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https://gitlab.winehq.org/wine/wine-gecko.git
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187 lines
7.0 KiB
HTML
187 lines
7.0 KiB
HTML
<!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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/* VertexAttribPointer drawing with data arrays is not in WebGL (?)
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Tests.testDrawArraysWithData = function(gl, prog, v,n,t) {
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, verts);
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assert(0 == checkError(gl, "vertexAttribPointer"));
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gl.enableVertexAttribArray(v);
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assert(0 == checkError(gl, "enableVertexAttribArray"));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 0);});
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assert(0 == checkError(gl, "drawArrays 1"));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assert(0 == checkError(gl, "drawArrays 2"));
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}
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Tests.testDrawArraysMulti = function(gl, prog, v,n,t) {
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, verts);
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assert(0 == checkError(gl, "vertexAttribPointer v"));
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, texcoords);
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assert(0 == checkError(gl, "vertexAttribPointer t"));
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, normals);
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assert(0 == checkError(gl, "vertexAttribPointer n"));
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assert(0 == checkError(gl, "enableVertexAttribArray"));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 0);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assert(0 == checkError(gl, "drawArrays 1"));
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, verts.concat(verts));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 0);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assert(0 == checkError(gl, "drawArrays 2"));
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, verts);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, normals.concat(normals));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assert(0 == checkError(gl, "drawArrays 3"));
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, normals);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, texcoords.concat(texcoords));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assert(0 == checkError(gl, "drawArrays 4"));
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, verts.concat(verts));
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, normals.concat(normals));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 0);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 1);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 2);});
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assert(0 == checkError(gl, "drawArrays 5"));
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}
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*/
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Tests.testDrawArraysVBO = function(gl, prog, v,n,t) {
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var vbo = new VBO(gl, {size:3, data:Quad.vertices});
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vbo.draw(v);
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assert(0 == checkError(gl, "vbo.draw"));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
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vbo.destroy();
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assert(0 == checkError(gl, "vbo.destroy"));
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}
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Tests.testDrawArraysVBOMulti = function(gl, prog, v,n,t) {
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// creates VBOs for the quad arrays, binds them with
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// vertexAttribPointer and calls drawArrays
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var vbo = new VBO(gl,
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{size:3, data:Quad.vertices},
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{size:3, data:Quad.normals},
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{size:2, data:Quad.texcoords});
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vbo.draw(v, n, t);
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assert(0 == checkError(gl, "vbo.draw"));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
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assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
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assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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vbo.destroy();
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assert(0 == checkError(gl, "vbo.destroy"));
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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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