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Issue 10399113: Roll webgl conformance tests to r17874: part 2, adding r17874 (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 7 months ago
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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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
33 <script src="../../resources/js-test-pre.js"></script>
34 <script src="../resources/webgl-test.js"></script>
35 <script id="vshader" type="x-shader/x-vertex">
36 attribute vec2 pos;
37
38 void main()
39 {
40 gl_Position = vec4(pos, 0, 1);
41 }
42 </script>
43
44 <script id="fshader" type="x-shader/x-fragment">
45 precision mediump float;
46
47 void main()
48 {
49 gl_FragColor = vec4(0, 1, 0, 1);
50 }
51 </script>
52
53 <script>
54 // Check a single 32-bit RGBA pixel.
55 function checkPixel(buf, index, correct) {
56 for (var i = 0; i < 4; ++i) {
57 if (buf[index + i] != correct[i]) {
58 return false;
59 }
60 }
61 return true;
62 }
63
64 // Check the line loop by reading the pixels and making sure just th e edge
65 // pixels are green and the rest are black.
66 function checkLineLoop(gl, w) {
67 var buf = new Uint8Array(w * w * 4);
68 gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
69 var green = [0,255,0,255];
70 var black = [0,0,0,255];
71 var isCorrect = true;
72 for (var j = 0; j < w * w * 4; j += 4) {
73 var correct = black;
74 if (j < w * 4 || j > w * (w - 1) * 4 || j % (w * 4) == 0 || j % (w * 4) == (w - 1) * 4) {
75 correct = green;
76 }
77 // ignore corner pixels
78 if ((j == 0) || (j == 4*(w-1)) || (j == 4*w*(w-1)) || (j== 4 *(w*w - 1))) {
79 continue;
80 }
81 if (!checkPixel(buf, j, correct)) {
82 isCorrect = false;
83 break;
84 }
85 }
86 if (isCorrect) {
87 testPassed("Line loop was drawn correctly.");
88 } else {
89 testFailed("Line loop was drawn incorrectly.");
90 }
91 }
92
93 // Check the tri fan by reading the pixels and making sure they are all green.
94 function checkTriFan(gl, w) {
95 buf = new Uint8Array(w * w * 4);
96 gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
97 var filled = true;
98 for (var j = 0; j < w * w * 4; j += 4) {
99 if (!checkPixel(buf, j, [0,255,0,255])) {
100 filled = false;
101 break;
102 }
103 }
104 if (filled) {
105 testPassed("Triangle fan was drawn correctly.");
106 } else {
107 testFailed("Triangle fan was drawn incorrectly.");
108 }
109 }
110
111 function runTest()
112 {
113 var gl = initWebGL('testbed', { antialias: false });
114 if (!gl) {
115 testFailed('initWebGL(..) failed');
116 return;
117 }
118 var program = setupProgram(gl, 'vshader', 'fshader', ['pos'])
119 var w = document.getElementById('testbed').width;
120
121 gl.enableVertexAttribArray(0);
122
123 //---------- LINE_LOOP----------
124 var d = 1/w;
125 var vertices = new Float32Array([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d , -1+d, 1-d]);
126 var vertBuf = gl.createBuffer();
127 gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
128 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
129 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
130 var indBuf = gl.createBuffer();
131 var indices = new Uint16Array([0, 1, 2, 3]);
132 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
133 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
134
135 debug('Draw a square using a line loop and verify that it draws all four sides and nothing else.');
136 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
137 gl.drawArrays(gl.LINE_LOOP, 0, vertices.length / 2);
138 checkLineLoop(gl, w);
139
140 debug('Draw a square using an indexed line loop and verify that it draws all four sides and nothing else.');
141 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
142 gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0);
143 checkLineLoop(gl, w);
144
145 vertices = new Float32Array([0, 0, 0, 0, 0, 0, -1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
146 vertBuf = gl.createBuffer();
147 gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
148 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
149 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
150 indBuf = gl.createBuffer();
151 indices = new Uint16Array([0, 1, 2, 3, 4, 5, 6]);
152 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
153 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
154
