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1 <!DOCTYPE html> | |
2 <html><head> | |
3 <meta charset="utf-8"> | |
4 <!-- | |
5 Tests for the OpenGL ES 2.0 HTML Canvas context | |
6 | |
7 Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> | |
8 | |
9 Permission is hereby granted, free of charge, to any person | |
10 obtaining a copy of this software and associated documentation | |
11 files (the "Software"), to deal in the Software without | |
12 restriction, including without limitation the rights to use, | |
13 copy, modify, merge, publish, distribute, sublicense, and/or sell | |
14 copies of the Software, and to permit persons to whom the | |
15 Software is furnished to do so, subject to the following | |
16 conditions: | |
17 | |
18 The above copyright notice and this permission notice shall be | |
19 included in all copies or substantial portions of the Software. | |
20 | |
21 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
22 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | |
23 OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND | |
24 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
25 HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
27 FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
28 OTHER DEALINGS IN THE SOFTWARE. | |
29 | |
30 --> | |
31 <link rel="stylesheet" type="text/css" href="../unit.css" /> | |
32 <script type="application/x-javascript" src="../unit.js"></script> | |
33 <script type="application/x-javascript" src="../util.js"></script> | |
34 <script type="application/x-javascript"> | |
35 | |
36 Tests.startUnit = function () { | |
37 var canvas = document.getElementById('gl'); | |
38 var gl = canvas.getContext(GL_CONTEXT_ID); | |
39 return [gl]; | |
40 } | |
41 | |
42 Tests.autorun = false; | |
43 Tests.message = "Caution: might hang your GPU" | |
44 | |
45 var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable']; | |
46 arr.forEach(function(e){ | |
47 Tests['test'+e+'vert'] = function(gl) { | |
48 var sh = new Filter(gl, e+'vert', 'frag'); | |
49 assertOk(function(){ | |
50 sh.apply(); | |
51 }); | |
52 sh.destroy(); | |
53 } | |
54 Tests['test'+e+'frag'] = function(gl) { | |
55 var sh = new Filter(gl, 'vert', e+'frag'); | |
56 assertOk(function(){ | |
57 sh.apply(); | |
58 }); | |
59 sh.destroy(); | |
60 } | |
61 }); | |
62 | |
63 Tests.testMandelbrot = function(gl) { | |
64 gl.disable(gl.DEPTH_TEST); | |
65 var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag'); | |
66 sh.apply(function(s){ | |
67 s.uniform1f('z', 0.15); | |
68 s.uniform1f('x', -1.25); | |
69 }); | |
70 for (var i=0; i<256; i++) { | |
71 sh.apply(); | |
72 } | |
73 sh.destroy(); | |
74 } | |
75 | |
76 </script> | |
77 <script id="identity-vert" type="x-shader/x-vertex"> | |
78 | |
79 attribute vec3 Vertex; | |
80 attribute vec2 Tex; | |
81 | |
82 varying vec2 texCoord0; | |
83 void main() | |
84 { | |
85 texCoord0 = vec2(Tex.s, Tex.t); | |
86 gl_Position = vec4(Vertex, 1.0); | |
87 } | |
88 </script> | |
89 <script id="mandelbrot-frag" type="x-shader/x-fragment"> | |
90 precision mediump float; | |
91 | |
92 uniform float x,y,z; | |
93 varying vec2 texCoord0; | |
94 vec4 iter_z(float cr, float ci) { | |
95 int i; | |
96 float nzr, nzi, zr = 0.0, zi = 0.0; | |
97 vec4 color = vec4(0.0); | |
98 for (i=0; i<2500; i++) { | |
99 nzr = zr * zr - zi * zi + cr; | |
100 nzi = 2.0 * zr * zi + ci; | |
101 zr = nzr; | |
102 zi = nzi; | |
103 } | |
104 color = vec4(zi); | |
105 color.a = 1.0; | |
106 return color; | |
107 } | |
108 | |
109 void main() | |
110 { | |
111 gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.
