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| 1 <!DOCTYPE html> |
| 2 <html><head> |
| 3 <meta charset="utf-8"> |
| 4 <link rel="stylesheet" type="text/css" href="../unit.css" /> |
| 5 <script type="application/x-javascript" src="../unit.js"></script> |
| 6 <script type="application/x-javascript" src="../util.js"></script> |
| 7 |
| 8 <script type="application/x-javascript"> |
| 9 |
| 10 function assertIdxs(name, arr, length) { |
| 11 // assertOk(name+": Read with negative idx should work", function(){ return ar
r[-1] }); |
| 12 // assertOk(name+": Read with too large idx should work", function(){ return a
rr[length] }); |
| 13 // assertOk(name+": Write with negative idx should work", function(){ arr[-1]
= 0 }); |
| 14 // assertOk(name+": Write with too large idx should work", function(){ arr[len
gth] = 0 }); |
| 15 // arr[0] = 2; |
| 16 // assertEquals(name+": Test that write worked", 2, arr[0]); |
| 17 // assertOk(name+": Write with bad value should work", function(){ arr[0] = {x
:"foo"} }); |
| 18 // assertEquals(name+": Test that bad write didn't work", 2, arr[0]); |
| 19 assertOk(name+": Read and writes with OK idxs should work", function(){ |
| 20 for (var i=0; i<length; i++) arr[i] = i + 1; |
| 21 for (var i=0; i<length; i++) arr[i] = arr[i] + 1; |
| 22 for (var i=0; i<length; i++) assertEquals(name+": Test that reads and writes
work", i+2, arr[i]); |
| 23 }); |
| 24 } |
| 25 |
| 26 Tests.startUnit = function () { |
| 27 var canvas = document.getElementById('gl'); |
| 28 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
| 29 prog = new Shader(gl, 'vert', 'frag'); |
| 30 prog.use(); |
| 31 prog.uniform4f('c', 255, 0, 0, 255); |
| 32 va = prog.attrib('Vertex'); |
| 33 buffer = gl.createBuffer(); |
| 34 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| 35 return [gl]; |
| 36 } |
| 37 |
| 38 Tests.endUnit = function() { |
| 39 prog.destroy(); |
| 40 } |
| 41 |
| 42 Tests.testCreateFromArray = function() { |
| 43 var a = new Float32Array([1,2,3,4,5,6]); |
| 44 assertIdxs('Float', a, 6); |
| 45 var a = new Int32Array([1,2,3,4,5,6]); |
| 46 assertIdxs('Int', a, 6); |
| 47 var a = new Int16Array([1,2,3,4,5,6]); |
| 48 assertIdxs('Short', a, 6); |
| 49 var a = new Int8Array([1,2,3,4,5,6]); |
| 50 assertIdxs('Byte', a, 6); |
| 51 var a = new Uint32Array([1,2,3,4,5,6]); |
| 52 assertIdxs('UInt', a, 6); |
| 53 var a = new Uint16Array([1,2,3,4,5,6]); |
| 54 assertIdxs('UShort', a, 6); |
| 55 var a = new Uint8Array([1,2,3,4,5,6]); |
| 56 assertIdxs('UByte', a, 6); |
| 57 } |
| 58 Tests.testCreateFromCount = function() { |
| 59 var a = new Float32Array(6); |
| 60 assertIdxs('Float', a, 6); |
| 61 var a = new Int32Array(6); |
| 62 assertIdxs('Int', a, 6); |
| 63 var a = new Int16Array(6); |
| 64 assertIdxs('Short', a, 6); |
| 65 var a = new Int8Array(6); |
| 66 assertIdxs('Byte', a, 6); |
| 67 var a = new Uint32Array(6); |
| 68 assertIdxs('UInt', a, 6); |
| 69 var a = new Uint16Array(6); |
| 70 assertIdxs('UShort', a, 6); |
| 71 var a = new Uint8Array(6); |
| 72 assertIdxs('UByte', a, 6); |
| 73 } |
| 74 Tests.testCreateFromBuffer = function() { |
| 75 var sz = 24; |
| 76 var b = new ArrayBuffer(sz); |
| 77 var a = new Float32Array(b); |
| 78 assertIdxs('Float', a, sz/4); |
| 79 var a = new Int32Array(b); |
| 80 assertIdxs('Int', a, sz/4); |
| 81 var a = new Int16Array(b); |
| 82 assertIdxs('Short', a, sz/2); |
| 83 var a = new Int8Array(b); |
| 84 assertIdxs('Byte', a, sz/1); |
| 85 var a = new Uint32Array(b); |
| 86 assertIdxs('UInt', a, sz/4); |
| 87 var a = new Uint16Array(b); |
| 88 assertIdxs('UShort', a, sz/2); |
| 89 var a = new Uint8Array(b); |
| 90 assertIdxs('UByte', a, sz/1); |
| 91 } |
| 92 |
| 93 Tests.testThatWritesChangeDrawing = function(gl) { |
| 94 var verts = [ |
| 95 0,0, |
| 96 1,0, |
| 97 1,1, |
| 98 |
| 99 0,0, |
| 100 1,1, |
| 101 0,1 |
| 102 ]; |
| 103 var a = new Float32Array(verts); |
| 104 var arr = []; |
| 105 for (var i=0; i<12; i++) |
| 106 arr[i] = a[i]; |
| 107 assertEquals("Test that reads work from an array-initialized Float32Array", ar
r, verts); |
| 108 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 109 gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW); |
| 110 gl.vertexAttribPointer(va, 2, gl.FLOAT, false, 0, 0); |
| 111 gl.enableVertexAttribArray(va); |
| 112 |
| 113 var id = new Uint8Array(4); |
| 114 gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 115 assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
| 116 |
| 117 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 118 |
| 119 gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 120 assertEquals([255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
| 121 gl.readPixels(0,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 122 assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
| 123 |
| 124 a[0] = a[6] = a[10] = -1; |
| 125 gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW); |
| 126 gl.vertexAttribPointer(va, 2, gl.FLOAT, false, 0, 0); |
| 127 |
| 128 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 129 |
| 130 gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 131 assertEquals([255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
| 132 gl.readPixels(0,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 133 assertEquals("Test that Float32Array#[]= worked and drawArrays drew a full-wid
th rectangle", |
| 134 [255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
| 135 gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
| 136 assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
| 137 } |
| 138 |
| 139 </script> |
| 140 <script id="vert" type="x-shader/x-vertex"> |
| 141 attribute vec2 Vertex; |
| 142 void main() |
| 143 { |
| 144 gl_Position = vec4(Vertex, 0.0, 1.0); |
| 145 } |
| 146 </script> |
| 147 <script id="frag" type="x-shader/x-fragment"> |
| 148 precision mediump float; |
| 149 |
| 150 uniform vec4 c; |
| 151 void main() |
| 152 { |
| 153 gl_FragColor = c; |
| 154 } |
| 155 </script> |
| 156 <style>canvas{border: 1px solid black}</style> |
| 157 </head><body> |
| 158 <canvas id="gl" width="16" height="16"></canvas> |
| 159 </body></html> |
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