Index: third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html (working copy) |
@@ -1,188 +0,0 @@ |
-<!-- |
-Copyright (c) 2011 The Chromium Authors. All rights reserved. |
-Use of this source code is governed by a BSD-style license that can be |
-found in the LICENSE file. |
- --> |
-<!DOCTYPE html> |
-<html> |
- <head> |
-<meta charset="utf-8"> |
- <title>WebGL TexParameter conformance test.</title> |
- <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
- <script src="../../resources/js-test-pre.js"></script> |
- <script src="../resources/webgl-test.js"> </script> |
-</head> |
-<body> |
-<canvas id="example" width="24" height="24"></canvas> |
-<canvas id="canvas2d" width="2" height="2"></canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script id="vshader" type="x-shader/x-vertex"> |
-uniform mat4 world; |
-attribute vec3 vPosition; |
-attribute vec2 texCoord0; |
-varying vec2 texCoord; |
-void main() |
-{ |
- gl_Position = world * vec4(vPosition, 1); |
- texCoord = texCoord0; |
-} |
-</script> |
- |
-<script id="fshader" type="x-shader/x-fragment"> |
-precision mediump float; |
- |
-uniform sampler2D tex; |
-varying vec2 texCoord; |
-void main() |
-{ |
- gl_FragColor = texture2D(tex, texCoord); |
-} |
-</script> |
- |
-<script> |
-function init() |
-{ |
- if (window.initNonKhronosFramework) { |
- window.initNonKhronosFramework(false); |
- } |
- |
- debug("Tests TexParameter works as expected"); |
- debug(""); |
- |
- var canvas2d = document.getElementById("canvas2d"); |
- var ctx2d = canvas2d.getContext("2d"); |
- |
- gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"], |
- [ 0, 0, 0, 1 ], 1); |
- |
- gl.disable(gl.DEPTH_TEST); |
- gl.disable(gl.BLEND); |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData( |
- gl.ARRAY_BUFFER, |
- new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
- -1,-1,0, 1,1,0, 1,-1,0]), |
- gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(0); |
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData( |
- gl.ARRAY_BUFFER, |
- new Float32Array([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5, |
- -2.5,3.5, 3.5,-2.5, 3.5,3.5]), |
- gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(1); |
- gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
- |
- var colors = [ |
- [0,255,128,255], |
- [128,64,255,255], |
- [192,255,64,255], |
- [200,0,255,255]]; |
- var texParam = [ |
- gl.REPEAT, |
- gl.CLAMP_TO_EDGE, |
- gl.MIRRORED_REPEAT, |
- gl.REPEAT]; |
- |
- // Make textures setting the texture parameters differently each time.. |
- // This verifies both that the render correct AND that texture parameters |
- // are associated with the textures, not with the texture-units. |
- var textures = []; |
- for (var ii = 0; ii < colors.length; ++ii) { |
- var c = colors[ii]; |
- ctx2d.fillStyle = |
- "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; |
- ctx2d.fillRect(0, 0, 1, 1); |
- var tex = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, tex); |
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]); |
- textures[ii] = tex; |
- } |
- |
- var textureLoc = gl.getUniformLocation(gl.program, "tex"); |
- var worldLoc = gl.getUniformLocation(gl.program, "world"); |
- |
- gl.clearColor(1,1,1,1); |
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
- |
- for (var ii = 0; ii < colors.length; ++ii) { |
- var x = ii % 2; |
- var y = Math.floor(ii / 2); |
- gl.bindTexture(gl.TEXTURE_2D, textures[ii]); |
- gl.uniformMatrix4fv( |
- worldLoc, false, |
- [0.5, 0, 0, 0, |
- 0, 0.5, 0, 0, |
- 0, 0, 1, 0, |
- -0.5 + x, -0.5 + y, 0, 1]); |
- gl.drawArrays(gl.TRIANGLES, 0, 6); |
- } |
- |
- var buf = new Uint8Array(24 * 24 * 4); |
- gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
- var passed = true; |
- for (var ii = 0; ii < colors.length; ++ii) { |
- var x = ii % 2; |
- var y = Math.floor(ii / 2); |
- var c = colors[ii]; |
- for (var yy = 0; yy < 12; ++yy) { |
- for (var xx = 0; xx < 12; ++xx) { |
- var ec = [0,0,0,0]; |
- switch (texParam[ii]) { |
- case gl.REPEAT: |
- if (xx % 2 == 1 && yy % 2 == 0) { |
- ec = c; |
- } |
- break; |
- case gl.CLAMP_TO_EDGE: |
- if (xx < 6 && yy >= 6) { |
- ec = c; |
- } |
- break; |
- case gl.MIRRORED_REPEAT: |
- if (xx % 4 < 2 && yy % 4 >= 2) { |
- ec = c; |
- } |
- break; |
- } |
- var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4; |
- if (buf[off + 0] != ec[0] || |
- buf[off + 1] != ec[1] || |
- buf[off + 2] != ec[2] || |
- buf[off + 3] != ec[3]) { |
- var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) + |
- ') expected: ' + |
- ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' + |
- buf[off + 0] + ', ' + |
- buf[off + 1] + ', ' + |
- buf[off + 2] + ', ' + |
- buf[off + 3]; |
- testFailed(msg); |
- passed = false; |
- } |
- } |
- } |
- } |
- if (passed) { |
- testPassed("rendered as expected"); |
- } |
-} |
- |
-init(); |
-successfullyParsed = true; |
-</script> |
-<script src="../../resources/js-test-post.js"></script> |
- |
-</body> |
-</html> |
- |