Index: conformance/more/functions/vertexAttrib.html |
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--- conformance/more/functions/vertexAttrib.html (revision 0) |
+++ conformance/more/functions/vertexAttrib.html (revision 0) |
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+<!DOCTYPE html> |
+<html><head> |
+<meta charset="utf-8"> |
+<!-- |
+Tests for the OpenGL ES 2.0 HTML Canvas context |
+ |
+Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
+ |
+Permission is hereby granted, free of charge, to any person |
+obtaining a copy of this software and associated documentation |
+files (the "Software"), to deal in the Software without |
+restriction, including without limitation the rights to use, |
+copy, modify, merge, publish, distribute, sublicense, and/or sell |
+copies of the Software, and to permit persons to whom the |
+Software is furnished to do so, subject to the following |
+conditions: |
+ |
+The above copyright notice and this permission notice shall be |
+included in all copies or substantial portions of the Software. |
+ |
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES |
+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
+OTHER DEALINGS IN THE SOFTWARE. |
+ |
+--> |
+<link rel="stylesheet" type="text/css" href="../unit.css" /> |
+<script type="application/x-javascript" src="../unit.js"></script> |
+<script type="application/x-javascript" src="../util.js"></script> |
+<script type="application/x-javascript"> |
+ |
+var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; |
+var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; |
+var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; |
+ |
+Tests.startUnit = function () { |
+ var canvas = document.getElementById('gl'); |
+ var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
+ var prog = new Shader(gl, 'vert', 'frag'); |
+ prog.use(); |
+ var sh = prog.shader.program; |
+// log(gl.getShaderInfoLog(prog.shaders[1])); |
+ var v = gl.getAttribLocation(sh, 'Vertex'); |
+ var n = gl.getAttribLocation(sh, 'Normal'); |
+ var t = gl.getAttribLocation(sh, 'Tex'); |
+ return [gl,prog,v,n,t]; |
+} |
+ |
+Tests.setup = function(gl, prog, v,n,t) { |
+ assert(0 == gl.getError()); |
+ return [gl, prog, v,n,t]; |
+} |
+Tests.teardown = function(gl, prog, v,n,t) { |
+ gl.disableVertexAttribArray(v); |
+ gl.disableVertexAttribArray(n); |
+ gl.disableVertexAttribArray(t); |
+} |
+ |
+Tests.endUnit = function(gl, prog, v,n,t) { |
+ prog.destroy(); |
+} |
+ |
+Tests.testVertexAttrib = function(gl, prog, v,n,t) { |
+ var vbo = gl.createBuffer(); |
+ var vertsArr = new Float32Array(verts); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(v); |
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
+ gl.vertexAttrib1fv(v, [1]); |
+ gl.vertexAttrib2fv(v, [1,2]); |
+ gl.vertexAttrib3fv(v, [1,2,3]); |
+ gl.vertexAttrib4fv(v, [1,2,3,4]); |
+ gl.vertexAttrib1f(v, 1); |
+ gl.vertexAttrib2f(v, 1,2); |
+ gl.vertexAttrib3f(v, 1,2,3); |
+ gl.vertexAttrib4f(v, 1,2,3,4); |
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
+ throwError(gl); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, null); |
+ gl.deleteBuffer(vbo); |
+ throwError(gl); |
+} |
+Tests.testVertexAttribVBO = function(gl, prog, v,n,t) { |
+ var vbo = gl.createBuffer(); |
+ var vertsArr = new Float32Array(verts); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(v); |
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
+ gl.vertexAttrib1fv(v, [1]); |
+ gl.vertexAttrib2fv(v, [1,2]); |
+ gl.vertexAttrib3fv(v, [1,2,3]); |
+ gl.vertexAttrib4fv(v, [1,2,3,4]); |
+ gl.vertexAttrib1f(v, 1); |
+ gl.vertexAttrib2f(v, 1,2); |
+ gl.vertexAttrib3f(v, 1,2,3); |
+ gl.vertexAttrib4f(v, 1,2,3,4); |
+ assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}); |
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
+ gl.vertexAttrib4fv(v, [1,2,3,4]); |
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
+ throwError(gl); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, null); |
+ gl.deleteBuffer(vbo); |
+ throwError(gl); |
+} |
+ |
+</script> |
+<script id="vert" type="x-shader/x-vertex"> |
+ attribute vec3 Vertex; |
+ attribute vec3 Normal; |
+ attribute vec2 Tex; |
+ |
+ varying vec4 texCoord0; |
+ void main() |
+ { |
+ gl_Position = vec4(Vertex * Normal, 1.0); |
+ texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; |
+ } |
+</script> |
+<script id="frag" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ |
+ varying vec4 texCoord0; |
+ void main() |
+ { |
+ vec4 c = texCoord0; |
+ gl_FragColor = c; |
+ } |
+</script> |
+ |
+ |
+<style>canvas{ position:absolute; }</style> |
+</head><body> |
+ <canvas id="gl" width="1" height="1"></canvas> |
+</body></html> |
Property changes on: conformance/more/functions/vertexAttrib.html |
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Added: svn:eol-style |
+ LF |