1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/content/canvas/test/webgl-mochitest/test_draw.html Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,131 @@ 1.4 +<!DOCTYPE HTML> 1.5 +<meta http-equiv="content-type" content="text/html; charset=utf-8" /> 1.6 + 1.7 +<title>WebGL test: Basic drawing</title> 1.8 + 1.9 +<script src="/tests/SimpleTest/SimpleTest.js"></script> 1.10 +<link rel="stylesheet" href="/tests/SimpleTest/test.css"> 1.11 +<script src="driver-info.js"></script> 1.12 +<script src="webgl-util.js"></script> 1.13 + 1.14 + 1.15 +<script id="vs" type="x-shader/x-vertex"> 1.16 + 1.17 +attribute vec2 aVertCoord; 1.18 + 1.19 +void main(void) { 1.20 + gl_Position = vec4(aVertCoord, 0.0, 1.0); 1.21 +} 1.22 + 1.23 +</script> 1.24 +<script id="fs" type="x-shader/x-fragment"> 1.25 + 1.26 +precision mediump float; 1.27 + 1.28 +void main(void) { 1.29 + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); 1.30 +} 1.31 + 1.32 +</script> 1.33 +<body> 1.34 +<canvas id="c" width="64" height="64"></canvas> 1.35 +<script> 1.36 + 1.37 +// Give ourselves a scope to return early from: 1.38 +(function() { 1.39 + var gl = WebGLUtil.getWebGL('c'); 1.40 + if (!gl) { 1.41 + todo(false, 'WebGL is unavailable.'); 1.42 + return; 1.43 + } 1.44 + 1.45 + function errorFunc(str) { 1.46 + ok(false, 'Error: ' + str); 1.47 + } 1.48 + WebGLUtil.setErrorFunc(errorFunc); 1.49 + WebGLUtil.setWarningFunc(errorFunc); 1.50 + 1.51 + gl.disable(gl.DEPTH_TEST); 1.52 + 1.53 + var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs'); 1.54 + if (!prog) { 1.55 + ok(false, 'Program linking should succeed.'); 1.56 + return; 1.57 + } 1.58 + 1.59 + prog.aVertCoord = gl.getAttribLocation(prog, "aVertCoord"); 1.60 + ok(prog.aVertCoord >= 0, '`aVertCoord` should be valid.'); 1.61 + 1.62 + function checkGLError(func, info, refValue) { 1.63 + if (!refValue) 1.64 + refValue = 0; 1.65 + 1.66 + var error = gl.getError(); 1.67 + func(error == refValue, 1.68 + '[' + info + '] gl.getError should be 0x' + refValue.toString(16) + 1.69 + ', was 0x' + error.toString(16) + '.'); 1.70 + } 1.71 + 1.72 + var vertCoordArr = new Float32Array([ 1.73 + -1, -1, 1.74 + 1, -1, 1.75 + -1, 1, 1.76 + 1, 1, 1.77 + ]); 1.78 + var vertCoordBuff = gl.createBuffer(); 1.79 + gl.bindBuffer(gl.ARRAY_BUFFER, vertCoordBuff); 1.80 + gl.bufferData(gl.ARRAY_BUFFER, vertCoordArr, gl.STATIC_DRAW); 1.81 + 1.82 + var indexArr = new Uint16Array([ 1.83 + 0, 1, 2, 1.84 + 3, 1.85 + ]); 1.86 + var indexBuff = gl.createBuffer(); 1.87 + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuff); 1.88 + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW); 1.89 + 1.90 + 1.91 + function testPixel(x, y, refData, func, infoString) { 1.92 + var pixel = new Uint8Array(4); 1.93 + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); 1.94 + 1.95 + var pixelMatches = pixel[0] == refData[0] && 1.96 + pixel[1] == refData[1] && 1.97 + pixel[2] == refData[2] && 1.98 + pixel[3] == refData[3]; 1.99 + func(pixelMatches, infoString); 1.100 + } 1.101 + 1.102 + function preDraw(info) { 1.103 + gl.clearColor(1.0, 0.0, 0.0, 1.0); 1.104 + gl.clear(gl.COLOR_BUFFER_BIT); 1.105 + 1.106 + testPixel(0, 0, [255, 0, 0, 255], ok, '[' + info + '] Should be red before drawing.'); 1.107 + } 1.108 + 1.109 + function postDraw(info) { 1.110 + testPixel(0, 0, [0, 255, 0, 255], ok, '[' + info + '] Should be green before drawing.'); 1.111 + } 1.112 + 1.113 + gl.useProgram(prog); 1.114 + gl.enableVertexAttribArray(prog.aVertCoord); 1.115 + gl.vertexAttribPointer(prog.aVertCoord, 2, gl.FLOAT, false, 0, 0); 1.116 + 1.117 + // Start drawing 1.118 + checkGLError(ok, 'after setup'); 1.119 + 1.120 + preDraw('DrawArrays'); 1.121 + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 1.122 + postDraw('DrawArrays'); 1.123 + checkGLError(ok, 'after DrawArrays'); 1.124 + 1.125 + preDraw('DrawElements'); 1.126 + gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, 0); 1.127 + postDraw('DrawElements'); 1.128 + checkGLError(ok, 'after DrawElements'); 1.129 + 1.130 + ok(true, 'Test complete.'); 1.131 +})(); 1.132 + 1.133 +</script> 1.134 +