Index: third_party/webgl/sdk/tests/conformance/textures/texture-active-bind-2.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/textures/texture-active-bind-2.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/textures/texture-active-bind-2.html (working copy) |
@@ -1,189 +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 ActiveTexture BindTexture conformance test #2</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="2" height="2" style="width: 40px; height: 40px;"></canvas> |
-<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></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="fshader2d" type="x-shader/x-fragment"> |
-precision mediump float; |
- |
-uniform sampler2D tex2d; |
-varying vec2 texCoord; |
-void main() |
-{ |
- gl_FragColor = texture2D(tex2d, texCoord); |
-} |
-</script> |
-<script id="fshaderCube" type="x-shader/x-fragment"> |
-precision mediump float; |
- |
-uniform samplerCube texCube; |
-void main() |
-{ |
- gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
-} |
-</script> |
- |
-<script> |
-function init() |
-{ |
- if (window.initNonKhronosFramework) { |
- window.initNonKhronosFramework(false); |
- } |
- |
- debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same"); |
- debug("active texture unit works as long as they are not used"); |
- debug("simultaneously in the same shader program."); |
- debug(""); |
- |
- var canvas2d = document.getElementById("canvas2d"); |
- var ctx2d = canvas2d.getContext("2d"); |
- ctx2d.globalCompositeOperation = "copy"; |
- |
- gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"], |
- [ 0, 0, 0, 1 ], 1); |
- |
- var program2d = gl.program; |
- var programCube = createProgram( |
- gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]); |
- |
- 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([ 0,0, 1,0, 0,1, |
- 0,1, 1,0, 1,1]), |
- gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(1); |
- gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
- |
- // Make texture unit 1 active. |
- gl.activeTexture(gl.TEXTURE1); |
- |
- // Make a 2d texture |
- var tex2d = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, tex2d); |
- ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
- ctx2d.fillRect(0, 0, 1, 1); |
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
- |
- // make a cube texture |
- var texCube = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
- ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
- ctx2d.fillRect(0, 0, 1, 1); |
- var targets = [ |
- gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
- gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
- gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; |
- for (var ii = 0; ii < targets.length; ++ii) { |
- gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
- } |
- |
- // Setup program2d and programCube |
- var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
- var world2dLoc = gl.getUniformLocation(program2d, "world"); |
- var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
- var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
- |
- gl.useProgram(program2d); |
- gl.uniform1i(tex2dLoc, 1); |
- gl.useProgram(programCube); |
- gl.uniform1i(texCubeLoc, 1); |
- |
- gl.clearColor(1,0,0,1); |
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
- |
- var programs = [program2d, programCube]; |
- var worldLocs = [world2dLoc, worldCubeLoc]; |
- for (var ii = 0; ii < 4; ++ii) { |
- var x = ii % 2; |
- var y = Math.floor(ii / 2); |
- gl.useProgram(programs[x]); |
- gl.uniformMatrix4fv( |
- worldLocs[x], 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 colors = [ |
- [0,0,255,255], |
- [255,0,255,255], |
- [0,0,255,255], |
- [255,0,255,255]]; |
- |
- for (var ii = 0; ii < colors.length; ++ii) { |
- var c = colors[ii]; |
- var x = ii % 2; |
- var y = Math.floor(ii / 2); |
- var buf = new Uint8Array(4); |
- gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
- var msg = 'expected:' + |
- c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
- buf[0] + ', ' + |
- buf[1] + ', ' + |
- buf[2] + ', ' + |
- buf[3]; |
- if (buf[0] != c[0] || |
- buf[1] != c[1] || |
- buf[2] != c[2] || |
- buf[3] != c[3]) { |
- testFailed(msg); |
- return; |
- } |
- |
- testPassed(msg); |
- } |
-} |
- |
-init(); |
-successfullyParsed = true; |
-</script> |
-<script src="../../resources/js-test-post.js"></script> |
- |
-</body> |
-</html> |
- |