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| 1 <!DOCTYPE html> |
| 2 <html><head> |
| 3 <meta charset="utf-8"> |
| 4 <!-- |
| 5 Tests for the OpenGL ES 2.0 HTML Canvas context |
| 6 |
| 7 Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
| 8 |
| 9 Permission is hereby granted, free of charge, to any person |
| 10 obtaining a copy of this software and associated documentation |
| 11 files (the "Software"), to deal in the Software without |
| 12 restriction, including without limitation the rights to use, |
| 13 copy, modify, merge, publish, distribute, sublicense, and/or sell |
| 14 copies of the Software, and to permit persons to whom the |
| 15 Software is furnished to do so, subject to the following |
| 16 conditions: |
| 17 |
| 18 The above copyright notice and this permission notice shall be |
| 19 included in all copies or substantial portions of the Software. |
| 20 |
| 21 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 22 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES |
| 23 OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
| 24 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
| 25 HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
| 26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| 27 FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| 28 OTHER DEALINGS IN THE SOFTWARE. |
| 29 |
| 30 --> |
| 31 <link rel="stylesheet" type="text/css" href="../unit.css" /> |
| 32 <script type="application/x-javascript" src="../unit.js"></script> |
| 33 <script type="application/x-javascript" src="../util.js"></script> |
| 34 <script type="application/x-javascript"> |
| 35 |
| 36 Tests.startUnit = function () { |
| 37 var canvas = document.getElementById('gl'); |
| 38 var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
| 39 return [gl]; |
| 40 } |
| 41 |
| 42 Tests.setup = function(gl) { |
| 43 var tex = gl.createTexture(); |
| 44 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 45 var texCubeMap = gl.createTexture(); |
| 46 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap); |
| 47 return [gl] |
| 48 } |
| 49 |
| 50 Tests.teardown = function(gl,tex,texCubeMap) { |
| 51 gl.bindTexture(gl.TEXTURE_2D, null); |
| 52 gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); |
| 53 gl.deleteTexture(tex); |
| 54 gl.deleteTexture(texCubeMap); |
| 55 } |
| 56 |
| 57 |
| 58 Tests.testTexImage2D = function(gl) { |
| 59 gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0); |
| 60 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,1,1); |
| 61 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,2,1); |
| 62 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,1,2); |
| 63 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,16,16); |
| 64 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 15,15,1,1); |
| 65 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 1,1, 0,0,15,15); |
| 66 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 15,15, 0,0,1,1); |
| 67 var valid_targets = [ |
| 68 gl.TEXTURE_2D, |
| 69 gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
| 70 gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
| 71 gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
| 72 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
| 73 gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
| 74 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z |
| 75 ]; |
| 76 valid_targets.forEach(function(t) { |
| 77 assertOk(function(){ |
| 78 gl.copyTexImage2D(t, 0, gl.RGBA, 0,0,1,1,0); |
| 79 gl.copyTexSubImage2D(t, 0, 0,0,0,0,1,1); |
| 80 }); |
| 81 }); |
| 82 } |
| 83 Tests.testRoundtrip = function(gl) { |
| 84 var sh = new Filter(gl, 'identity-flip-vert', 'identity-frag'); |
| 85 gl.clearColor(1.0, 0.0, 0.0, 1.0); |
| 86 gl.clear(gl.COLOR_BUFFER_BIT); |
| 87 var buf = new Uint8Array(4); |
| 88 gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 89 assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]); |
| 90 // red texture |
| 91 gl.clearColor(0.0, 0.0, 0.0, 0.0); |
| 92 gl.clear(gl.COLOR_BUFFER_BIT); |
| 93 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, document
.getElementById('gl')); |
| 94 gl.clearColor(1.0, 0.0, 0.0, 1.0); |
| 95 gl.clear(gl.COLOR_BUFFER_BIT); |
| 96 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0,0,0,16,16); |
| 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_MAG_FILTER, gl.LINEAR); |
| 100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| 101 gl.clearColor(0.0, 0.0, 1.0, 1.0); |
| 102 gl.clear(gl.COLOR_BUFFER_BIT); |
| 103 // blue framebuffer |
| 104 gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 105 assertEquals([0,0,255,255], [buf[0], buf[1], buf[2], buf[3]]); |
| 106 sh.apply(); // paint with texture |
| 107 gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 108 assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]); |
| 109 sh.destroy(); |
| 110 } |
| 111 |
| 112 Tests.endUnit = function(gl) { |
| 113 } |
| 114 |
| 115 </script> |
| 116 <script id="identity-flip-vert" type="x-shader/x-vertex"> |
| 117 attribute vec3 Vertex; |
| 118 attribute vec2 Tex; |
| 119 |
| 120 varying vec4 texCoord0; |
| 121 void main() |
| 122 { |
| 123 texCoord0 = vec4(Tex.s, 1.0-Tex.t, 0.0, 0.0); |
| 124 gl_Position = vec4(Vertex, 1.0); |
| 125 } |
| 126 </script> |
| 127 <script id="identity-frag" type="x-shader/x-fragment"> |
| 128 precision mediump float; |
| 129 |
| 130 uniform sampler2D Texture; |
| 131 |
| 132 varying vec4 texCoord0; |
| 133 void main() |
| 134 { |
| 135 vec4 c = texture2D(Texture, texCoord0.st); |
| 136 gl_FragColor = c; |
| 137 } |
| 138 </script> |
| 139 <style>canvas{ position:absolute; }</style> |
| 140 </head><body> |
| 141 <canvas id="gl" width="16" height="16"></canvas> |
| 142 </body></html> |
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