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| 1 <!DOCTYPE html> | |
| 2 <html> | |
| 3 <head> | |
| 4 <title>texImage2D ImageData Test</title> | |
| 5 <script src="resources/webgl-test.js"> </script> | |
| 6 <script id="vshader" type="x-shader/x-vertex"> | |
| 7 attribute vec3 vPosition; | |
| 8 attribute vec2 vTexCoord0; | |
| 9 varying vec2 texCoord; | |
| 10 void main() | |
| 11 { | |
| 12 gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, 1.0); | |
| 13 texCoord = vTexCoord0; | |
| 14 } | |
| 15 </script> | |
| 16 | |
| 17 <script id="fshader" type="x-shader/x-fragment"> | |
| 18 #ifdef GL_ES | |
| 19 precision highp float; | |
| 20 #endif | |
| 21 uniform sampler2D tex; | |
| 22 varying vec2 texCoord; | |
| 23 void main() | |
| 24 { | |
| 25 gl_FragColor = texture2D(tex, texCoord); | |
| 26 } | |
| 27 </script> | |
| 28 | |
| 29 <script> | |
| 30 function fail(x,y, buf, shouldBe) | |
| 31 { | |
| 32 var i = (y*64+x) * 4; | |
| 33 var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+b
uf[i+2]+","+buf[i+3]+"), should be "+shouldBe; | |
| 34 document.getElementById("results").innerHTML = "Test <span style='co
lor:red'>FAILED</span> "+reason; | |
| 35 } | |
| 36 | |
| 37 function pass() | |
| 38 { | |
| 39 document.getElementById("results").innerHTML = "Test <span style='co
lor:green'>PASSED</span>"; | |
| 40 } | |
| 41 | |
| 42 function checkGLError() | |
| 43 { | |
| 44 var error = gl.getError(); | |
| 45 if (error != gl.NO_ERROR) { | |
| 46 var str = "GL Error: " + error; | |
| 47 document.body.appendChild(document.createTextNode(str)); | |
| 48 throw str; | |
| 49 } | |
| 50 } | |
| 51 | |
| 52 function init() | |
| 53 { | |
| 54 if (window.testRunner) { | |
| 55 testRunner.overridePreference("WebKitWebGLEnabled", "1"); | |
| 56 testRunner.dumpAsText(); | |
| 57 } | |
| 58 // Set up a canvas to get image data from | |
| 59 var canvas2d = document.getElementById("texcanvas"); | |
| 60 var context2d = canvas2d.getContext("2d"); | |
| 61 context2d.fillStyle = 'red'; | |
| 62 context2d.fillRect(0,0,64,64); | |
| 63 | |
| 64 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "vTex
Coord0"], [ 1, 0, 1, 1 ], 100); | |
| 65 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 66 | |
| 67 var vertexObject = gl.createBuffer(); | |
| 68 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 69 var vertices = new Float32Array([ | |
| 70 -1, 1, 0, | |
| 71 -1, -1, 0, | |
| 72 1, 1, 0, | |
| 73 1, -1, 0, | |
| 74 1, 1, 0, | |
| 75 -1, -1, 0]); | |
| 76 var texCoords = new Float32Array([ | |
| 77 0, 1, | |
| 78 0, 0, | |
| 79 1, 1, | |
| 80 1, 0, | |
| 81 1, 1, | |
| 82 0, 0]); | |
| 83 g_texCoordOffset = vertices.byteLength; | |
| 84 gl.bufferData(gl.ARRAY_BUFFER, g_texCoordOffset + texCoords.byteLeng
th, gl.STATIC_DRAW); | |
| 85 gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices); | |
| 86 gl.bufferSubData(gl.ARRAY_BUFFER, g_texCoordOffset, texCoords); | |
| 87 | |
| 88 gl.enableVertexAttribArray(0); | |
| 89 gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0); | |
| 90 gl.enableVertexAttribArray(1); | |
| 91 gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, g_texCoordOffset
); | |
| 92 | |
| 93 // Create a texture from the canvas's image data | |
| 94 var tex = gl.createTexture(); | |
| 95 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 96 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,
context2d.getImageData(0, 0, 64, 64)); | |
| 97 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
; | |
| 98 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
; | |
| 99 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 101 | |
| 102 g_textureLoc = gl.getUniformLocation(gl.program, "tex"); | |
| 103 gl.uniform1i(g_textureLoc, 0); | |
| 104 | |
| 105 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 106 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 107 | |
| 108 checkGLError(); | |
| 109 | |
| 110 // Test several locations | |
| 111 // Each line should be all red | |
| 112 var buf = new Uint8Array(64 * 64 * 4); | |
| 113 gl.readPixels(0, 0, 64, 64, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 114 | |
| 115 var offset15 = 3840; // (15*64) * 4 | |
| 116 var offset40 = 10240; // (40*64) * 4 | |
| 117 var offset63 = 16128; // (63*64) * 4 | |
| 118 for (var i = 0; i < 64; ++i) { | |
| 119 var test0 = (buf[i*4] != 255 || buf[i*4+1] != 0 || buf[i*4+2] !=
0 || buf[i*4+3] != 255); | |
| 120 var test15 = (buf[offset15+i*4] != 255 || buf[offset15+i*4+1] !=
0 || buf[offset15+i*4+2] != 0 || buf[offset15+i*4+3] != 255); | |
| 121 var test40 = (buf[offset40+i*4] != 255 || buf[offset40+i*4+1] !=
0 || buf[offset40+i*4+2] != 0 || buf[offset40+i*4+3] != 255); | |
| 122 var test63 = (buf[offset63+i*4] != 255 || buf[offset63+i*4+1] !=
0 || buf[offset63+i*4+2] != 0 || buf[offset63+i*4+3] != 255); | |
| 123 if (test0) { | |
| 124 fail(i, 0, buf, "(255,0,0,255)"); | |
| 125 return; | |
| 126 } | |
| 127 if (test15) { | |
| 128 fail(i, 15, buf, "(255,0,0,255)"); | |
| 129 return; | |
| 130 } | |
| 131 if (test40) { | |
| 132 fail(i, 40, buf, "(255,0,0,255)"); | |
| 133 return; | |
| 134 } | |
| 135 if (test63) { | |
| 136 fail(i, 63, buf, "(255,0,0,255)"); | |
| 137 return; | |
| 138 } | |
| 139 } | |
| 140 pass(); | |
| 141 } | |
| 142 </script> | |
| 143 </head> | |
| 144 <body onload="init()"> | |
| 145 <canvas id="texcanvas" width="64px" height="64px"></canvas> | |
| 146 <canvas id="example" width="64px" height="64px"> | |
| 147 There is supposed to be an example drawing here, but it's not important. | |
| 148 </canvas> | |
| 149 <div id="results">Test <span style="color:red">FAILED</span></div> | |
| 150 </body> | |
| 151 </html> | |
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