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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL BindAttribLocation Long Names Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas>
<script id="vshader" type="text/something-not-javascript">
attribute vec4 vPosition$(suffix);
attribute vec4 vColor$(suffix);
varying vec4 color;
void main()
{
  gl_Position = vPosition$(suffix);
  color = vColor$(suffix);
}
</script>
<script id="fshader" type="text/something-not-javascript">
precision mediump float;

varying vec4 color;
void main()
{
  gl_FragColor = color;
}
</script>
<script>
"use strict";
description("This test checks using long names with bindAttribLocation work.");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
shouldBeNonNull("gl");

debug("");
debug("Checking gl.bindAttribLocation with long names.");

var program = gl.createProgram();

var suffix = "long";
for (var ii = 0; ii < 5; ++ii) {
  suffix = suffix + suffix;
}
var replacements = {
  suffix: suffix
};

var vsrc = wtu.replaceParams(wtu.getScript("vshader"), replacements);
var fsrc = wtu.replaceParams(wtu.getScript("fshader"), replacements);

var vs = wtu.loadShader(gl, vsrc, gl.VERTEX_SHADER);
var fs = wtu.loadShader(gl, fsrc, gl.FRAGMENT_SHADER);

var attribs = {
  vPosition: "vPosition" + suffix,
  vColor: "vColor" + suffix
};

gl.attachShader(program, vs);
gl.attachShader(program, fs);

var positions = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positions);
gl.bufferData(
  gl.ARRAY_BUFFER,
  new Float32Array(
      [ 1.0,  1.0, 0.0,
       -1.0,  1.0, 0.0,
       -1.0, -1.0, 0.0,
        1.0,  1.0, 0.0,
       -1.0, -1.0, 0.0,
        1.0, -1.0, 0.0]),
  gl.STATIC_DRAW);

var colors = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colors);
gl.bufferData(
  gl.ARRAY_BUFFER,
  new Float32Array(
      [ 0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1]),
  gl.STATIC_DRAW);

function setBindLocations(colorLocation, positionLocation) {
  gl.bindAttribLocation(program, positionLocation, attribs.vPosition);
  gl.bindAttribLocation(program, colorLocation, attribs.vColor);
  gl.linkProgram(program);
  gl.useProgram(program);
  var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
  assertMsg(linked, "program linked successfully");

  debug("vPosition:" + gl.getAttribLocation(program, attribs.vPosition))
  debug("vColor   :" + gl.getAttribLocation(program, attribs.vColor))
  assertMsg(gl.getAttribLocation(program, attribs.vPosition) == positionLocation,
            "location of vPosition should be " + positionLocation);
  assertMsg(gl.getAttribLocation(program, attribs.vColor) == colorLocation,
            "location of vColor should be " + colorLocation);

  var ploc = gl.getAttribLocation(program, attribs.vPosition);
  var cloc = gl.getAttribLocation(program, attribs.vColor);
  gl.bindBuffer(gl.ARRAY_BUFFER, positions);
  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
  gl.bindBuffer(gl.ARRAY_BUFFER, colors);
  gl.enableVertexAttribArray(colorLocation);
  gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
}

function checkDraw(colorLocation, positionLocation, r, g, b, a) {
  wtu.clearAndDrawUnitQuad(gl);
  wtu.checkCanvas(gl, [r, g, b, a], "should be green");

  gl.disableVertexAttribArray(positionLocation);
  gl.disableVertexAttribArray(colorLocation);
}

setBindLocations(2, 3);
checkDraw(2, 3, 0, 255, 0, 255);

setBindLocations(0, 3);
gl.disableVertexAttribArray(0);
gl.vertexAttrib4f(0, 1, 0, 0, 1);
checkDraw(0, 3, 255, 0, 0, 255);

wtu.glErrorShouldBe(gl, gl.NO_ERROR);

debug("");
var successfullyParsed = true;

</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>
