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| 1 <!-- |
| 2 |
| 3 /* |
| 4 ** Copyright (c) 2012 The Khronos Group Inc. |
| 5 ** |
| 6 ** Permission is hereby granted, free of charge, to any person obtaining a |
| 7 ** copy of this software and/or associated documentation files (the |
| 8 ** "Materials"), to deal in the Materials without restriction, including |
| 9 ** without limitation the rights to use, copy, modify, merge, publish, |
| 10 ** distribute, sublicense, and/or sell copies of the Materials, and to |
| 11 ** permit persons to whom the Materials are furnished to do so, subject to |
| 12 ** the following conditions: |
| 13 ** |
| 14 ** The above copyright notice and this permission notice shall be included |
| 15 ** in all copies or substantial portions of the Materials. |
| 16 ** |
| 17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| 21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| 24 */ |
| 25 |
| 26 --> |
| 27 |
| 28 <!DOCTYPE html> |
| 29 <html> |
| 30 <head> |
| 31 <meta charset="utf-8"> |
| 32 <title>WebGL Framebuffer state restoration Test</title> |
| 33 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 34 <script src="../../resources/js-test-pre.js"></script> |
| 35 <script src="../resources/webgl-test.js"> </script> |
| 36 <script src="../resources/webgl-test-utils.js"> </script> |
| 37 </head> |
| 38 <body> |
| 39 <canvas id="example" width="50" height="50"> |
| 40 </canvas> |
| 41 <div id="description"></div> |
| 42 <div id="console"></div> |
| 43 <script> |
| 44 var wtu = WebGLTestUtils; |
| 45 description(); |
| 46 |
| 47 function test() { |
| 48 gl = wtu.create3DContext("example", {preserveDrawingBuffer: true}); |
| 49 var program = wtu.setupColorQuad(gl); |
| 50 var colorLoc = gl.getUniformLocation(program, "u_color"); |
| 51 gl.enable(gl.DEPTH_TEST); |
| 52 gl.depthFunc(gl.LESS); |
| 53 |
| 54 var testDrawToBackBuffer = function(label) { |
| 55 debug(""); |
| 56 debug("drawing to backbuffer " + label); |
| 57 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 58 // Draw in green |
| 59 gl.uniform4fv(colorLoc, [0, 1, 0, 1]); |
| 60 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 61 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| 62 // Draw in red, should not draw because of depth test. |
| 63 gl.uniform4fv(colorLoc, [1, 0, 0, 1]); |
| 64 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 65 wtu.checkCanvas(gl, [0, 255, 0, 255], "should still be green"); |
| 66 } |
| 67 |
| 68 var testDrawToFBO = function(label ) { |
| 69 debug(""); |
| 70 debug("drawing to framebuffer " + label); |
| 71 // Draw in green |
| 72 gl.uniform4fv(colorLoc, [0, 1, 0, 1]); |
| 73 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 74 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| 75 // Draw in red as there is not depth buffer. |
| 76 gl.uniform4fv(colorLoc, [1, 0, 0, 1]); |
| 77 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 78 wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red"); |
| 79 } |
| 80 |
| 81 testDrawToBackBuffer("start"); |
| 82 |
| 83 var fbo = gl.createFramebuffer(); |
| 84 var tex = gl.createTexture(); |
| 85 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 86 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 50, 50, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null); |
| 87 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| 88 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| 89 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| 90 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| 91 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| 92 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t
ex, 0); |
| 93 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| 94 finishTest(); |
| 95 return; |
| 96 } |
| 97 |
| 98 wtu.checkCanvas(gl, [0, 0, 0, 0], "should be zero"); |
| 99 testDrawToFBO("start"); |
| 100 |
| 101 gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| 102 testDrawToBackBuffer("after drawing to framebuffer"); |
| 103 |
| 104 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| 105 testDrawToFBO("after drawing to backbuffer"); |
| 106 |
| 107 gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| 108 wtu.waitFrames(5, function() { |
| 109 testDrawToBackBuffer("after composite"); |
| 110 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| 111 testDrawToFBO("after drawing to backbuffer after composite"); |
| 112 wtu.waitFrames(5, function() { |
| 113 testDrawToFBO("after composite"); |
| 114 gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| 115 testDrawToBackBuffer("after drawing to framebuffer after composite"); |
| 116 |
| 117 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); |
| 118 finishTest(); |
| 119 }); |
| 120 }); |
| 121 } |
| 122 test(); |
| 123 |
| 124 successfullyParsed = true; |
| 125 </script> |
| 126 </body> |
| 127 </html> |
| 128 |
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