<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <!-- /* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are 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 Materials. ** ** THE MATERIALS ARE 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 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ --> <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]; var indices = [0,1,2] 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; 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.testDrawElementsVBO = function(gl, prog, v,n,t) { var vbo = new VBO(gl, {size:3, data:Quad.vertices}, {elements:true, data:Quad.indices}); vbo.draw(v); assert(gl.NO_ERROR == checkError(gl, "vbo.draw")); assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*1);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}); vbo.destroy(); assert(gl.NO_ERROR == checkError(gl, "vbo.destroy")); } Tests.testDrawElementsVBOMulti = function(gl, prog, v,n,t) { // creates VBOs for the quad arrays, binds them with // vertexAttribPointer and calls drawElements var vbo = new VBO(gl, {size:3, data:Quad.vertices}, {size:3, data:Quad.normals}, {size:2, data:Quad.texcoords}, {elements:true, data:Quad.indices}); vbo.draw(v, n, t); assert(gl.NO_ERROR == checkError(gl, "vbo.draw")); assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}); assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range", function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2);}); assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 2", function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2);}); gl.bindBuffer(gl.ARRAY_BUFFER, null); gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); assertOk(function(){gl.drawElements(gl.TRIANGLES, 5, gl.UNSIGNED_SHORT, 1*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 0, gl.UNSIGNED_SHORT, 2*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0*2);}); assertOk(function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 5*2);}); assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 3", function(){gl.drawElements(gl.TRIANGLES, 1, gl.UNSIGNED_SHORT, 6*2);}); assertGLError(gl, gl.INVALID_OPERATION, "count + offset out of range 4", function(){gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 1*2);}); vbo.destroy(); assert(gl.NO_ERROR == 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>