Source code

Revision control

Copy as Markdown

Other Tools

<!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.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);
assertFail("bad index",
function(){gl.vertexAttrib1f(-1, 1);});
assertFail("bad index (big negative)",
function(){gl.vertexAttrib1f(-69092342, 1);});
assertFail("bad index (big positive)",
function(){gl.vertexAttrib1f(58928938, 1);});
assertOk("array too large",
function(){gl.vertexAttrib1fv(v, [1,2,3,4,5]);});
assertFail("array too small",
function(){gl.vertexAttrib1fv(v, []);});
assertOk("draw",
function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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>