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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 ActiveTexture BindTexture conformance test #2</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 </head> |
| 37 <body> |
| 38 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c
anvas> |
| 39 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></
canvas> |
| 40 <div id="description"></div> |
| 41 <div id="console"></div> |
| 42 <script id="vshader" type="x-shader/x-vertex"> |
| 43 uniform mat4 world; |
| 44 attribute vec3 vPosition; |
| 45 attribute vec2 texCoord0; |
| 46 varying vec2 texCoord; |
| 47 void main() |
| 48 { |
| 49 gl_Position = world * vec4(vPosition, 1); |
| 50 texCoord = texCoord0; |
| 51 } |
| 52 </script> |
| 53 <script id="fshader2d" type="x-shader/x-fragment"> |
| 54 precision mediump float; |
| 55 |
| 56 uniform sampler2D tex2d; |
| 57 varying vec2 texCoord; |
| 58 void main() |
| 59 { |
| 60 gl_FragColor = texture2D(tex2d, texCoord); |
| 61 } |
| 62 </script> |
| 63 <script id="fshaderCube" type="x-shader/x-fragment"> |
| 64 precision mediump float; |
| 65 |
| 66 uniform samplerCube texCube; |
| 67 void main() |
| 68 { |
| 69 gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
| 70 } |
| 71 </script> |
| 72 |
| 73 <script> |
| 74 function init() |
| 75 { |
| 76 if (window.initNonKhronosFramework) { |
| 77 window.initNonKhronosFramework(false); |
| 78 } |
| 79 |
| 80 description( |
| 81 "Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same" + |
| 82 "active texture unit works as long as they are not used" + |
| 83 "simultaneously in the same shader program."); |
| 84 |
| 85 var canvas2d = document.getElementById("canvas2d"); |
| 86 var ctx2d = canvas2d.getContext("2d"); |
| 87 ctx2d.globalCompositeOperation = "copy"; |
| 88 |
| 89 gl = initWebGL("example"); |
| 90 program = setupProgram(gl, "vshader", "fshader2d", ["vPosition", "texCoord0"])
; |
| 91 |
| 92 var program2d = program; |
| 93 var programCube = createProgram( |
| 94 gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]); |
| 95 |
| 96 gl.disable(gl.DEPTH_TEST); |
| 97 gl.disable(gl.BLEND); |
| 98 |
| 99 var vertexObject = gl.createBuffer(); |
| 100 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| 101 gl.bufferData( |
| 102 gl.ARRAY_BUFFER, |
| 103 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
| 104 -1,-1,0, 1,1,0, 1,-1,0]), |
| 105 gl.STATIC_DRAW); |
| 106 gl.enableVertexAttribArray(0); |
| 107 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| 108 |
| 109 var vertexObject = gl.createBuffer(); |
| 110 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| 111 gl.bufferData( |
| 112 gl.ARRAY_BUFFER, |
| 113 new Float32Array([ 0,0, 1,0, 0,1, |
| 114 0,1, 1,0, 1,1]), |
| 115 gl.STATIC_DRAW); |
| 116 gl.enableVertexAttribArray(1); |
| 117 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| 118 |
| 119 // Make texture unit 1 active. |
| 120 gl.activeTexture(gl.TEXTURE1); |
| 121 |
| 122 // Make a 2d texture |
| 123 var tex2d = gl.createTexture(); |
| 124 gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| 125 ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
| 126 ctx2d.fillRect(0, 0, 1, 1); |
| 127 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| 128 |
| 129 // make a cube texture |
| 130 var texCube = gl.createTexture(); |
| 131 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| 132 ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
| 133 ctx2d.fillRect(0, 0, 1, 1); |
| 134 var targets = [ |
| 135 gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
| 136 gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
| 137 gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
| 138 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
| 139 gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
| 140 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; |
| 141 for (var ii = 0; ii < targets.length; ++ii) { |
| 142 gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| 143 } |
| 144 |
| 145 // Setup program2d and programCube |
| 146 var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
| 147 var world2dLoc = gl.getUniformLocation(program2d, "world"); |
| 148 var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
| 149 var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
| 150 |
| 151 gl.useProgram(program2d); |
| 152 gl.uniform1i(tex2dLoc, 1); |
| 153 gl.useProgram(programCube); |
| 154 gl.uniform1i(texCubeLoc, 1); |
| 155 |
| 156 gl.clearColor(1,0,0,1); |
| 157 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 158 |
| 159 var programs = [program2d, programCube]; |
| 160 var worldLocs = [world2dLoc, worldCubeLoc]; |
| 161 for (var ii = 0; ii < 4; ++ii) { |
| 162 var x = ii % 2; |
| 163 var y = Math.floor(ii / 2); |
| 164 gl.useProgram(programs[x]); |
| 165 gl.uniformMatrix4fv( |
| 166 worldLocs[x], false, |
| 167 [0.5, 0, 0, 0, |
| 168 0, 0.5, 0, 0, |
| 169 0, 0, 1, 0, |
| 170 -0.5 + x, -0.5 + y, 0, 1]); |
| 171 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 172 } |
| 173 |
| 174 var colors = [ |
| 175 [0,0,255,255], |
| 176 [255,0,255,255], |
| 177 [0,0,255,255], |
| 178 [255,0,255,255]]; |
| 179 |
| 180 for (var ii = 0; ii < colors.length; ++ii) { |
| 181 var c = colors[ii]; |
| 182 var x = ii % 2; |
| 183 var y = Math.floor(ii / 2); |
| 184 var buf = new Uint8Array(4); |
| 185 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 186 var msg = 'expected:' + |
| 187 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
| 188 buf[0] + ', ' + |
| 189 buf[1] + ', ' + |
| 190 buf[2] + ', ' + |
| 191 buf[3]; |
| 192 if (buf[0] != c[0] || |
| 193 buf[1] != c[1] || |
| 194 buf[2] != c[2] || |
| 195 buf[3] != c[3]) { |
| 196 testFailed(msg); |
| 197 return; |
| 198 } |
| 199 |
| 200 testPassed(msg); |
| 201 } |
| 202 } |
| 203 |
| 204 init(); |
| 205 successfullyParsed = true; |
| 206 </script> |
| 207 <script src="../../resources/js-test-post.js"></script> |
| 208 |
| 209 </body> |
| 210 </html> |
| 211 |
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