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1 <!-- | |
2 Copyright (c) 2009 The Chromium Authors. All rights reserved. | |
3 Use of this source code is governed by a BSD-style license that can be | |
4 found in the LICENSE file. | |
5 --> | |
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
7 "http://www.w3.org/TR/html4/loose.dtd"> | |
8 <html> | |
9 <head> | |
10 <title>WebGL ActiveTexture BindTexture conformance test.</title> | |
11 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
12 <script src="../resources/js-test-pre.js"></script> | |
13 <script src="resources/webgl-test.js"> </script> | |
14 <script src="resources/webgl-test-utils.js"></script> | |
15 </head> | |
16 <body> | |
17 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c
anvas> | |
18 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></
canvas> | |
19 <div id="description"></div> | |
20 <div id="console"></div> | |
21 <script id="vshader" type="x-shader/x-vertex"> | |
22 uniform mat4 world; | |
23 attribute vec3 vPosition; | |
24 attribute vec2 texCoord0; | |
25 varying vec2 texCoord; | |
26 void main() | |
27 { | |
28 gl_Position = world * vec4(vPosition, 1); | |
29 texCoord = texCoord0; | |
30 } | |
31 </script> | |
32 <script> | |
33 var gl; | |
34 | |
35 function init() | |
36 { | |
37 if (window.initNonKhronosFramework) { | |
38 window.initNonKhronosFramework(false); | |
39 } | |
40 | |
41 debug("Tests that glActiveTexture and glBindTexture work as expected"); | |
42 debug("Specifically texture targets are per active texture unit."); | |
43 debug(""); | |
44 | |
45 var canvas2d = document.getElementById("canvas2d"); | |
46 var ctx2d = canvas2d.getContext("2d"); | |
47 | |
48 var wtu = WebGLTestUtils; | |
49 var canvas = document.getElementById("example"); | |
50 gl = wtu.create3DContext(canvas); | |
51 var program = wtu.setupProgram( | |
52 gl, | |
53 [wtu.loadShaderFromScript(gl, "vshader"), | |
54 wtu.setupSimpleTextureFragmentShader(gl)], | |
55 ['vPosition', 'texCoord0']); | |
56 wtu.setupUnitQuad(gl); | |
57 gl.disable(gl.DEPTH_TEST); | |
58 gl.disable(gl.BLEND); | |
59 glErrorShouldBe(gl, gl.NO_ERROR); | |
60 | |
61 var colors = [ | |
62 [0,192,128,255], | |
63 [128,64,255,255], | |
64 [192,255,64,255], | |
65 [200,0,255,255]]; | |
66 | |
67 // Make 4 textures by using 4 active texture units if available. | |
68 var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE
_IMAGE_UNITS)) | |
69 var textures = []; | |
70 for (var ii = 0; ii < texunits; ++ii) { | |
71 var tex = gl.createTexture(); | |
72 gl.activeTexture(gl.TEXTURE0 + ii); | |
73 gl.bindTexture(gl.TEXTURE_2D, tex); | |
74 textures[ii] = tex; | |
75 } | |
76 glErrorShouldBe(gl, gl.NO_ERROR); | |
77 | |
78 // now use each texture unit to write into the textures, | |
79 for (var ii = 0; ii < texunits; ++ii) { | |
80 var c = colors[ii]; | |
81 ctx2d.fillStyle = | |
82 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; | |
83 ctx2d.fillRect(0, 0, 1, 1); | |
84 gl.activeTexture(gl.TEXTURE0 + ii); | |
85 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d
); | |
86 } | |
87 glErrorShouldBe(gl, gl.NO_ERROR); | |
88 | |
89 var textureLoc = gl.getUniformLocation(program, "tex"); | |
90 var worldLoc = gl.getUniformLocation(program, "world"); | |
91 glErrorShouldBe(gl, gl.NO_ERROR); | |
92 | |
93 gl.clearColor(1,0,0,1); | |
94 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
95 | |
96 for (var ii = 0; ii < texunits; ++ii) { | |
97 var x = ii % 2; | |
98 var y = Math.floor(ii / 2); | |
99 gl.uniform1i(textureLoc, ii); | |
100 gl.uniformMatrix4fv( | |
101 worldLoc, false, | |
102 [0.5, 0, 0, 0, | |
103 0, 0.5, 0, 0, | |
104 0, 0, 1, 0, | |
105 -0.5 + x, -0.5 + y, 0, 1]); | |
106 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
107 } | |
108 glErrorShouldBe(gl, gl.NO_ERROR); | |
109 | |
110 for (var ii = 0; ii < texunits; ++ii) { | |
111 var c = colors[ii]; | |
112 var x = ii % 2; | |
113 var y = Math.floor(ii / 2); | |
114 var buf = new Uint8Array(4); | |
115 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
116 var msg = 'expected:' + | |
117 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + | |
118 buf[0] + ', ' + | |
119 buf[1] + ', ' + | |
120 buf[2] + ', ' + | |
121 buf[3]; | |
122 if (buf[0] != c[0] || | |
123 buf[1] != c[1] || | |
124 buf[2] != c[2] || | |
125 buf[3] != c[3]) | |
126 testFailed(msg); | |
127 else | |
128 testPassed(msg); | |
129 } | |
130 } | |
131 | |
132 init(); | |
133 successfullyParsed = true; | |
134 </script> | |
135 | |
136 <script src="../resources/js-test-post.js"></script> | |
137 | |
138 </body> | |
139 </html> | |
140 | |
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