'use strict'

var tape = require('tape')
var createContext = require('../index')
var makeShader = require('./util/make-program')

tape('draw-indexed', function (t) {
  var width = 50
  var height = 50
  var gl = createContext(width, height)

  var vertex_src = [
    'attribute vec2 position;',
    'void main() { gl_Position = vec4(position,0,1); }'
  ].join('\n')

  var fragment_src = [
    'void main() { gl_FragColor = vec4(0,1,0,1); }'
  ].join('\n')

  gl.clearColor(1, 0, 0, 1)
  gl.clear(gl.COLOR_BUFFER_BIT)

  var program = makeShader(gl, vertex_src, fragment_src)
  gl.useProgram(program)

  var vbuffer = gl.createBuffer()
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer)
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    -1, -1,
    1, -1,
    -1, 1,
    1, 1]), gl.STATIC_DRAW)
  gl.enableVertexAttribArray(0)
  gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0)

  var ebuffer = gl.createBuffer()
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuffer)
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([
    0, 1, 2,
    2, 1, 3
  ]), gl.STATIC_DRAW)

  gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0)

  var pixels = new Uint8Array(width * height * 4)
  gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
  for (var i = 0; i < width * height * 4; i += 4) {
    t.equals(pixels[i], 0, 'red')
    t.equals(pixels[i + 1], 255, 'green')
    t.equals(pixels[i + 2], 0, 'blue')
    t.equals(pixels[i + 3], 255, 'alpha')
  }

  t.end()
})
