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1 <!-- | |
2 Copyright (c) 2011 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> | |
7 <html> | |
8 <head> | |
9 <meta charset="utf-8"> | |
10 <title>WebGL TexParameter 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 </head> | |
15 <body> | |
16 <canvas id="example" width="24" height="24"></canvas> | |
17 <canvas id="canvas2d" width="2" height="2"></canvas> | |
18 <div id="description"></div> | |
19 <div id="console"></div> | |
20 <script id="vshader" type="x-shader/x-vertex"> | |
21 uniform mat4 world; | |
22 attribute vec3 vPosition; | |
23 attribute vec2 texCoord0; | |
24 varying vec2 texCoord; | |
25 void main() | |
26 { | |
27 gl_Position = world * vec4(vPosition, 1); | |
28 texCoord = texCoord0; | |
29 } | |
30 </script> | |
31 | |
32 <script id="fshader" type="x-shader/x-fragment"> | |
33 precision mediump float; | |
34 | |
35 uniform sampler2D tex; | |
36 varying vec2 texCoord; | |
37 void main() | |
38 { | |
39 gl_FragColor = texture2D(tex, texCoord); | |
40 } | |
41 </script> | |
42 | |
43 <script> | |
44 function init() | |
45 { | |
46 if (window.initNonKhronosFramework) { | |
47 window.initNonKhronosFramework(false); | |
48 } | |
49 | |
50 debug("Tests TexParameter works as expected"); | |
51 debug(""); | |
52 | |
53 var canvas2d = document.getElementById("canvas2d"); | |
54 var ctx2d = canvas2d.getContext("2d"); | |
55 | |
56 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"], | |
57 [ 0, 0, 0, 1 ], 1); | |
58 | |
59 gl.disable(gl.DEPTH_TEST); | |
60 gl.disable(gl.BLEND); | |
61 | |
62 var vertexObject = gl.createBuffer(); | |
63 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
64 gl.bufferData( | |
65 gl.ARRAY_BUFFER, | |
66 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, | |
67 -1,-1,0, 1,1,0, 1,-1,0]), | |
68 gl.STATIC_DRAW); | |
69 gl.enableVertexAttribArray(0); | |
70 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
71 | |
72 var vertexObject = gl.createBuffer(); | |
73 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
74 gl.bufferData( | |
75 gl.ARRAY_BUFFER, | |
76 new Float32Array([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5, | |
77 -2.5,3.5, 3.5,-2.5, 3.5,3.5]), | |
78 gl.STATIC_DRAW); | |
79 gl.enableVertexAttribArray(1); | |
80 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
81 | |
82 var colors = [ | |
83 [0,255,128,255], | |
84 [128,64,255,255], | |
85 [192,255,64,255], | |
86 [200,0,255,255]]; | |
87 var texParam = [ | |
88 gl.REPEAT, | |
89 gl.CLAMP_TO_EDGE, | |
90 gl.MIRRORED_REPEAT, | |
91 gl.REPEAT]; | |
92 | |
93 // Make textures setting the texture parameters differently each time.. | |
94 // This verifies both that the render correct AND that texture parameters | |
95 // are associated with the textures, not with the texture-units. | |
96 var textures = []; | |
97 for (var ii = 0; ii < colors.length; ++ii) { | |
98 var c = colors[ii]; | |
99 ctx2d.fillStyle = | |
100 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; | |
101 ctx2d.fillRect(0, 0, 1, 1); | |
102 var tex = gl.createTexture(); | |
103 gl.bindTexture(gl.TEXTURE_2D, tex); | |
104 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d
); | |
105 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
106 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
107 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]); | |
108 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]); | |
109 textures[ii] = tex; | |
110 } | |
111 | |
112 var textureLoc = gl.getUniformLocation(gl.program, "tex"); | |
113 var worldLoc = gl.getUniformLocation(gl.program, "world"); | |
114 | |
115 gl.clearColor(1,1,1,1); | |
116 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
117 | |
118 for (var ii = 0; ii < colors.length; ++ii) { | |
119 var x = ii % 2; | |
120 var y = Math.floor(ii / 2); | |
121 gl.bindTexture(gl.TEXTURE_2D, textures[ii]); | |
122 gl.uniformMatrix4fv( | |
123 worldLoc, false, | |
124 [0.5, 0, 0, 0, | |
125 0, 0.5, 0, 0, | |
126 0, 0, 1, 0, | |
127 -0.5 + x, -0.5 + y, 0, 1]); | |
128 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
129 } | |
130 | |
131 var buf = new Uint8Array(24 * 24 * 4); | |
132 gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
133 var passed = true; | |
134 for (var ii = 0; ii < colors.length; ++ii) { | |
135 var x = ii % 2; | |
136 var y = Math.floor(ii / 2); | |
137 var c = colors[ii]; | |
138 for (var yy = 0; yy < 12; ++yy) { | |
139 for (var xx = 0; xx < 12; ++xx) { | |
140 var ec = [0,0,0,0]; | |
141 switch (texParam[ii]) { | |
142 case gl.REPEAT: | |
143 if (xx % 2 == 1 && yy % 2 == 0) { | |
144 ec = c; | |
145 } | |
146 break; | |
147 case gl.CLAMP_TO_EDGE: | |
148 if (xx < 6 && yy >= 6) { | |
149 ec = c; | |
150 } | |
151 break; | |
152 case gl.MIRRORED_REPEAT: | |
153 if (xx % 4 < 2 && yy % 4 >= 2) { | |
154 ec = c; | |
155 } | |
156 break; | |
157 } | |
158 var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4; | |
159 if (buf[off + 0] != ec[0] || | |
160 buf[off + 1] != ec[1] || | |
161 buf[off + 2] != ec[2] || | |
162 buf[off + 3] != ec[3]) { | |
163 var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) + | |
164 ') expected: ' + | |
165 ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' + | |
166 buf[off + 0] + ', ' + | |
167 buf[off + 1] + ', ' + | |
168 buf[off + 2] + ', ' + | |
169 buf[off + 3]; | |
170 testFailed(msg); | |
171 passed = false; | |
172 } | |
173 } | |
174 } | |
175 } | |
176 if (passed) { | |
177 testPassed("rendered as expected"); | |
178 } | |
179 } | |
180 | |
181 init(); | |
182 successfullyParsed = true; | |
183 </script> | |
184 <script src="../../resources/js-test-post.js"></script> | |
185 | |
186 </body> | |
187 </html> | |
188 | |
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