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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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