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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 var indices = [0,1,2] | |
40 | |
41 Tests.startUnit = function () { | |
42 var canvas = document.getElementById('gl'); | |
43 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); | |
44 var prog = new Shader(gl, 'vert', 'frag'); | |
45 prog.use(); | |
46 var sh = prog.shader.program; | |
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.testDrawElementsVBO = function(gl, prog, v,n,t) { | |
68 var vbo = new VBO(gl, | |
69 {size:3, data:Quad.vertices}, | |
70 {elements:true, data:Quad.indices}); | |
71 vbo.draw(v); | |
72 assert(gl.NO_ERROR == checkError(gl, "vbo.draw")); | |
73 assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}
); | |
74 assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}
); | |
75 assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*1);}
); | |
76 assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}
); | |
77 vbo.destroy(); | |
78 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
79 } | |
80 | |
81 Tests.testDrawElementsVBOMulti = function(gl, prog, v,n,t) { | |
82 // creates VBOs for the quad arrays, binds them with | |
83 // vertexAttribPointer and calls drawElements | |
84 var vbo = new VBO(gl, | |
85 {size:3, data:Quad.vertices}, | |
86 {size:3, data:Quad.normals}, | |
87 {size:2, data:Quad.texcoords}, | |
88 {elements:true, data:Quad.indices}); | |
89 vbo.draw(v, n, t); | |
90 assert(gl.NO_ERROR == checkError(gl, "vbo.draw")); | |
91 assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}
); | |
92 assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*2);}
); | |
93 assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}
); | |
94 assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}
); | |
95 assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range", | |
96 function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2);}); | |
97 assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 2", | |
98 function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2);}); | |
99 gl.bindBuffer(gl.ARRAY_BUFFER, null); | |
100 gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); | |
101 gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); | |
102 assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}
); | |
103 assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*2);}
); | |
104 assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}
); | |
105 assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}
); | |
106 assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 3", | |
107 function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2);}); | |
108 assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 4", | |
109 function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2);}); | |
110 vbo.destroy(); | |
111 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
112 } | |
113 | |
114 | |
115 </script> | |
116 <script id="vert" type="x-shader/x-vertex"> | |
117 attribute vec3 Vertex; | |
118 attribute vec3 Normal; | |
119 attribute vec2 Tex; | |
120 | |
121 varying vec4 texCoord0; | |
122 void main() | |
123 { | |
124 gl_Position = vec4(Vertex * Normal, 1.0); | |
125 texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; | |
126 } | |
127 </script> | |
128 <script id="frag" type="x-shader/x-fragment"> | |
129 precision mediump float; | |
130 | |
131 varying vec4 texCoord0; | |
132 void main() | |
133 { | |
134 vec4 c = texCoord0; | |
135 gl_FragColor = c; | |
136 } | |
137 </script> | |
138 | |
139 | |
140 <style>canvas{ position:absolute; }</style> | |
141 </head><body> | |
142 <canvas id="gl" width="1" height="1"></canvas> | |
143 </body></html> | |
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