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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/javascript" src="../unit.js"></script>
<script type="application/javascript" src="../util.js"></script>
<script type="application/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(getGLContext(canvas));
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.testDrawArraysVBO = function(gl, prog, v,n,t) {
var vbo = new VBO(gl, {size:3, data:Quad.vertices});
vbo.draw(v);
assert(0 == checkError(gl, "vbo.draw"));
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
vbo.destroy();
assert(0 == checkError(gl, "vbo.destroy"));
}
Tests.testDrawArraysVBOMulti = function(gl, prog, v,n,t) {
// creates VBOs for the quad arrays, binds them with
// vertexAttribPointer and calls drawArrays
var vbo = new VBO(gl,
{size:3, data:Quad.vertices},
{size:3, data:Quad.normals},
{size:2, data:Quad.texcoords});
vbo.draw(v, n, t);
assert(0 == checkError(gl, "vbo.draw"));
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
vbo.destroy();
assert(0 == checkError(gl, "vbo.destroy"));
}
</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>