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| 1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
| 2 "http://www.w3.org/TR/html4/loose.dtd"> | |
| 3 <html> | |
| 4 <head> | |
| 5 <title>WebGL ActiveTexture BindTexture conformance test.</title> | |
| 6 <script src="../../../resources/js-test.js"></script> | |
| 7 <script src="resources/webgl-test.js"> </script> | |
| 8 </head> | |
| 9 <body> | |
| 10 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c
anvas> | |
| 11 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></
canvas> | |
| 12 <div id="description"></div> | |
| 13 <div id="console"></div> | |
| 14 <script id="vshader" type="x-shader/x-vertex"> | |
| 15 uniform mat4 world; | |
| 16 attribute vec3 vPosition; | |
| 17 attribute vec2 texCoord0; | |
| 18 varying vec2 texCoord; | |
| 19 void main() | |
| 20 { | |
| 21 gl_Position = world * vec4(vPosition, 1); | |
| 22 texCoord = texCoord0; | |
| 23 } | |
| 24 </script> | |
| 25 | |
| 26 <script id="fshader" type="x-shader/x-fragment"> | |
| 27 #ifdef GL_ES | |
| 28 precision highp float; | |
| 29 #endif | |
| 30 uniform sampler2D tex; | |
| 31 varying vec2 texCoord; | |
| 32 void main() | |
| 33 { | |
| 34 gl_FragColor = texture2D(tex, texCoord); | |
| 35 } | |
| 36 </script> | |
| 37 | |
| 38 <script> | |
| 39 function init() | |
| 40 { | |
| 41 if (window.initNonKhronosFramework) { | |
| 42 window.initNonKhronosFramework(false); | |
| 43 } | |
| 44 | |
| 45 debug("Tests that glActiveTexture and glBindTexture work as expected"); | |
| 46 debug("Specifically texture targets are per active texture unit."); | |
| 47 debug(""); | |
| 48 | |
| 49 var canvas2d = document.getElementById("canvas2d"); | |
| 50 var ctx2d = canvas2d.getContext("2d"); | |
| 51 | |
| 52 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"], | |
| 53 [ 0, 0, 0, 1 ], 1); | |
| 54 | |
| 55 gl.disable(gl.DEPTH_TEST); | |
| 56 gl.disable(gl.BLEND); | |
| 57 | |
| 58 var vertexObject = gl.createBuffer(); | |
| 59 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 60 gl.bufferData( | |
| 61 gl.ARRAY_BUFFER, | |
| 62 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, | |
| 63 -1,-1,0, 1,1,0, 1,-1,0]), | |
| 64 gl.STATIC_DRAW); | |
| 65 gl.enableVertexAttribArray(0); | |
| 66 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
| 67 | |
| 68 var vertexObject = gl.createBuffer(); | |
| 69 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 70 gl.bufferData( | |
| 71 gl.ARRAY_BUFFER, | |
| 72 new Float32Array([ 0,0, 1,0, 0,1, | |
| 73 0,1, 1,0, 1,1]), | |
| 74 gl.STATIC_DRAW); | |
| 75 gl.enableVertexAttribArray(1); | |
| 76 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
| 77 shouldBe("gl.getError()", "gl.NO_ERROR"); | |
| 78 | |
| 79 var colors = [ | |
| 80 [0,192,128,255], | |
| 81 [128,64,255,255], | |
| 82 [192,255,64,255], | |
| 83 [200,0,255,255]]; | |
| 84 | |
| 85 // Make 4 textures by using 4 active texture units. | |
| 86 var textures = []; | |
| 87 for (var ii = 0; ii < colors.length; ++ii) { | |
| 88 var tex = gl.createTexture(); | |
| 89 gl.activeTexture(gl.TEXTURE0 + ii); | |
| 90 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 91 textures[ii] = tex; | |
| 92 } | |
| 93 shouldBe("gl.getError()", "gl.NO_ERROR"); | |
| 94 | |
| 95 // now use each texture unit to write into the textures, | |
| 96 for (var ii = 0; ii < colors.length; ++ii) { | |
| 97 var c = colors[ii]; | |
| 98 ctx2d.fillStyle = | |
| 99 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; | |
| 100 ctx2d.fillRect(0, 0, 1, 1); | |
| 101 gl.activeTexture(gl.TEXTURE0 + ii); | |
| 102 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d
); | |
| 103 } | |
| 104 shouldBe("gl.getError()", "gl.NO_ERROR"); | |
| 105 | |
| 106 var textureLoc = gl.getUniformLocation(gl.program, "tex"); | |
| 107 var worldLoc = gl.getUniformLocation(gl.program, "world"); | |
| 108 shouldBe("gl.getError()", "gl.NO_ERROR"); | |
| 109 | |
| 110 gl.clearColor(1,0,0,1); | |
| 111 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 112 | |
| 113 for (var ii = 0; ii < colors.length; ++ii) { | |
| 114 var x = ii % 2; | |
| 115 var y = Math.floor(ii / 2); | |
| 116 gl.uniform1i(textureLoc, ii); | |
| 117 gl.uniformMatrix4fv( | |
| 118 worldLoc, false, | |
| 119 [0.5, 0, 0, 0, | |
| 120 0, 0.5, 0, 0, | |
| 121 0, 0, 1, 0, | |
| 122 -0.5 + x, -0.5 + y, 0, 1]); | |
| 123 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 124 } | |
| 125 shouldBe("gl.getError()", "gl.NO_ERROR"); | |
| 126 | |
| 127 for (var ii = 0; ii < colors.length; ++ii) { | |
| 128 var c = colors[ii]; | |
| 129 var x = ii % 2; | |
| 130 var y = Math.floor(ii / 2); | |
| 131 var buf = new Uint8Array(4); | |
| 132 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 133 var msg = 'expected:' + | |
| 134 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + | |
| 135 buf[0] + ', ' + | |
| 136 buf[1] + ', ' + | |
| 137 buf[2] + ', ' + | |
| 138 buf[3]; | |
| 139 if (buf[0] != c[0] || | |
| 140 buf[1] != c[1] || | |
| 141 buf[2] != c[2] || | |
| 142 buf[3] != c[3]) | |
| 143 testFailed(msg); | |
| 144 else | |
| 145 testPassed(msg); | |
| 146 } | |
| 147 } | |
| 148 | |
| 149 init(); | |
| 150 </script> | |
| 151 | |
| 152 | |
| 153 </body> | |
| 154 </html> | |
| 155 | |
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