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| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
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| --> |
| <link rel="stylesheet" type="text/css" href="../unit.css" /> |
| <script type="application/javascript" src="../unit.js"></script> |
| <script type="application/javascript" src="../util.js"></script> |
| <script type="application/javascript"> |
| |
| var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; |
| var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; |
| var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; |
| |
| var vertsA = new Float32Array(verts); |
| var normalsA = new Float32Array(normals); |
| var texcoordsA = new Float32Array(texcoords); |
| |
| Tests.startUnit = function () { |
| var canvas = document.getElementById('gl'); |
| var gl = wrapGLContext(getGLContext(canvas)); |
| var prog = new Shader(gl, 'vert', 'frag'); |
| prog.use(); |
| var v = prog.attrib('Vertex'); |
| var n = prog.attrib('Normal'); |
| var t = prog.attrib('Tex'); |
| return [gl,prog,v,n,t]; |
| } |
| |
| Tests.setup = function(gl, prog, v,n,t) { |
| return [gl, prog, v,n,t]; |
| } |
| Tests.teardown = function(gl, prog, v,n,t) { |
| gl.disableVertexAttribArray(v); |
| gl.disableVertexAttribArray(n); |
| gl.disableVertexAttribArray(t); |
| } |
| |
| Tests.endUnit = function(gl, prog, v,n,t) { |
| prog.destroy(); |
| } |
| |
| Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) { |
| var b = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, b); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW); |
| assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}) |
| gl.enableVertexAttribArray(v); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero size array", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
| gl.deleteBuffer(b); |
| } |
| |
| Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) { |
| var b = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, b); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW); |
| assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}); |
| gl.enableVertexAttribArray(v); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero size array", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative offset", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "count out of range", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset", |
| function(){gl.drawArrays(gl.TRIANGLES, -1, 1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset", |
| function(){gl.drawArrays(gl.TRIANGLES, 1, -1);}); |
| gl.deleteBuffer(b); |
| } |
| |
| |
| Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) { |
| var b = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, b); |
| gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| assertGLError(gl, gl.INVALID_OPERATION, "3 element array", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "fractional count", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative offset", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "count out of range", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 4);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset", |
| function(){gl.drawArrays(gl.TRIANGLES, -1, 2);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset", |
| function(){gl.drawArrays(gl.TRIANGLES, 1, -1);}); |
| gl.deleteBuffer(b); |
| } |
| |
| Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) { |
| var bs = []; |
| bs.push(gl.createBuffer()); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
| gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| bs.push(gl.createBuffer()); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
| gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
| bs.push(gl.createBuffer()); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
| gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| gl.enableVertexAttribArray(n); |
| gl.enableVertexAttribArray(t); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 1", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| bs.push(gl.createBuffer()); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW); |
| bs.push(gl.createBuffer()); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]); |
| gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
| gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| gl.enableVertexAttribArray(n); |
| gl.enableVertexAttribArray(t); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 2", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 3", |
| function(){gl.drawArrays(gl.TRIANGLES, 4, 2);}); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
| gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
| gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| gl.enableVertexAttribArray(n); |
| gl.enableVertexAttribArray(t); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 4", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 5", |
| function(){gl.drawArrays(gl.TRIANGLES, 4, 2);}); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]); |
| gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]); |
| gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| gl.enableVertexAttribArray(n); |
| gl.enableVertexAttribArray(t); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 6", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 7", |
| function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
| gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
| gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| gl.enableVertexAttribArray(n); |
| gl.enableVertexAttribArray(t); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 8", |
| function(){gl.drawArrays(gl.TRIANGLES, 4, 1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count", |
| function(){gl.drawArrays(gl.TRIANGLES, -1, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "zero count???", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 4);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "multi array 9", |
| function(){gl.drawArrays(gl.TRIANGLES, 1, 4);}); |
| bs.forEach(function(b){ gl.deleteBuffer(b) }); |
| } |
| |
| |
| Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) { |
| var vbo = new VBO(gl, {size:3, data:Quad.vertices}); |
| vbo.use(v); |
| assertGLError(gl, gl.INVALID_OPERATION, "1", |
| function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count", |
| function(){gl.drawArrays(gl.TRIANGLES, 2, -1);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "3", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 7);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "4", |
| function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); |
| vbo.destroy(); |
| } |
| |
| Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) { |
| // creates VBOs for the quad arrays, binds them with |
| // vertexAttribPointer and calls drawArrays |
| var vbo = new VBO(gl, |
| {size:3, data:Quad.vertices}, |
| {size:3, data:Quad.normals}, |
| {size:2, data:Quad.texcoords}); |
| vbo.use(v, n, t); |
| assertGLError(gl, gl.INVALID_OPERATION, "1", |
| function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); |
| assertGLError(gl, gl.INVALID_VALUE, "negative count", |
| function(){gl.drawArrays(gl.TRIANGLES, 2, -1);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "2", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 7);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "3", |
| function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); |
| vbo.destroy(); |
| } |
| |
| Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) { |
| var vbo = new VBO(gl, |
| {size:3, data:[0,0,0]}, |
| {size:3, data:[0,0,0,0,0,0]}); |
| vbo.init(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]); |
| gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(v); |
| assertGLError(gl, gl.INVALID_OPERATION, "offset too big", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
| var sh2 = new Shader(gl, 'vert', 'frag'); |
| sh2.use(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); |
| gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(sh2.attrib('Vertex')); |
| assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
| prog.use(); |
| gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0); |
| gl.enableVertexAttribArray(prog.attrib('Vertex')); |
| assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
| assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3", |
| function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
| sh2.destroy(); |
| } |
| |
| </script> |
| <script id="vert" type="x-shader/x-vertex"> |
| attribute vec3 Vertex; |
| attribute vec3 Normal; |
| attribute vec2 Tex; |
| |
| varying vec4 texCoord0; |
| void main() |
| { |
| gl_Position = vec4(Vertex * Normal, 1.0); |
| texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; |
| } |
| </script> |
| <script id="frag" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| varying vec4 texCoord0; |
| void main() |
| { |
| gl_FragColor = texCoord0; |
| } |
| </script> |
| |
| |
| <style>canvas{ position:absolute; }</style> |
| </head><body> |
| <canvas id="gl" width="1" height="1"></canvas> |
| </body></html> |