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<!DOCTYPE HTML>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>WebGL test: Basic drawing</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="driver-info.js"></script>
<script src="webgl-util.js"></script>
<script id="vs" type="x-shader/x-vertex">
attribute vec2 aVertCoord;
void main(void) {
gl_Position = vec4(aVertCoord, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<body>
<canvas id="c" width="64" height="64"></canvas>
<script>
// Give ourselves a scope to return early from:
(function() {
var gl = WebGLUtil.getWebGL('c');
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
function errorFunc(str) {
ok(false, 'Error: ' + str);
}
WebGLUtil.setErrorFunc(errorFunc);
WebGLUtil.setWarningFunc(errorFunc);
gl.disable(gl.DEPTH_TEST);
var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
if (!prog) {
ok(false, 'Program linking should succeed.');
return;
}
prog.aVertCoord = gl.getAttribLocation(prog, "aVertCoord");
ok(prog.aVertCoord >= 0, '`aVertCoord` should be valid.');
function checkGLError(func, info, refValue) {
if (!refValue)
refValue = 0;
var error = gl.getError();
func(error == refValue,
'[' + info + '] gl.getError should be 0x' + refValue.toString(16) +
', was 0x' + error.toString(16) + '.');
}
var vertCoordArr = new Float32Array([
-1, -1,
1, -1,
-1, 1,
1, 1,
]);
var vertCoordBuff = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertCoordBuff);
gl.bufferData(gl.ARRAY_BUFFER, vertCoordArr, gl.STATIC_DRAW);
var indexArr = new Uint16Array([
0, 1, 2,
3,
]);
var indexBuff = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuff);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW);
function testPixel(x, y, refData, func, infoString) {
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
var pixelMatches = pixel[0] == refData[0] &&
pixel[1] == refData[1] &&
pixel[2] == refData[2] &&
pixel[3] == refData[3];
func(pixelMatches, infoString);
}
function preDraw(info) {
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
testPixel(0, 0, [255, 0, 0, 255], ok, '[' + info + '] Should be red before drawing.');
}
function postDraw(info) {
testPixel(0, 0, [0, 255, 0, 255], ok, '[' + info + '] Should be green before drawing.');
}
gl.useProgram(prog);
gl.enableVertexAttribArray(prog.aVertCoord);
gl.vertexAttribPointer(prog.aVertCoord, 2, gl.FLOAT, false, 0, 0);
// Start drawing
checkGLError(ok, 'after setup');
preDraw('DrawArrays');
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
postDraw('DrawArrays');
checkGLError(ok, 'after DrawArrays');
preDraw('DrawElements');
gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, 0);
postDraw('DrawElements');
checkGLError(ok, 'after DrawElements');
ok(true, 'Test complete.');
})();
</script>
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