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Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
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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];

Tests.startUnit = function () {
  var canvas = document.getElementById('gl');
  var gl = wrapGLContext(getGLContext(canvas));
  var prog = new Shader(gl, 'vert', 'frag');
  prog.use();
  var sh = prog.shader.program;
//   log(gl.getShaderInfoLog(prog.shaders[1]));
  var v = gl.getAttribLocation(sh, 'Vertex');
  var n = gl.getAttribLocation(sh, 'Normal');
  var t = gl.getAttribLocation(sh, 'Tex');
  return [gl,prog,v,n,t];
}

Tests.setup = function(gl, prog, v,n,t) {
  assert(0 == gl.getError());
  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.testVertexAttrib = function(gl, prog, v,n,t) {
  var vbo = gl.createBuffer();
  var vertsArr = new Float32Array(verts);
  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
  gl.enableVertexAttribArray(v);
  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
  gl.vertexAttrib1fv(v, [1]);
  gl.vertexAttrib2fv(v, [1,2]);
  gl.vertexAttrib3fv(v, [1,2,3]);
  gl.vertexAttrib4fv(v, [1,2,3,4]);
  gl.vertexAttrib1f(v, 1);
  gl.vertexAttrib2f(v, 1,2);
  gl.vertexAttrib3f(v, 1,2,3);
  gl.vertexAttrib4f(v, 1,2,3,4);
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
  throwError(gl);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  gl.deleteBuffer(vbo);
  throwError(gl);
}
Tests.testVertexAttribVBO = function(gl, prog, v,n,t) {
  var vbo = gl.createBuffer();
  var vertsArr = new Float32Array(verts);
  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW);
  gl.enableVertexAttribArray(v);
  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
  gl.vertexAttrib1fv(v, [1]);
  gl.vertexAttrib2fv(v, [1,2]);
  gl.vertexAttrib3fv(v, [1,2,3]);
  gl.vertexAttrib4fv(v, [1,2,3,4]);
  gl.vertexAttrib1f(v, 1);
  gl.vertexAttrib2f(v, 1,2);
  gl.vertexAttrib3f(v, 1,2,3);
  gl.vertexAttrib4f(v, 1,2,3,4);
  assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
  gl.vertexAttrib4fv(v, [1,2,3,4]);
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
  throwError(gl);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  gl.deleteBuffer(vbo);
  throwError(gl);
}

</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()
  {
    vec4 c = texCoord0;
    gl_FragColor = c;
  }
</script>


<style>canvas{ position:absolute; }</style>
</head><body>
  <canvas id="gl" width="1" height="1"></canvas>
</body></html>
