mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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105 lines
3.3 KiB
HTML
105 lines
3.3 KiB
HTML
<!--
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Copyright (c) 2010 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<html>
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<head>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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</head>
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<body>
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<canvas id="example" width="1px" height="1px"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vs" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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attribute vec4 vColor;
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varying vec4 color;
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void main() {
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gl_Position = vPosition;
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color = vColor;
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}
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</script>
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<script id="fs" type="x-shader/x-fragment">
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#if defined(GL_ES)
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precision mediump float;
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#endif
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varying vec4 color;
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void main() {
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gl_FragColor = color;
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}
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</script>
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<script>
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description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.')
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var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
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gl.useProgram(gl.program);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
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[-1,1,0, 1,1,0, -1,-1,0,
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-1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
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var texCoordObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
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[0,0, 1,0, 0,1,
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0,1, 1,0, 1,1]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
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// Now resize these buffers because we want to change what we're drawing.
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
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-1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
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glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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0, 255, 0, 255,
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0, 255, 0, 255,
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0, 255, 0, 255,
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0, 255, 0, 255]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
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glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
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var numQuads = 2;
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var indices = new Uint8Array(numQuads * 6);
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for (var ii = 0; ii < numQuads; ++ii) {
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var offset = ii * 6;
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var quad = (ii == (numQuads - 1)) ? 4 : 0;
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indices[offset + 0] = quad + 0;
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indices[offset + 1] = quad + 1;
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indices[offset + 2] = quad + 2;
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indices[offset + 3] = quad + 2;
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indices[offset + 4] = quad + 1;
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indices[offset + 5] = quad + 3;
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}
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var indexObject = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
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gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
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glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
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debug("")
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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</body>
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</html>
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