index-validation-with-resized-buffer.html (3469B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> 12 <script src="../../js/js-test-pre.js"></script> 13 <script src="../../js/webgl-test-utils.js"></script> 14 </head> 15 <body> 16 <canvas id="example" width="1" height="1"></canvas> 17 <div id="description"></div> 18 <div id="console"></div> 19 20 <script id="vs" type="x-shader/x-vertex"> 21 attribute vec4 vPosition; 22 attribute vec4 vColor; 23 varying vec4 color; 24 void main() { 25 gl_Position = vPosition; 26 color = vColor; 27 } 28 </script> 29 <script id="fs" type="x-shader/x-fragment"> 30 precision mediump float; 31 varying vec4 color; 32 void main() { 33 gl_FragColor = color; 34 } 35 </script> 36 <script> 37 "use strict"; 38 description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.') 39 40 var wtu = WebGLTestUtils; 41 var gl = wtu.create3DContext("example"); 42 var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]); 43 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); 44 45 var vertexObject = gl.createBuffer(); 46 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); 47 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( 48 [-1,1,0, 1,1,0, -1,-1,0, 49 -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW); 50 gl.enableVertexAttribArray(0); 51 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); 52 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); 53 54 var texCoordObject = gl.createBuffer(); 55 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); 56 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( 57 [0,0, 1,0, 0,1, 58 0,1, 1,0, 1,1]), gl.STATIC_DRAW); 59 gl.enableVertexAttribArray(1); 60 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); 61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); 62 63 // Now resize these buffers because we want to change what we're drawing. 64 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); 65 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 66 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, 67 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW); 68 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); 69 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); 70 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ 71 255, 0, 0, 255, 72 255, 0, 0, 255, 73 255, 0, 0, 255, 74 255, 0, 0, 255, 75 0, 255, 0, 255, 76 0, 255, 0, 255, 77 0, 255, 0, 255, 78 0, 255, 0, 255]), gl.STATIC_DRAW); 79 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); 80 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"); 81 82 var numQuads = 2; 83 var indices = new Uint8Array(numQuads * 6); 84 for (var ii = 0; ii < numQuads; ++ii) { 85 var offset = ii * 6; 86 var quad = (ii == (numQuads - 1)) ? 4 : 0; 87 indices[offset + 0] = quad + 0; 88 indices[offset + 1] = quad + 1; 89 indices[offset + 2] = quad + 2; 90 indices[offset + 3] = quad + 2; 91 indices[offset + 4] = quad + 1; 92 indices[offset + 5] = quad + 3; 93 } 94 var indexObject = gl.createBuffer(); 95 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); 96 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); 97 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); 98 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); 99 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); 100 101 debug("") 102 var successfullyParsed = true; 103 </script> 104 105 <script src="../../js/js-test-post.js"></script> 106 </body> 107 </html>