<!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]; 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); 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>