gl-vertex-attrib-i-render.html (3400B)
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 <script id='vshader' type='x-shader/x-vertex'>#version 300 es 15 layout(location=0) in ivec2 p; 16 layout(location=1) in ivec4 a; 17 void main() 18 { 19 gl_Position = vec4(p.x + a.x + a.y + a.z + a.w, p.y, 0.0, 10.0); 20 } 21 </script> 22 <script id='vshader_unsigned' type='x-shader/x-vertex'>#version 300 es 23 layout(location=0) in ivec2 p; 24 layout(location=1) in uvec4 a; 25 void main() 26 { 27 gl_Position = vec4(p.x + int(a.x + a.y + a.z + a.w), p.y, 0.0, 10.0); 28 } 29 </script> 30 <script id='fshader' type='x-shader/x-fragment'>#version 300 es 31 precision mediump float; 32 layout(location=0) out vec4 oColor; 33 void main() 34 { 35 oColor = vec4(1.0, 0.0, 0.0, 1.0); 36 } 37 </script> 38 <script> 39 "use strict"; 40 function checkRedPortion(gl, w, low, high) { 41 var buf = new Uint8Array(w * w * 4); 42 gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); 43 var i = 0; 44 for (; i < w; ++i) { 45 if (buf[i * 4 + 0] == 255 && buf[i * 4 + 1] == 0 && buf[i * 4 + 2] == 0 && buf[i * 4 + 3] == 255) { 46 break; 47 } 48 } 49 return low <= i && i <= high; 50 } 51 52 function runTest() { 53 var wtu = WebGLTestUtils; 54 var gl = wtu.create3DContext('testbed', { preserveDrawingBuffer : true }, 2); 55 if (!gl) { 56 testFailed('could not create context'); 57 return; 58 } 59 var program = wtu.setupProgram(gl, ['vshader', 'fshader']); 60 var program_unsigned = wtu.setupProgram(gl, ['vshader_unsigned', 'fshader']); 61 62 gl.enableVertexAttribArray(0); 63 var pos = gl.createBuffer(); 64 gl.bindBuffer(gl.ARRAY_BUFFER, pos); 65 gl.bufferData(gl.ARRAY_BUFFER, new Int32Array([-10, -10, 10, -10, -10, 10, 10, 10]), gl.STATIC_DRAW); 66 67 gl.vertexAttribIPointer(0, 2, gl.INT, 4 * 2, 0); 68 69 debug('Test vertexAttribI4[ui][v] by setting different combinations that add up to 15 and use that when rendering.'); 70 var vals = [[2, -3, 6, 10], [1, 3, 1, 10], [-10, 3, 2, 20], [5, 6, 2, 2]]; 71 var tests = ['vertexAttribI4i', 'vertexAttribI4ui', 'vertexAttribI4iv', 'vertexAttribI4uiv']; 72 73 for (var ii = 0; ii < 4; ++ii) { 74 if (ii % 2 == 0) { 75 gl.useProgram(program); 76 } else { 77 gl.useProgram(program_unsigned); 78 } 79 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 80 if (ii < 2) { 81 gl[tests[ii]](1, vals[ii][0], vals[ii][1], vals[ii][2], vals[ii][3]); 82 } else { 83 gl[tests[ii]](1, vals[ii]); 84 } 85 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 86 87 if (checkRedPortion(gl, 50, 50 * 0.7, 50 * 0.8)) { 88 testPassed('Attribute of ' + tests[ii] + ' was set correctly'); 89 } else { 90 testFailed('Attribute of ' + tests[ii] + ' was not set correctly'); 91 } 92 } 93 } 94 </script> 95 </head> 96 <body> 97 <canvas id="testbed" width="50" height="50"></canvas> 98 <div id="description"></div> 99 <div id="console"></div> 100 <script> 101 "use strict"; 102 description('Verify that using constant attributes for vertexAttribI* works.'); 103 runTest(); 104 var successfullyParsed = true; 105 </script> 106 <script src="../../js/js-test-post.js"></script> 107 </body> 108 </html>