OLD | NEW |
| (Empty) |
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> | |
OLD | NEW |