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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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