tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
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vertexAttrib.html (3634B)


      1 <!DOCTYPE html>
      2 <html>
      3 <head>
      4 <meta charset="utf-8">
      5 <!--
      6 Copyright (c) 2019 The Khronos Group Inc.
      7 Use of this source code is governed by an MIT-style license that can be
      8 found in the LICENSE.txt file.
      9 -->
     10 <link rel="stylesheet" type="text/css" href="../unit.css" />
     11 <script type="application/javascript" src="../unit.js"></script>
     12 <script type="application/javascript" src="../util.js"></script>
     13 <script type="application/javascript">
     14 
     15 var verts = [0.0, 0.0, 0.0,   1.0, 0.0, 0.0,   0.0, 1.0, 0.0];
     16 var normals = [0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0];
     17 var texcoords = [0.0,0.0,  1.0,0.0,  0.0,1.0];
     18 
     19 Tests.startUnit = function () {
     20  var canvas = document.getElementById('gl');
     21  var gl = wrapGLContext(getGLContext(canvas));
     22  var prog = new Shader(gl, 'vert', 'frag');
     23  prog.use();
     24  var sh = prog.shader.program;
     25 //   log(gl.getShaderInfoLog(prog.shaders[1]));
     26  var v = gl.getAttribLocation(sh, 'Vertex');
     27  var n = gl.getAttribLocation(sh, 'Normal');
     28  var t = gl.getAttribLocation(sh, 'Tex');
     29  return [gl,prog,v,n,t];
     30 }
     31 
     32 Tests.setup = function(gl, prog, v,n,t) {
     33  assert(0 == gl.getError());
     34  return [gl, prog, v,n,t];
     35 }
     36 Tests.teardown = function(gl, prog, v,n,t) {
     37  gl.disableVertexAttribArray(v);
     38  gl.disableVertexAttribArray(n);
     39  gl.disableVertexAttribArray(t);
     40 }
     41 
     42 Tests.endUnit = function(gl, prog, v,n,t) {
     43  prog.destroy();
     44 }
     45 
     46 Tests.testVertexAttrib = function(gl, prog, v,n,t) {
     47  var vbo = gl.createBuffer();
     48  var vertsArr = new Float32Array(verts);
     49  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
     50  gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
     51  gl.enableVertexAttribArray(v);
     52  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
     53  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
     54  gl.vertexAttrib1fv(v, [1]);
     55  gl.vertexAttrib2fv(v, [1,2]);
     56  gl.vertexAttrib3fv(v, [1,2,3]);
     57  gl.vertexAttrib4fv(v, [1,2,3,4]);
     58  gl.vertexAttrib1f(v, 1);
     59  gl.vertexAttrib2f(v, 1,2);
     60  gl.vertexAttrib3f(v, 1,2,3);
     61  gl.vertexAttrib4f(v, 1,2,3,4);
     62  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
     63  throwError(gl);
     64  gl.bindBuffer(gl.ARRAY_BUFFER, null);
     65  gl.deleteBuffer(vbo);
     66  throwError(gl);
     67 }
     68 Tests.testVertexAttribVBO = function(gl, prog, v,n,t) {
     69  var vbo = gl.createBuffer();
     70  var vertsArr = new Float32Array(verts);
     71  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
     72  gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
     73  gl.enableVertexAttribArray(v);
     74  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
     75  gl.vertexAttrib1fv(v, [1]);
     76  gl.vertexAttrib2fv(v, [1,2]);
     77  gl.vertexAttrib3fv(v, [1,2,3]);
     78  gl.vertexAttrib4fv(v, [1,2,3,4]);
     79  gl.vertexAttrib1f(v, 1);
     80  gl.vertexAttrib2f(v, 1,2);
     81  gl.vertexAttrib3f(v, 1,2,3);
     82  gl.vertexAttrib4f(v, 1,2,3,4);
     83  assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
     84  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
     85  gl.vertexAttrib4fv(v, [1,2,3,4]);
     86  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
     87  throwError(gl);
     88  gl.bindBuffer(gl.ARRAY_BUFFER, null);
     89  gl.deleteBuffer(vbo);
     90  throwError(gl);
     91 }
     92 
     93 </script>
     94 <script id="vert" type="x-shader/x-vertex">
     95  attribute vec3 Vertex;
     96  attribute vec3 Normal;
     97  attribute vec2 Tex;
     98 
     99  varying vec4 texCoord0;
    100  void main()
    101  {
    102    gl_Position = vec4(Vertex * Normal, 1.0);
    103    texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
    104  }
    105 </script>
    106 <script id="frag" type="x-shader/x-fragment">
    107  precision mediump float;
    108 
    109  varying vec4 texCoord0;
    110  void main()
    111  {
    112    vec4 c = texCoord0;
    113    gl_FragColor = c;
    114  }
    115 </script>
    116 
    117 
    118 <style>canvas{ position:absolute; }</style>
    119 </head><body>
    120  <canvas id="gl" width="1" height="1"></canvas>
    121 </body></html>