blob: 9fa718a8ce6a33a380641622631656a8d595c358 [file] [log] [blame]
/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description Test some of the issues of the difference between attrib 0 on
* OpenGL vs WebGL
*/
import "dart:html";
import "dart:web_gl" as wgl;
import 'dart:typed_data';
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
import "pwd.dart";
main() {
document.body.setInnerHtml('''
<canvas id="example" width="50" height="50">
</canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}
</script>
<div>PASS</div>
''', treeSanitizer: new NullTreeSanitizer());
var canvas = document.getElementById("example");
var gl = wtu.create3DContext(canvas);
setup(numVerts, attribIndex) {
var program = wtu.setupProgram(
gl,
[wtu.loadShaderFromScript(gl, 'vshader', wgl.VERTEX_SHADER),
wtu.loadShaderFromScript(gl, 'fshader', wgl.FRAGMENT_SHADER)],
['vPosition'], [attribIndex]);
// draw with something on attrib zero with a small number of vertices
var vertexObject = gl.createBuffer();
var g_program = program;
var g_attribLocation = attribIndex;
shouldBe(g_attribLocation, gl.getAttribLocation(g_program, 'vPosition'));
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
wgl.ARRAY_BUFFER, new Float32List(numVerts * 3), wgl.STATIC_DRAW);
gl.vertexAttribPointer(attribIndex, 3, wgl.FLOAT, false, 0, 0);
var indices = new Uint16List(numVerts);
for (var ii = 0; ii < numVerts; ++ii) {
indices[ii] = ii;
}
var indexBuffer = gl.createBuffer();
gl.bindBuffer(wgl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(wgl.ELEMENT_ARRAY_BUFFER, indices, wgl.STATIC_DRAW);
return program;
}
var p1 = setup(3, 0);
var p2 = setup(60000, 3);
for (var ii = 0; ii < 5; ++ii) {
gl.useProgram(p1);
gl.enableVertexAttribArray(0);
gl.drawElements(wgl.TRIANGLES, 3, wgl.UNSIGNED_SHORT, 0);
glErrorShouldBe(
gl, wgl.NO_ERROR,
"drawing using attrib 0 with 3 verts");
gl.useProgram(p2);
gl.enableVertexAttribArray(3);
gl.drawArrays(wgl.LINES, 0, 60000);
glErrorShouldBe(
gl, wgl.NO_ERROR,
"drawing using attrib 3 with 60000 verts");
}
wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be 0, 0, 0, 0");
}