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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 uniform default values</title> |
| 33 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 34 <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></s
cript> |
| 35 <script src="../../resources/js-test-pre.js"></script> |
| 36 <script src="../resources/webgl-test.js"></script> |
| 37 <script src="../resources/webgl-test-utils.js"></script> |
| 38 </head> |
| 39 <body> |
| 40 <div id="description"></div> |
| 41 <div id="console"></div> |
| 42 <canvas id="example" width="2" height="2"> </canvas> |
| 43 <script id="vshader0" type="x-shader/x-vertex"> |
| 44 attribute vec4 vPosition; |
| 45 void main() |
| 46 { |
| 47 gl_Position = vPosition; |
| 48 } |
| 49 </script> |
| 50 <script id="fshader0" type="x-shader/x-fragment"> |
| 51 precision mediump float; |
| 52 uniform $(type) u_uniform; |
| 53 |
| 54 bool isZero($(type) value) { |
| 55 $(check); |
| 56 } |
| 57 |
| 58 void main() |
| 59 { |
| 60 gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
| 61 } |
| 62 </script> |
| 63 <script id="vshader1" type="x-shader/x-vertex"> |
| 64 attribute vec4 vPosition; |
| 65 varying vec4 v_color; |
| 66 uniform $(type) u_uniform; |
| 67 |
| 68 bool isZero($(type) value) { |
| 69 $(check); |
| 70 } |
| 71 |
| 72 void main() |
| 73 { |
| 74 gl_Position = vPosition; |
| 75 v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
| 76 } |
| 77 </script> |
| 78 <script id="fshader1" type="x-shader/x-fragment"> |
| 79 precision mediump float; |
| 80 varying vec4 v_color; |
| 81 void main() |
| 82 { |
| 83 gl_FragColor = v_color; |
| 84 } |
| 85 </script> |
| 86 <script id="vshader2" type="x-shader/x-vertex"> |
| 87 attribute vec4 vPosition; |
| 88 void main() |
| 89 { |
| 90 gl_Position = vPosition; |
| 91 } |
| 92 </script> |
| 93 <script id="fshader2" type="x-shader/x-fragment"> |
| 94 precision mediump float; |
| 95 uniform $(type) u_uniform[2]; |
| 96 |
| 97 bool isZero($(type) value) { |
| 98 $(check); |
| 99 } |
| 100 |
| 101 void main() |
| 102 { |
| 103 gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
| 104 } |
| 105 </script> |
| 106 <script id="vshader3" type="x-shader/x-vertex"> |
| 107 attribute vec4 vPosition; |
| 108 varying vec4 v_color; |
| 109 uniform $(type) u_uniform[2]; |
| 110 |
| 111 bool isZero($(type) value) { |
| 112 $(check); |
| 113 } |
| 114 |
| 115 void main() |
| 116 { |
| 117 gl_Position = vPosition; |
| 118 v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
| 119 } |
| 120 </script> |
| 121 <script id="fshader3" type="x-shader/x-fragment"> |
| 122 precision mediump float; |
| 123 varying vec4 v_color; |
| 124 void main() |
| 125 { |
| 126 gl_FragColor = v_color; |
| 127 } |
| 128 </script> |
| 129 <script> |
| 130 description(); |
| 131 |
| 132 var tests = [ |
| 133 { type: 'float', |
| 134 check: "return value == 0.0", |
| 135 setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); } |
| 136 }, |
| 137 { type: 'int', |
| 138 check: "return value == 0", |
| 139 setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); } |
| 140 }, |
| 141 { type: 'bool', |
| 142 check: "return value == false", |
| 143 setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
| 144 }, |
| 145 { type: 'vec2', |
| 146 check: "return value[0] == 0.0 && value[1] == 0.0", |
| 147 setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); } |
| 148 }, |
| 149 { type: 'vec3', |
| 150 check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0", |
| 151 setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); } |
| 152 }, |
| 153 { type: 'vec4', |
| 154 check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[
3] == 0.0", |
| 155 setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); } |
| 156 }, |
| 157 { type: 'ivec2', |
| 158 check: "return value[0] == 0 && value[1] == 0", |
| 159 setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); } |
| 160 }, |
| 161 { type: 'ivec3', |
| 162 check: "return value[0] == 0 && value[1] == 0 && value[2] == 0", |
| 163 setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); } |
| 164 }, |
| 165 { type: 'ivec4', |
| 166 check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] ==
0", |
| 167 setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); } |
| 168 }, |
| 169 { type: 'bvec2', |
| 170 check: "return value[0] == false && value[1] == false", |
| 171 setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); } |
| 172 }, |
| 173 { type: 'bvec3', |
| 174 check: "return value[0] == false && value[1] == false && value[2] == false", |
| 175 setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); } |
| 176 }, |
| 177 { type: 'bvec4', |
| 178 check: "return value[0] == false && value[1] == false && value[2] == false &&
value[3] == false", |
| 179 setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); } |
| 180 }, |
| 181 { type: 'mat2', |
| 182 check: |
| 183 "return " + |
| 184 "value[0][0] == 0.0 && value[0][1] == 0.0 && " + |
| 185 "value[1][0] == 0.0 && value[1][0] == 0.0", |
| 186 valueCheck: |
| 187 "return " + |
| 188 "value[0] == 0.0 && value[1] == 0.0 && " + |
| 189 "value[2] == 0.0 && value[3] == 0.0", |
| 190 setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); } |
| 191 }, |
| 192 { type: 'mat3', |
| 193 check: |
| 194 "return " + |
| 195 "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " + |
| 196 "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " + |
| 197 "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0", |
| 198 valueCheck: |
| 199 "return " + |
| 200 "value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " + |
| 201 "value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " + |
| 202 "value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0", |
| 203 setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1,
1, 1, 1]); } |
| 204 }, |
| 205 { type: 'mat4', |
| 206 check: |
| 207 "return " + |
| 208 "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][
0] == 0.0 && " + |
| 209 "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][
1] == 0.0 && " + |
| 210 "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][
2] == 0.0 && " + |
| 211 "value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][
3] == 0.0", |
| 212 valueCheck: |
| 213 "return " + |
| 214 "value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.
