Index: third_party/webgl/sdk/tests/conformance/rendering/line-loop-tri-fan.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/rendering/line-loop-tri-fan.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/rendering/line-loop-tri-fan.html (revision 0) |
@@ -0,0 +1,242 @@ |
+<!-- |
+Copyright (C) 2011 Opera Software ASA. All rights reserved. |
+ |
+Redistribution and use in source and binary forms, with or without |
+modification, are permitted provided that the following conditions |
+are met: |
+1. Redistributions of source code must retain the above copyright |
+ notice, this list of conditions and the following disclaimer. |
+2. Redistributions in binary form must reproduce the above copyright |
+ notice, this list of conditions and the following disclaimer in the |
+ documentation and/or other materials provided with the distribution. |
+ |
+THIS SOFTWARE IS PROVIDED BY OPERA SOFTWARE ASA. ''AS IS'' AND ANY |
+EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
+PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
+OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
+ --> |
+<!DOCTYPE html> |
+<html> |
+ <head> |
+ <meta charset="utf-8"> |
+ <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+ <script src="../../resources/js-test-pre.js"></script> |
+ <script src="../resources/webgl-test.js"></script> |
+ <script id="vshader" type="x-shader/x-vertex"> |
+ attribute vec2 pos; |
+ |
+ void main() |
+ { |
+ gl_Position = vec4(pos, 0, 1); |
+ } |
+ </script> |
+ |
+ <script id="fshader" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ |
+ void main() |
+ { |
+ gl_FragColor = vec4(0, 1, 0, 1); |
+ } |
+ </script> |
+ |
+ <script> |
+ // Check a single 32-bit RGBA pixel. |
+ function checkPixel(buf, index, correct) { |
+ for (var i = 0; i < 4; ++i) { |
+ if (buf[index + i] != correct[i]) { |
+ return false; |
+ } |
+ } |
+ return true; |
+ } |
+ |
+ // Check the line loop by reading the pixels and making sure just the edge |
+ // pixels are green and the rest are black. |
+ function checkLineLoop(gl, w) { |
+ var buf = new Uint8Array(w * w * 4); |
+ gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
+ var green = [0,255,0,255]; |
+ var black = [0,0,0,255]; |
+ var isCorrect = true; |
+ for (var j = 0; j < w * w * 4; j += 4) { |
+ var correct = black; |
+ if (j < w * 4 || j > w * (w - 1) * 4 || j % (w * 4) == 0 || j % (w * 4) == (w - 1) * 4) { |
+ correct = green; |
+ } |
+ // ignore corner pixels |
+ if ((j == 0) || (j == 4*(w-1)) || (j == 4*w*(w-1)) || (j== 4*(w*w - 1))) { |
+ continue; |
+ } |
+ if (!checkPixel(buf, j, correct)) { |
+ isCorrect = false; |
+ break; |
+ } |
+ } |
+ if (isCorrect) { |
+ testPassed("Line loop was drawn correctly."); |
+ } else { |
+ testFailed("Line loop was drawn incorrectly."); |
+ } |
+ } |
+ |
+ // Check the tri fan by reading the pixels and making sure they are all green. |
+ function checkTriFan(gl, w) { |
+ buf = new Uint8Array(w * w * 4); |
+ gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
+ var filled = true; |
+ for (var j = 0; j < w * w * 4; j += 4) { |
+ if (!checkPixel(buf, j, [0,255,0,255])) { |
+ filled = false; |
+ break; |
+ } |
+ } |
+ if (filled) { |
+ testPassed("Triangle fan was drawn correctly."); |
+ } else { |
+ testFailed("Triangle fan was drawn incorrectly."); |
+ } |
+ } |
+ |
+ function runTest() |
+ { |
+ var gl = initWebGL('testbed', 'vshader', 'fshader', ['pos'], [0, 0, 0, 1], 1, { antialias: false }); |
+ if (!gl) { |
+ testFailed('initWebGL(..) failed'); |
+ return; |
+ } |
+ var w = document.getElementById('testbed').width; |
+ |
+ gl.enableVertexAttribArray(0); |
+ |
+ //---------- LINE_LOOP---------- |
+ var d = 1/w; |
+ var vertices = new Float32Array([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
+ var vertBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
+ var indBuf = gl.createBuffer(); |
+ var indices = new Uint16Array([0, 1, 2, 3]); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ |
+ debug('Draw a square using a line loop and verify that it draws all four sides and nothing else.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.LINE_LOOP, 0, vertices.length / 2); |
