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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 // Tests.autorun = false; | |
37 // Tests.message = "Caution: May crash your browser"; | |
38 | |
39 var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; | |
40 var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; | |
41 var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; | |
42 var indices = [60000000,1,2] | |
43 | |
44 Tests.startUnit = function () { | |
45 var canvas = document.getElementById('gl'); | |
46 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); | |
47 var prog = new Shader(gl, 'vert', 'frag'); | |
48 prog.use(); | |
49 var sh = prog.shader.program; | |
50 var v = gl.getAttribLocation(sh, 'Vertex'); | |
51 var n = gl.getAttribLocation(sh, 'Normal'); | |
52 var t = gl.getAttribLocation(sh, 'Tex'); | |
53 return [gl,prog,v,n,t]; | |
54 } | |
55 | |
56 Tests.setup = function(gl, prog, v,n,t) { | |
57 assert(0 == gl.getError()); | |
58 return [gl, prog, v,n,t]; | |
59 } | |
60 Tests.teardown = function(gl, prog, v,n,t) { | |
61 gl.disableVertexAttribArray(v); | |
62 gl.disableVertexAttribArray(n); | |
63 gl.disableVertexAttribArray(t); | |
64 } | |
65 | |
66 Tests.endUnit = function(gl, prog, v,n,t) { | |
67 prog.destroy(); | |
68 } | |
69 | |
70 | |
71 Tests.testDrawElementsVBO = function(gl, prog, v,n,t) { | |
72 var vbo = new VBO(gl, | |
73 {size:3, data:Quad.vertices}, | |
74 {elements:true, data:[0,1,2,2000, 40802, 5887992]}); | |
75 assertFail(function(){vbo.draw(v);}); | |
76 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2)
;}); | |
77 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);}
); | |
78 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);}); | |
79 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1);}
); | |
80 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2)
;}); | |
81 vbo.destroy(); | |
82 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
83 } | |
84 | |
85 Tests.testDrawElementsVBOByte = function(gl, prog, v,n,t) { | |
86 var vbo = new VBO(gl, | |
87 {size:3, data:Quad.vertices}, | |
88 {elements:true, type:gl.UNSIGNED_BYTE, data:[0,1,2,2000,
40802, 5887992]}); | |
89 assertFail(function(){vbo.draw(v);}); | |
90 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 5);})
; | |
91 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);})
; | |
92 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0);}); | |
93 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_BYTE, 1);})
; | |
94 vbo.destroy(); | |
95 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
96 } | |
97 | |
98 Tests.testDrawElementsVBOMulti = function(gl, prog, v,n,t) { | |
99 // creates VBOs for the quad arrays, binds them with | |
100 // vertexAttribPointer and calls drawElements | |
101 // The quad has 6 vertices | |
102 var vbo = new VBO(gl, | |
103 {size:3, data:Quad.vertices}, | |
104 {size:3, data:Quad.normals}, | |
105 {size:2, data:Quad.texcoords}, | |
106 {elements:true, data:[0,1,2,6,2000, 256]}); | |
107 assertFail(function(){vbo.draw(v, n, t);}); | |
108 gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0); | |
109 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2)
;}); | |
110 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);}
); | |
111 assertOk(function(){gl.drawElements(gl.TRIANGLES, 2, gl.UNSIGNED_SHORT, 0);}); | |
112 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);}); | |
113 assertFail(function(){gl.drawElements(gl.TRIANGLES, 4, gl.UNSIGNED_SHORT, 0);}
); | |
114 assertFail(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 1*2)
;}); | |
115 assertFail(function(){gl.drawElements(gl.TRIANGLES, 2, gl.UNSIGNED_SHORT, 2*2)
;}); | |
116 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 3*2)
;}); | |
117 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2)
;}); | |
118 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2)
;}); | |
119 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1);}
); | |
120 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2)
;}); | |
121 gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); | |
122 gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); | |
123 gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0); | |
124 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2)
;}); | |
125 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);}
); | |
126 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);}); | |
127 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2)
;}); | |
128 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2)
;}); | |
129 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1);}
); | |
130 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2)
;}); | |
131 vbo.destroy(); | |
132 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
133 } | |
134 | |
135 Tests.testDrawElementsVBOMultiByte = function(gl, prog, v,n,t) { | |
136 // creates VBOs for the quad arrays, binds them with | |
137 // vertexAttribPointer and calls drawElements | |
138 // The quad has 6 vertices | |
139 var vbo = new VBO(gl, | |
140 {size:3, data:Quad.vertices}, | |
141 {size:3, data:Quad.normals}, | |
142 {size:2, data:Quad.texcoords}, | |
143 {elements:true, type:gl.UNSIGNED_BYTE, data:[0,1,2,6,2000, 2
56]}); | |
144 assertFail(function(){vbo.draw(v, n, t);}); | |
145 gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0); | |
146 assertFail(function(){gl.drawElements(gl.TRIANGLES, 4, gl.UNSIGNED_BYTE, -1);}
); | |
147 assertFail(function(){gl.drawElements(gl.TRIANGLES, -1, gl.UNSIGNED_BYTE, 0);}
); | |
148 assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 5);}); | |
149 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);})
; | |
150 assertOk(function(){gl.drawElements(gl.TRIANGLES, 2, gl.UNSIGNED_BYTE, 0);}); | |
151 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0);}); | |
152 assertFail(function(){gl.drawElements(gl.TRIANGLES, 4, gl.UNSIGNED_BYTE, 0);})
; | |
153 assertFail(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 1);})
; | |
154 assertFail(function(){gl.drawElements(gl.TRIANGLES, 2, gl.UNSIGNED_BYTE, 2);})
; | |
155 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 3);})
; | |
156 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_BYTE, 1);})
; | |
157 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 1);})
; | |
158 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 6);})
; | |
159 gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); | |
160 gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); | |
161 gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0); | |
162 assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 5);}); | |
163 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);})
; | |
164 assertOk(function(){gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0);}); | |
165 assertFail(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_BYTE, 1);})
; | |
166 assertFail(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 1);})
; | |
167 assertFail(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_BYTE, 6);})
; | |
168 vbo.destroy(); | |
169 assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); | |
170 } | |
171 | |
172 Tests.testSharedBuffers = function(gl, prog, v,n,t) { | |
173 var vbo = gl.createBuffer(); | |
174 var vertsArr = new Uint16Array([0,1,3,3,4,5,6,7,8]); | |
175 gl.bindBuffer(gl.ARRAY_BUFFER, vbo); | |
176 gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); | |
177 assertFail(function(){gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vbo)}); | |
178 gl.deleteBuffer(vbo); | |
179 } | |
180 | |
181 </script> | |
182 <script id="vert" type="x-shader/x-vertex"> | |
183 attribute vec3 Vertex; | |
184 attribute vec3 Normal; | |
185 attribute vec2 Tex; | |
186 | |
187 varying vec4 texCoord0; | |
188 void main() | |
189 { | |
190 gl_Position = vec4(Vertex * Normal, 1.0); | |
191 texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; | |
192 } | |
193 </script> | |
194 <script id="frag" type="x-shader/x-fragment"> | |
195 precision mediump float; | |
196 | |
197 varying vec4 texCoord0; | |
198 void main() | |
199 { | |
200 vec4 c = texCoord0; | |
201 gl_FragColor = c; | |
202 } | |
203 </script> | |
204 | |
205 | |
206 <style>canvas{ position:absolute; }</style> | |
207 </head><body> | |
208 <canvas id="gl" width="1" height="1"></canvas> | |
209 </body></html> | |
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