")); | |
71 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);}); | |
72 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); | |
73 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);}); | |
74 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);}); | |
75 vbo.destroy(); | |
76 assert(0 == checkError(gl, "vbo.destroy")); | |
77 } | |
78 | |
79 Tests.testDrawArraysVBOMulti = function(gl, prog, v,n,t) { | |
80 // creates VBOs for the quad arrays, binds them with | |
81 // vertexAttribPointer and calls drawArrays | |
82 var vbo = new VBO(gl, | |
83 {size:3, data:Quad.vertices}, | |
84 {size:3, data:Quad.normals}, | |
85 {size:2, data:Quad.texcoords}); | |
86 vbo.draw(v, n, t); | |
87 assert(0 == checkError(gl, "vbo.draw")); | |
88 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);}); | |
89 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); | |
90 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);}); | |
91 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);}); | |
92 assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); | |
93 assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); | |
94 gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); | |
95 gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); | |
96 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);}); | |
97 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); | |
98 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);}); | |
99 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);}); | |
100 assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); | |
101 assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); | |
102 vbo.destroy(); | |
103 assert(0 == checkError(gl, "vbo.destroy")); | |
104 } | |
105 | |
106 | |
107 </script> | |
108 <script id="vert" type="x-shader/x-vertex"> | |
109 attribute vec3 Vertex; | |
110 attribute vec3 Normal; | |
111 attribute vec2 Tex; | |
112 | |
113 varying vec4 texCoord0; | |
114 void main() | |
115 { | |
116 gl_Position = vec4(Vertex * Normal, 1.0); | |
117 texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; | |
118 } | |
119 </script> | |
120 <script id="frag" type="x-shader/x-fragment"> | |
121 precision mediump float; | |
122 | |
123 varying vec4 texCoord0; | |
124 void main() | |
125 { | |
126 vec4 c = texCoord0; | |
127 gl_FragColor = c; | |
128 } | |
129 </script> | |
130 | |
131 | |
132 <style>canvas{ position:absolute; }</style> | |
133 </head><body> | |
134 <canvas id="gl" width="1" height="1"></canvas> | |
135 </body></html> | |
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