+ checkLineLoop(gl, w); |
+ |
+ debug('Draw a square using an indexed line loop and verify that it draws all four sides and nothing else.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0); |
+ checkLineLoop(gl, w); |
+ |
+ vertices = new Float32Array([0, 0, 0, 0, 0, 0, -1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
+ vertBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
+ indBuf = gl.createBuffer(); |
+ indices = new Uint16Array([0, 1, 2, 3, 4, 5, 6]); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ |
+ debug('Draw a square using a line loop with a vertex buffer offset and verify that it draws all four sides and nothing else.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.LINE_LOOP, 3, vertices.length / 2 - 3); |
+ checkLineLoop(gl, w); |
+ |
+ debug('Draw a square using an indexed line loop with an index buffer offset and verify that it draws all four sides and nothing else.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.LINE_LOOP, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2); |
+ checkLineLoop(gl, w); |
+ |
+ //---------- LINE_LOOP UBYTE ---------- |
+ var degenVerts = new Array(252 * 2); |
+ for (var j = 0; j < 252 * 2; ++j) { |
+ degenVerts[j] = -1+d; |
+ } |
+ degenVerts = degenVerts.concat([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
+ vertices = new Float32Array(degenVerts); |
+ vertBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
+ indBuf = gl.createBuffer(); |
+ var degenInd = new Array(252); |
+ for (var j = 0; j < 252; ++j) { |
+ degenInd[j] = j; |
+ } |
+ degenInd = degenInd.concat([252, 253, 254, 255]); |
+ indices = new Uint8Array(degenInd); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ |
+ debug('Draw a square using an ubyte indexed line loop with 256 indices and verify that it draws all four sides and nothing else.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0); |
+ checkLineLoop(gl, w); |
+ |
+ |
+ //---------- TRIANGLE_FAN ---------- |
+ vertices = new Float32Array([0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]); |
+ vertBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
+ indices = new Uint16Array([0,1,2,3,4,5]); |
+ indBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ |
+ debug('Draw a filled square using a triangle fan and verify that it fills the entire canvas.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, vertices.length / 2); |
+ checkTriFan(gl, w); |
+ |
+ debug('Draw a filled square using an indexed triangle fan and verify that it fills the entire canvas.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHORT, 0); |
+ checkTriFan(gl, w); |
+ |
+ vertices = new Float32Array([1, 1, 1, 1, 1, 1, 0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]); |
+ vertBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
+ indices = new Uint16Array([0,1,2,3,4,5,6,7,8]); |
+ indBuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ |
+ debug('Draw a filled square using a triangle fan with a vertex buffer offset and verify that it fills the entire canvas.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.TRIANGLE_FAN, 3, vertices.length / 2 - 3); |
+ checkTriFan(gl, w); |
+ |
+ debug('Draw a filled square using an indexed triangle fan with an index buffer offset and verify that it fills the entire canvas.'); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.TRIANGLE_FAN, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2); |
+ checkTriFan(gl, w); |
+ } |
+ </script> |
+ </head> |
+ <body> |
+ <canvas id="testbed" width="10px" height="10px" style="width:50px; height:50px"></canvas> |
+ <div id="description"></div> |
+ <div id="console"></div> |
+ <script> |
+ description('Verify that LINE_LOOP and TRIANGLE_FAN works correctly.'); |
+ runTest(); |
+ successfullyParsed = true; |
+ </script> |
+ <script src="../../resources/js-test-post.js"></script> |
+ </body> |
+</html> |
Property changes on: third_party/webgl/sdk/tests/conformance/rendering/line-loop-tri-fan.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |