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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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