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https://gitlab.winehq.org/wine/wine-gecko.git
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145 lines
4.6 KiB
HTML
145 lines
4.6 KiB
HTML
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html><head>
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<!--
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Tests for the OpenGL ES 2.0 HTML Canvas context
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Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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-->
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<link rel="stylesheet" type="text/css" href="../unit.css" />
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<script type="application/x-javascript" src="../unit.js"></script>
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<script type="application/x-javascript" src="../util.js"></script>
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<script type="application/x-javascript">
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var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0];
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var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
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var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0];
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Tests.startUnit = function () {
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var canvas = document.getElementById('gl');
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var gl = canvas.getContext(GL_CONTEXT_ID);
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var prog = new Shader(gl, 'vert', 'frag');
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prog.use();
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var sh = prog.shader.program;
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// log(gl.getShaderInfoLog(prog.shaders[1]));
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var v = gl.getAttribLocation(sh, 'Vertex');
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var n = gl.getAttribLocation(sh, 'Normal');
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var t = gl.getAttribLocation(sh, 'Tex');
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return [gl,prog,v,n,t];
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}
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Tests.setup = function(gl, prog, v,n,t) {
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assert(0 == gl.getError());
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return [gl, prog, v,n,t];
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}
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Tests.teardown = function(gl, prog, v,n,t) {
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gl.disableVertexAttribArray(v);
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gl.disableVertexAttribArray(n);
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gl.disableVertexAttribArray(t);
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}
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Tests.endUnit = function(gl, prog, v,n,t) {
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prog.destroy();
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}
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Tests.testVertexAttrib = function(gl, prog, v,n,t) {
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var vbo = gl.createBuffer();
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var vertsArr = new Float32Array(verts);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(v);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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gl.vertexAttrib1fv(v, [1]);
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gl.vertexAttrib2fv(v, [1,2]);
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gl.vertexAttrib3fv(v, [1,2,3]);
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gl.vertexAttrib4fv(v, [1,2,3,4]);
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gl.vertexAttrib1f(v, 1);
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gl.vertexAttrib2f(v, 1,2);
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gl.vertexAttrib3f(v, 1,2,3);
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gl.vertexAttrib4f(v, 1,2,3,4);
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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throwError(gl);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.deleteBuffer(vbo);
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throwError(gl);
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}
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Tests.testVertexAttribVBO = function(gl, prog, v,n,t) {
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var vbo = gl.createBuffer();
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var vertsArr = new Float32Array(verts);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(v);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.vertexAttrib1fv(v, [1]);
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gl.vertexAttrib2fv(v, [1,2]);
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gl.vertexAttrib3fv(v, [1,2,3]);
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gl.vertexAttrib4fv(v, [1,2,3,4]);
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gl.vertexAttrib1f(v, 1);
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gl.vertexAttrib2f(v, 1,2);
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gl.vertexAttrib3f(v, 1,2,3);
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gl.vertexAttrib4f(v, 1,2,3,4);
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assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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gl.vertexAttrib4fv(v, [1,2,3,4]);
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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throwError(gl);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.deleteBuffer(vbo);
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throwError(gl);
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}
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</script>
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<script id="vert" type="x-shader/x-vertex">
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#version 120
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attribute vec3 Vertex;
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attribute vec3 Normal;
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attribute vec2 Tex;
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varying vec4 texCoord0;
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void main()
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{
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gl_Position = vec4(Vertex * Normal, 1.0);
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texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
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}
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</script>
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<script id="frag" type="x-shader/x-fragment">
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#version 120
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varying vec4 texCoord0;
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void main()
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{
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vec4 c = texCoord0;
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gl_FragColor = c;
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}
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</script>
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<style>canvas{ position:absolute; }</style>
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</head><body>
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<canvas id="gl" width="1" height="1"></canvas>
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</body></html>
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