| <html> |
| <head> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| </head> |
| <body> |
| <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> |
| <script> |
| description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.') |
| |
| var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); |
| |
| gl.useProgram(gl.program); |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( |
| [-1,1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); |
| |
| var texCoordObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( |
| [0,0, 1,0, 0,1, |
| 0,1, 1,0, 1,1]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); |
| |
| // Now resize these buffers because we want to change what we're drawing. |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, |
| -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); |
| gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ |
| 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]), gl.STATIC_DRAW); |
| gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"); |
| |
| var numQuads = 2; |
| var indices = new Uint8Array(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(gl.ELEMENT_ARRAY_BUFFER, indexObject); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
| gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
| glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| |
| debug("") |
| </script> |
| </body> |
| </html> |