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