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| 1 <html> | |
| 2 <head> | |
| 3 <script src="../../../resources/js-test.js"></script> | |
| 4 <script src="resources/webgl-test.js"></script> | |
| 5 </head> | |
| 6 <body> | |
| 7 <canvas id="example" width="1px" height="1px"></canvas> | |
| 8 <div id="description"></div> | |
| 9 <div id="console"></div> | |
| 10 | |
| 11 <script id="vs" type="x-shader/x-vertex"> | |
| 12 attribute vec4 vPosition; | |
| 13 attribute vec4 vColor; | |
| 14 varying vec4 color; | |
| 15 void main() { | |
| 16 gl_Position = vPosition; | |
| 17 color = vColor; | |
| 18 } | |
| 19 </script> | |
| 20 <script id="fs" type="x-shader/x-fragment"> | |
| 21 #if defined(GL_ES) | |
| 22 precision mediump float; | |
| 23 #endif | |
| 24 varying vec4 color; | |
| 25 void main() { | |
| 26 gl_FragColor = color; | |
| 27 } | |
| 28 </script> | |
| 29 <script> | |
| 30 description('Test that updating the size of a vertex buffer is properly noticed
by the WebGL implementation.') | |
| 31 | |
| 32 var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1],
1); | |
| 33 glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); | |
| 34 | |
| 35 gl.useProgram(gl.program); | |
| 36 var vertexObject = gl.createBuffer(); | |
| 37 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 38 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
| 39 [-1,1,0, 1,1,0, -1,-1,0, | |
| 40 -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW); | |
| 41 gl.enableVertexAttribArray(0); | |
| 42 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
| 43 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); | |
| 44 | |
| 45 var texCoordObject = gl.createBuffer(); | |
| 46 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 47 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
| 48 [0,0, 1,0, 0,1, | |
| 49 0,1, 1,0, 1,1]), gl.STATIC_DRAW); | |
| 50 gl.enableVertexAttribArray(1); | |
| 51 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
| 52 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); | |
| 53 | |
| 54 // Now resize these buffers because we want to change what we're drawing. | |
| 55 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 56 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 57 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, | |
| 58 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW); | |
| 59 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); | |
| 60 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); | |
| 61 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ | |
| 62 255, 0, 0, 255, | |
| 63 255, 0, 0, 255, | |
| 64 255, 0, 0, 255, | |
| 65 255, 0, 0, 255, | |
| 66 0, 255, 0, 255, | |
| 67 0, 255, 0, 255, | |
| 68 0, 255, 0, 255, | |
| 69 0, 255, 0, 255]), gl.STATIC_DRAW); | |
| 70 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); | |
| 71 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"
); | |
| 72 | |
| 73 var numQuads = 2; | |
| 74 var indices = new Uint8Array(numQuads * 6); | |
| 75 for (var ii = 0; ii < numQuads; ++ii) { | |
| 76 var offset = ii * 6; | |
| 77 var quad = (ii == (numQuads - 1)) ? 4 : 0; | |
| 78 indices[offset + 0] = quad + 0; | |
| 79 indices[offset + 1] = quad + 1; | |
| 80 indices[offset + 2] = quad + 2; | |
| 81 indices[offset + 3] = quad + 2; | |
| 82 indices[offset + 4] = quad + 1; | |
| 83 indices[offset + 5] = quad + 3; | |
| 84 } | |
| 85 var indexObject = gl.createBuffer(); | |
| 86 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
| 87 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
| 88 glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); | |
| 89 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); | |
| 90 glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); | |
| 91 | |
| 92 debug("") | |
| 93 </script> | |
| 94 | |
| 95 </body> | |
| 96 </html> | |
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