blob: 54d3fec14fe22798ce8767b7530b4c223aa5536b [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 that updating the size of a vertex buffer is properly
* noticed by the WebGL implementation.
*/
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="1px" height="1px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vs" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 color;
void main() {
gl_Position = vPosition;
color = vColor;
}
</script>
<script id="fs" type="x-shader/x-fragment">
#if defined(GL_ES)
precision mediump float;
#endif
varying vec4 color;
void main() {
gl_FragColor = color;
}
</script>
<div>PASS</div>
''', treeSanitizer: new NullTreeSanitizer());
toFloatList(list) => list.map((x) => x.toDouble()).toList();
float32list(list) => new Float32List.fromList(toFloatList(list));
var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1);
var program = gl.getParameter(wgl.CURRENT_PROGRAM);
glErrorShouldBe(gl, wgl.NO_ERROR, "after initialization");
gl.useProgram(program);
var vertexObject = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(wgl.ARRAY_BUFFER, float32list(
[-1,1,0, 1,1,0, -1,-1,0,
-1,-1,0, 1,1,0, 1,-1,0]), wgl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, wgl.FLOAT, false, 0, 0);
glErrorShouldBe(gl, wgl.NO_ERROR, "after vertex setup");
var texCoordObject = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(wgl.ARRAY_BUFFER, float32list(
[0,0, 1,0, 0,1,
0,1, 1,0, 1,1]), wgl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, wgl.FLOAT, false, 0, 0);
glErrorShouldBe(gl, wgl.NO_ERROR, "after texture coord setup");
// Now resize these buffers because we want to change what we're drawing.
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(wgl.ARRAY_BUFFER, float32list([
-1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
-1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), wgl.STATIC_DRAW);
glErrorShouldBe(gl, wgl.NO_ERROR, "after vertex redefinition");
gl.bindBuffer(wgl.ARRAY_BUFFER, texCoordObject);
gl.bufferData(wgl.ARRAY_BUFFER, new Uint8List.fromList([
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255]), wgl.STATIC_DRAW);
gl.vertexAttribPointer(1, 4, wgl.UNSIGNED_BYTE, false, 0, 0);
glErrorShouldBe(gl, wgl.NO_ERROR, "after texture coordinate / color redefinition");
var numQuads = 2;
var indices = new Uint8List(numQuads * 6);
for (var ii = 0; ii < numQuads; ++ii) {
var offset = ii * 6;
var quad = (ii == (numQuads - 1)) ? 4 : 0;
indices[offset + 0] = quad + 0;
indices[offset + 1] = quad + 1;
indices[offset + 2] = quad + 2;
indices[offset + 3] = quad + 2;
indices[offset + 4] = quad + 1;
indices[offset + 5] = quad + 3;
}
var indexObject = gl.createBuffer();
gl.bindBuffer(wgl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(wgl.ELEMENT_ARRAY_BUFFER, indices, wgl.STATIC_DRAW);
glErrorShouldBe(gl, wgl.NO_ERROR, "after setting up indices");
gl.drawElements(wgl.TRIANGLES, numQuads * 6, wgl.UNSIGNED_BYTE, 0);
glErrorShouldBe(gl, wgl.NO_ERROR, "after drawing");
}