0 && " + |
| 215 "value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.
0 && " + |
| 216 "value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.
0 && " + |
| 217 "value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.
0", |
| 218 setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); } |
| 219 }, |
| 220 { type: 'sampler2D', |
| 221 check: |
| 222 "vec4 v = texture2D(value, vec2(0, 0));" + |
| 223 "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0", |
| 224 valueCheck: |
| 225 "return value == 0", |
| 226 setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
| 227 }, |
| 228 { type: 'samplerCube', |
| 229 check: |
| 230 "vec4 v = textureCube(value, vec3(0, 0, 0));" + |
| 231 "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0", |
| 232 valueCheck: |
| 233 "return value == 0", |
| 234 setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
| 235 }, |
| 236 ]; |
| 237 |
| 238 var wtu = WebGLTestUtils; |
| 239 var gl = wtu.create3DContext(); |
| 240 var c = document.getElementById("console"); |
| 241 |
| 242 wtu.setupUnitQuad(gl, [0, 1]); |
| 243 |
| 244 // Set unit 0 to a non-0 texture. |
| 245 var haveVertexTextureImageUnits = |
| 246 gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2; |
| 247 var tex2D = gl.createTexture(); |
| 248 var texCube = gl.createTexture(); |
| 249 gl.bindTexture(gl.TEXTURE_2D, tex2D); |
| 250 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| 251 |
| 252 var pixel = new Uint8Array([255, 255, 255, 255]); |
| 253 var targets = [ |
| 254 gl.TEXTURE_2D, |
| 255 gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
| 256 gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
| 257 gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
| 258 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
| 259 gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
| 260 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z |
| 261 ]; |
| 262 for (var ii = 0; ii < targets.length; ++ii) { |
| 263 gl.texImage2D( |
| 264 targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel); |
| 265 } |
| 266 |
| 267 var shaderTemplates = [ |
| 268 { vs: "vshader0", fs: "fshader0", type: 'f' }, |
| 269 { vs: "vshader1", fs: "fshader1", type: 'v' }, |
| 270 { vs: "vshader2", fs: "fshader2", type: 'f' }, |
| 271 { vs: "vshader3", fs: "fshader3", type: 'v' }, |
| 272 ]; |
| 273 |
| 274 // Get shader templates |
| 275 for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
| 276 template = shaderTemplates[ii]; |
| 277 template.vs = wtu.getScript(template.vs); |
| 278 template.fs = wtu.getScript(template.fs); |
| 279 } |
| 280 |
| 281 function testType(test) { |
| 282 debug(""); |
| 283 debug("testing: " + test.type); |
| 284 |
| 285 for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
| 286 var template = shaderTemplates[ii]; |
| 287 |
| 288 if (test.type.substring(0, 7) == "sampler" && |
| 289 template.type == 'v' && |
| 290 !haveVertexTextureImageUnits) { |
| 291 continue; |
| 292 } |
| 293 |
| 294 var vs = wtu.replaceParams(template.vs, test); |
| 295 var fs = wtu.replaceParams(template.fs, test); |
| 296 |
| 297 wtu.addShaderSource(c, "vertex shader", vs); |
| 298 wtu.addShaderSource(c, "fragment shader", fs); |
| 299 |
| 300 var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER); |
| 301 var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER); |
| 302 var program = wtu.createProgram(gl, vs, fs); |
| 303 |
| 304 gl.useProgram(program); |
| 305 |
| 306 var loc = gl.getUniformLocation(program, "u_uniform[1]"); |
| 307 if (!loc) { |
| 308 var loc = gl.getUniformLocation(program, "u_uniform"); |
| 309 } |
| 310 |
| 311 var value = gl.getUniform(program, loc); |
| 312 eval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : te
st.check) + ";}"); |
| 313 if (checkFn(value)) { |
| 314 testPassed("uniform is zero"); |
| 315 } else { |
| 316 testFailed("uniform is not zero"); |
| 317 } |
| 318 |
| 319 debug("default value should be zero"); |
| 320 wtu.drawQuad(gl); |
| 321 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
| 322 |
| 323 debug("test test by setting value"); |
| 324 test.setFn(gl, loc); |
| 325 |
| 326 wtu.drawQuad(gl); |
| 327 wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0); |
| 328 |
| 329 debug("re-linking should reset to defaults"); |
| 330 gl.linkProgram(program); |
| 331 |
| 332 wtu.drawQuad(gl); |
| 333 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
| 334 |
| 335 gl.deleteProgram(program); |
| 336 gl.deleteShader(vs); |
| 337 gl.deleteShader(fs); |
| 338 |
| 339 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors"); |
| 340 } |
| 341 } |
| 342 |
| 343 var testNdx = 0; |
| 344 function runNextTest() { |
| 345 testType(tests[testNdx++]); |
| 346 if (testNdx >= tests.length) { |
| 347 finishTest(); |
| 348 } else { |
| 349 setTimeout(runNextTest, 1); |
| 350 } |
| 351 } |
| 352 |
| 353 runNextTest(); |
| 354 |
| 355 successfullyParsed = true; |
| 356 |
| 357 </script> |
| 358 </body> |
| 359 </html> |
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