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| 1 <!DOCTYPE html> | |
| 2 <html><head> | |
| 3 <meta charset="utf-8"> | |
| 4 <!-- | |
| 5 Tests for the OpenGL ES 2.0 HTML Canvas context | |
| 6 | |
| 7 Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> | |
| 8 | |
| 9 Permission is hereby granted, free of charge, to any person | |
| 10 obtaining a copy of this software and associated documentation | |
| 11 files (the "Software"), to deal in the Software without | |
| 12 restriction, including without limitation the rights to use, | |
| 13 copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| 14 copies of the Software, and to permit persons to whom the | |
| 15 Software is furnished to do so, subject to the following | |
| 16 conditions: | |
| 17 | |
| 18 The above copyright notice and this permission notice shall be | |
| 19 included in all copies or substantial portions of the Software. | |
| 20 | |
| 21 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
| 22 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | |
| 23 OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND | |
| 24 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
| 25 HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
| 26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
| 27 FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
| 28 OTHER DEALINGS IN THE SOFTWARE. | |
| 29 | |
| 30 --> | |
| 31 <link rel="stylesheet" type="text/css" href="../unit.css" /> | |
| 32 <script type="application/x-javascript" src="../unit.js"></script> | |
| 33 <script type="application/x-javascript" src="../util.js"></script> | |
| 34 <script type="application/x-javascript"> | |
| 35 | |
| 36 var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; | |
| 37 var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; | |
| 38 var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; | |
| 39 | |
| 40 Tests.startUnit = function () { | |
| 41 var canvas = document.getElementById('gl'); | |
| 42 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); | |
| 43 var prog = new Shader(gl, 'vert', 'frag'); | |
| 44 prog.use(); | |
| 45 var sh = prog.shader.program; | |
| 46 // log(gl.getShaderInfoLog(prog.shaders[1])); | |
| 47 var v = gl.getAttribLocation(sh, 'Vertex'); | |
| 48 var n = gl.getAttribLocation(sh, 'Normal'); | |
| 49 var t = gl.getAttribLocation(sh, 'Tex'); | |
| 50 return [gl,prog,v,n,t]; | |
| 51 } | |
| 52 | |
| 53 Tests.setup = function(gl, prog, v,n,t) { | |
| 54 assert(0 == gl.getError()); | |
| 55 return [gl, prog, v,n,t]; | |
| 56 } | |
| 57 Tests.teardown = function(gl, prog, v,n,t) { | |
| 58 gl.disableVertexAttribArray(v); | |
| 59 gl.disableVertexAttribArray(n); | |
| 60 gl.disableVertexAttribArray(t); | |
| 61 } | |
| 62 | |
| 63 Tests.endUnit = function(gl, prog, v,n,t) { | |
| 64 prog.destroy(); | |
| 65 } | |
| 66 | |
| 67 Tests.testVertexAttrib = function(gl, prog, v,n,t) { | |
| 68 var vbo = gl.createBuffer(); | |
| 69 var vertsArr = new Float32Array(verts); | |
| 70 gl.bindBuffer(gl.ARRAY_BUFFER, vbo); | |
| 71 gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); | |
| 72 gl.enableVertexAttribArray(v); | |
| 73 gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); | |
| 74 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); | |
| 75 gl.vertexAttrib1fv(v, [1]); | |
| 76 gl.vertexAttrib2fv(v, [1,2]); | |
| 77 gl.vertexAttrib3fv(v, [1,2,3]); | |
| 78 gl.vertexAttrib4fv(v, [1,2,3,4]); | |
| 79 gl.vertexAttrib1f(v, 1); | |
| 80 gl.vertexAttrib2f(v, 1,2); | |
| 81 gl.vertexAttrib3f(v, 1,2,3); | |
| 82 gl.vertexAttrib4f(v, 1,2,3,4); | |
| 83 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); | |
| 84 throwError(gl); | |
| 85 gl.bindBuffer(gl.ARRAY_BUFFER, null); | |
| 86 gl.deleteBuffer(vbo); | |
| 87 throwError(gl); | |
| 88 } | |
| 89 Tests.testVertexAttribVBO = function(gl, prog, v,n,t) { | |
| 90 var vbo = gl.createBuffer(); | |
| 91 var vertsArr = new Float32Array(verts); | |
| 92 gl.bindBuffer(gl.ARRAY_BUFFER, vbo); | |
| 93 gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); | |
| 94 gl.enableVertexAttribArray(v); | |
| 95 gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); | |
| 96 gl.vertexAttrib1fv(v, [1]); | |
| 97 gl.vertexAttrib2fv(v, [1,2]); | |
| 98 gl.vertexAttrib3fv(v, [1,2,3]); | |
| 99 gl.vertexAttrib4fv(v, [1,2,3,4]); | |
| 100 gl.vertexAttrib1f(v, 1); | |
| 101 gl.vertexAttrib2f(v, 1,2); | |
| 102 gl.vertexAttrib3f(v, 1,2,3); | |
| 103 gl.vertexAttrib4f(v, 1,2,3,4); | |
| 104 assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}); | |
| 105 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); | |
| 106 gl.vertexAttrib4fv(v, [1,2,3,4]); | |
| 107 assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); | |
| 108 throwError(gl); | |
| 109 gl.bindBuffer(gl.ARRAY_BUFFER, null); | |
| 110 gl.deleteBuffer(vbo); | |
| 111 throwError(gl); | |
| 112 } | |
| 113 | |
| 114 </script> | |
| 115 <script id="vert" type="x-shader/x-vertex"> | |
| 116 attribute vec3 Vertex; | |
| 117 attribute vec3 Normal; | |
| 118 attribute vec2 Tex; | |
| 119 | |
| 120 varying vec4 texCoord0; | |
| 121 void main() | |
| 122 { | |
| 123 gl_Position = vec4(Vertex * Normal, 1.0); | |
| 124 texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; | |
| 125 } | |
| 126 </script> | |
| 127 <script id="frag" type="x-shader/x-fragment"> | |
| 128 precision mediump float; | |
| 129 | |
| 130 varying vec4 texCoord0; | |
| 131 void main() | |
| 132 { | |
| 133 vec4 c = texCoord0; | |
| 134 gl_FragColor = c; | |
| 135 } | |
| 136 </script> | |
| 137 | |
| 138 | |
| 139 <style>canvas{ position:absolute; }</style> | |
| 140 </head><body> | |
| 141 <canvas id="gl" width="1" height="1"></canvas> | |
| 142 </body></html> | |
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