0)); | |
112 } | |
113 </script> | |
114 <script id="whiletruevert" type="x-shader/x-vertex"> | |
115 | |
116 | |
117 attribute vec3 Vertex; attribute vec2 Tex; | |
118 varying vec2 TexCoord; | |
119 void main() | |
120 { | |
121 float z = 1.0; | |
122 while(true) { z += 0.1; z *= 0.995; } | |
123 TexCoord = Tex.st; | |
124 gl_Position = vec4(Vertex, z); | |
125 } | |
126 </script> | |
127 <script id="loop100Mvert" type="x-shader/x-vertex"> | |
128 | |
129 | |
130 attribute vec3 Vertex; attribute vec2 Tex; | |
131 varying vec2 TexCoord; | |
132 void main() | |
133 { | |
134 int i; | |
135 float z = 1.0; | |
136 for (i = 0; i<1000000000; i++) { | |
137 z += 0.1; z *= 0.995; | |
138 } | |
139 TexCoord = Tex.st; | |
140 gl_Position = vec4(Vertex, z); | |
141 } | |
142 </script> | |
143 <script id="loopCompvert" type="x-shader/x-vertex"> | |
144 | |
145 | |
146 attribute vec3 Vertex; attribute vec2 Tex; | |
147 varying vec2 TexCoord; | |
148 void main() | |
149 { | |
150 float z = 1.0; | |
151 while(z > 0.0) { z += 0.1; z *= 0.995; } | |
152 TexCoord = Tex.st; | |
153 gl_Position = vec4(Vertex, z); | |
154 } | |
155 </script> | |
156 <script id="variablevert" type="x-shader/x-vertex"> | |
157 | |
158 | |
159 attribute vec3 Vertex; attribute vec2 Tex; | |
160 varying vec2 TexCoord; | |
161 | |
162 void main() | |
163 { | |
164 float z = 1.0; | |
165 while(z > Vertex.z) { z += 0.1; z *= 0.995; } | |
166 TexCoord = Tex.st; | |
167 gl_Position = vec4(Vertex, z); | |
168 } | |
169 </script> | |
170 <script id="vert" type="x-shader/x-vertex"> | |
171 | |
172 | |
173 attribute vec3 Vertex; attribute vec2 Tex; | |
174 varying vec2 TexCoord; | |
175 void main() | |
176 { | |
177 TexCoord = Tex.st; | |
178 gl_Position = vec4(Vertex, 0.0); | |
179 } | |
180 </script> | |
181 | |
182 <script id="whiletruefrag" type="x-shader/x-fragment"> | |
183 | |
184 | |
185 precision mediump float; | |
186 | |
187 varying vec2 TexCoord; | |
188 void main() | |
189 { | |
190 float z = 1.0; | |
191 while(true) { z += 0.1; z *= 0.995; } | |
192 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); | |
193 } | |
194 </script> | |
195 <script id="loop100Mfrag" type="x-shader/x-fragment"> | |
196 | |
197 | |
198 precision mediump float; | |
199 | |
200 varying vec2 TexCoord; | |
201 void main() | |
202 { | |
203 int i; | |
204 float z = 1.0; | |
205 for (i = 0; i<1000000000; i++) { | |
206 z += 0.1; z *= 0.995; | |
207 } | |
208 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); | |
209 } | |
210 </script> | |
211 <script id="loopCompfrag" type="x-shader/x-fragment"> | |
212 | |
213 | |
214 precision mediump float; | |
215 | |
216 varying vec2 TexCoord; | |
217 void main() | |
218 { | |
219 float z = TexCoord.s; | |
220 while(z > 0.0) { z += 0.1; z *= 0.995; } | |
221 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); | |
222 } | |
223 </script> | |
224 <script id="variablefrag" type="x-shader/x-fragment"> | |
225 | |
226 | |
227 precision mediump float; | |
228 | |
229 varying vec2 TexCoord; | |
230 void main() | |
231 { | |
232 float z = 1.0; | |
233 while(z > TexCoord.s) { z += 0.1; z *= 0.995; } | |
234 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); | |
235 } | |
236 </script> | |
237 <script id="frag" type="x-shader/x-fragment"> | |
238 | |
239 | |
240 precision mediump float; | |
241 | |
242 varying vec2 TexCoord; | |
243 void main() | |
244 { | |
245 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0); | |
246 } | |
247 </script> | |
248 | |
249 | |
250 <style>canvas{ position:absolute; }</style> | |
251 </head><body> | |
252 <canvas id="gl" width="512" height="512"></canvas> | |
253 </body></html> | |
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