155 debug('Draw a square using a line loop with a vertex buffer offs et and verify that it draws all four sides and nothing else.');
156 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
157 gl.drawArrays(gl.LINE_LOOP, 3, vertices.length / 2 - 3);
158 checkLineLoop(gl, w);
159
160 debug('Draw a square using an indexed line loop with an index bu ffer offset and verify that it draws all four sides and nothing else.');
161 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
162 gl.drawElements(gl.LINE_LOOP, indices.length - 3, gl.UNSIGNED_SH ORT, 3 * 2);
163 checkLineLoop(gl, w);
164
165 //---------- LINE_LOOP UBYTE ----------
166 var degenVerts = new Array(252 * 2);
167 for (var j = 0; j < 252 * 2; ++j) {
168 degenVerts[j] = -1+d;
169 }
170 degenVerts = degenVerts.concat([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
171 vertices = new Float32Array(degenVerts);
172 vertBuf = gl.createBuffer();
173 gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
174 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
175 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
176 indBuf = gl.createBuffer();
177 var degenInd = new Array(252);
178 for (var j = 0; j < 252; ++j) {
179 degenInd[j] = j;
180 }
181 degenInd = degenInd.concat([252, 253, 254, 255]);
182 indices = new Uint8Array(degenInd);
183 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
184 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
185
186 debug('Draw a square using an ubyte indexed line loop with 256 i ndices and verify that it draws all four sides and nothing else.');
187 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
188 gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0);
189 checkLineLoop(gl, w);
190
191
192 //---------- TRIANGLE_FAN ----------
193 vertices = new Float32Array([0, 0, -1, -1, 1, -1, 1, 1, -1, 1, - 1, -1]);
194 vertBuf = gl.createBuffer();
195 gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
196 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
197 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
198 indices = new Uint16Array([0,1,2,3,4,5]);
199 indBuf = gl.createBuffer();
200 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
201 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
202
203 debug('Draw a filled square using a triangle fan and verify that it fills the entire canvas.');
204 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
205 gl.drawArrays(gl.TRIANGLE_FAN, 0, vertices.length / 2);
206 checkTriFan(gl, w);
207
208 debug('Draw a filled square using an indexed triangle fan and ve rify that it fills the entire canvas.');
209 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
210 gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHO RT, 0);
211 checkTriFan(gl, w);
212
213 vertices = new Float32Array([1, 1, 1, 1, 1, 1, 0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]);
214 vertBuf = gl.createBuffer();
215 gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
216 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
217 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
218 indices = new Uint16Array([0,1,2,3,4,5,6,7,8]);
219 indBuf = gl.createBuffer();
220 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
221 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
222
223 debug('Draw a filled square using a triangle fan with a vertex b uffer offset and verify that it fills the entire canvas.');
224 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
225 gl.drawArrays(gl.TRIANGLE_FAN, 3, vertices.length / 2 - 3);
226 checkTriFan(gl, w);
227
228 debug('Draw a filled square using an indexed triangle fan with a n index buffer offset and verify that it fills the entire canvas.');
229 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
230 gl.drawElements(gl.TRIANGLE_FAN, indices.length - 3, gl.UNSIGNED _SHORT, 3 * 2);
231 checkTriFan(gl, w);
232 }
233 </script>
234 </head>
235 <body>
236 <canvas id="testbed" width="10px" height="10px" style="width:50px; heigh t:50px"></canvas>
237 <div id="description"></div>
238 <div id="console"></div>
239 <script>
240 description('Verify that LINE_LOOP and TRIANGLE_FAN works correctly. ');
241 runTest();
242 successfullyParsed = true;
243 </script>
244 <script src="../../resources/js-test-post.js"></script>
245 </body>
246 </html>
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