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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 = canvas.getContext(GL_CONTEXT_ID); |
| 39 return [gl]; |
| 40 } |
| 41 |
| 42 Tests.autorun = false; |
| 43 Tests.message = "Caution: might hang your GPU" |
| 44 |
| 45 var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable']; |
| 46 arr.forEach(function(e){ |
| 47 Tests['test'+e+'vert'] = function(gl) { |
| 48 var sh = new Filter(gl, e+'vert', 'frag'); |
| 49 assertOk(function(){ |
| 50 sh.apply(); |
| 51 }); |
| 52 sh.destroy(); |
| 53 } |
| 54 Tests['test'+e+'frag'] = function(gl) { |
| 55 var sh = new Filter(gl, 'vert', e+'frag'); |
| 56 assertOk(function(){ |
| 57 sh.apply(); |
| 58 }); |
| 59 sh.destroy(); |
| 60 } |
| 61 }); |
| 62 |
| 63 Tests.testMandelbrot = function(gl) { |
| 64 gl.disable(gl.DEPTH_TEST); |
| 65 var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag'); |
| 66 sh.apply(function(s){ |
| 67 s.uniform1f('z', 0.15); |
| 68 s.uniform1f('x', -1.25); |
| 69 }); |
| 70 for (var i=0; i<256; i++) { |
| 71 sh.apply(); |
| 72 } |
| 73 sh.destroy(); |
| 74 } |
| 75 |
| 76 </script> |
| 77 <script id="identity-vert" type="x-shader/x-vertex"> |
| 78 |
| 79 attribute vec3 Vertex; |
| 80 attribute vec2 Tex; |
| 81 |
| 82 varying vec2 texCoord0; |
| 83 void main() |
| 84 { |
| 85 texCoord0 = vec2(Tex.s, Tex.t); |
| 86 gl_Position = vec4(Vertex, 1.0); |
| 87 } |
| 88 </script> |
| 89 <script id="mandelbrot-frag" type="x-shader/x-fragment"> |
| 90 precision mediump float; |
| 91 |
| 92 uniform float x,y,z; |
| 93 varying vec2 texCoord0; |
| 94 vec4 iter_z(float cr, float ci) { |
| 95 int i; |
| 96 float nzr, nzi, zr = 0.0, zi = 0.0; |
| 97 vec4 color = vec4(0.0); |
| 98 for (i=0; i<2500; i++) { |
| 99 nzr = zr * zr - zi * zi + cr; |
| 100 nzi = 2.0 * zr * zi + ci; |
| 101 zr = nzr; |
| 102 zi = nzi; |
| 103 } |
| 104 color = vec4(zi); |
| 105 color.a = 1.0; |
| 106 return color; |
| 107 } |
| 108 |
| 109 void main() |
| 110 { |
| 111 gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.
0)); |
| 112 } |
| 113 </script> |
| 114 <script id="whiletruevert" type="x-shader/x-vertex"> |
| 115 |
| 116 |
| 117 attribute vec3 Vertex; attribute vec2 Tex; |
| 118 varying vec2 TexCoord; |
| 119 void main() |
| 120 { |
| 121 float z = 1.0; |
| 122 while(true) { z += 0.1; z *= 0.995; } |
| 123 TexCoord = Tex.st; |
| 124 gl_Position = vec4(Vertex, z); |
| 125 } |
| 126 </script> |
| 127 <script id="loop100Mvert" type="x-shader/x-vertex"> |
| 128 |
| 129 |
| 130 attribute vec3 Vertex; attribute vec2 Tex; |
| 131 varying vec2 TexCoord; |
| 132 void main() |
| 133 { |
| 134 int i; |
| 135 float z = 1.0; |
| 136 for (i = 0; i<1000000000; i++) { |
| 137 z += 0.1; z *= 0.995; |
| 138 } |
| 139 TexCoord = Tex.st; |
| 140 gl_Position = vec4(Vertex, z); |
| 141 } |
| 142 </script> |
| 143 <script id="loopCompvert" type="x-shader/x-vertex"> |
| 144 |
| 145 |
| 146 attribute vec3 Vertex; attribute vec2 Tex; |
| 147 varying vec2 TexCoord; |
| 148 void main() |
| 149 { |
| 150 float z = 1.0; |
| 151 while(z > 0.0) { z += 0.1; z *= 0.995; } |
| 152 TexCoord = Tex.st; |
| 153 gl_Position = vec4(Vertex, z); |
| 154 } |
| 155 </script> |
| 156 <script id="variablevert" type="x-shader/x-vertex"> |
| 157 |
| 158 |
| 159 attribute vec3 Vertex; attribute vec2 Tex; |
| 160 varying vec2 TexCoord; |
| 161 |
| 162 void main() |
| 163 { |
| 164 float z = 1.0; |
| 165 while(z > Vertex.z) { z += 0.1; z *= 0.995; } |
| 166 TexCoord = Tex.st; |
| 167 gl_Position = vec4(Vertex, z); |
| 168 } |
| 169 </script> |
| 170 <script id="vert" type="x-shader/x-vertex"> |
| 171 |
| 172 |
| 173 attribute vec3 Vertex; attribute vec2 Tex; |
| 174 varying vec2 TexCoord; |
| 175 void main() |
| 176 { |
| 177 TexCoord = Tex.st; |
| 178 gl_Position = vec4(Vertex, 0.0); |
| 179 } |
| 180 </script> |
| 181 |
| 182 <script id="whiletruefrag" type="x-shader/x-fragment"> |
| 183 |
| 184 |
| 185 precision mediump float; |
| 186 |
| 187 varying vec2 TexCoord; |
| 188 void main() |
| 189 { |
| 190 float z = 1.0; |
| 191 while(true) { z += 0.1; z *= 0.995; } |
| 192 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| 193 } |
| 194 </script> |
| 195 <script id="loop100Mfrag" type="x-shader/x-fragment"> |
| 196 |
| 197 |
| 198 precision mediump float; |
| 199 |
| 200 varying vec2 TexCoord; |
| 201 void main() |
| 202 { |
| 203 int i; |
| 204 float z = 1.0; |
| 205 for (i = 0; i<1000000000; i++) { |
| 206 z += 0.1; z *= 0.995; |
| 207 } |
| 208 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| 209 } |
| 210 </script> |
| 211 <script id="loopCompfrag" type="x-shader/x-fragment"> |
| 212 |
| 213 |
| 214 precision mediump float; |
| 215 |
| 216 varying vec2 TexCoord; |
| 217 void main() |
| 218 { |
| 219 float z = TexCoord.s; |
| 220 while(z > 0.0) { z += 0.1; z *= 0.995; } |
| 221 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| 222 } |
| 223 </script> |
| 224 <script id="variablefrag" type="x-shader/x-fragment"> |
| 225 |
| 226 |
| 227 precision mediump float; |
| 228 |
| 229 varying vec2 TexCoord; |
| 230 void main() |
| 231 { |
| 232 float z = 1.0; |
| 233 while(z > TexCoord.s) { z += 0.1; z *= 0.995; } |
| 234 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| 235 } |
| 236 </script> |
| 237 <script id="frag" type="x-shader/x-fragment"> |
| 238 |
| 239 |
| 240 precision mediump float; |
| 241 |
| 242 varying vec2 TexCoord; |
| 243 void main() |
| 244 { |
| 245 gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0); |
| 246 } |
| 247 </script> |
| 248 |
| 249 |
| 250 <style>canvas{ position:absolute; }</style> |
| 251 </head><body> |
| 252 <canvas id="gl" width="512" height="512"></canvas> |
| 253 </body></html> |
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