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Side by Side Diff: conformance/textures/texture-active-bind-2.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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1 <!--
2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL ActiveTexture BindTexture conformance test #2</title>
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../resources/js-test-pre.js"></script>
13 <script src="../resources/webgl-test.js"> </script>
14 </head>
15 <body>
16 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c anvas>
17 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></ canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script id="vshader" type="x-shader/x-vertex">
21 uniform mat4 world;
22 attribute vec3 vPosition;
23 attribute vec2 texCoord0;
24 varying vec2 texCoord;
25 void main()
26 {
27 gl_Position = world * vec4(vPosition, 1);
28 texCoord = texCoord0;
29 }
30 </script>
31 <script id="fshader2d" type="x-shader/x-fragment">
32 precision mediump float;
33
34 uniform sampler2D tex2d;
35 varying vec2 texCoord;
36 void main()
37 {
38 gl_FragColor = texture2D(tex2d, texCoord);
39 }
40 </script>
41 <script id="fshaderCube" type="x-shader/x-fragment">
42 precision mediump float;
43
44 uniform samplerCube texCube;
45 void main()
46 {
47 gl_FragColor = textureCube(texCube, vec3(0,1,0));
48 }
49 </script>
50
51 <script>
52 function init()
53 {
54 if (window.initNonKhronosFramework) {
55 window.initNonKhronosFramework(false);
56 }
57
58 debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same");
59 debug("active texture unit works as long as they are not used");
60 debug("simultaneously in the same shader program.");
61 debug("");
62
63 var canvas2d = document.getElementById("canvas2d");
64 var ctx2d = canvas2d.getContext("2d");
65 ctx2d.globalCompositeOperation = "copy";
66
67 gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"],
68 [ 0, 0, 0, 1 ], 1);
69
70 var program2d = gl.program;
71 var programCube = createProgram(
72 gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]);
73
74 gl.disable(gl.DEPTH_TEST);
75 gl.disable(gl.BLEND);
76
77 var vertexObject = gl.createBuffer();
78 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
79 gl.bufferData(
80 gl.ARRAY_BUFFER,
81 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
82 -1,-1,0, 1,1,0, 1,-1,0]),
83 gl.STATIC_DRAW);
84 gl.enableVertexAttribArray(0);
85 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
86
87 var vertexObject = gl.createBuffer();
88 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
89 gl.bufferData(
90 gl.ARRAY_BUFFER,
91 new Float32Array([ 0,0, 1,0, 0,1,
92 0,1, 1,0, 1,1]),
93 gl.STATIC_DRAW);
94 gl.enableVertexAttribArray(1);
95 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
96
97 // Make texture unit 1 active.
98 gl.activeTexture(gl.TEXTURE1);
99
100 // Make a 2d texture
101 var tex2d = gl.createTexture();
102 gl.bindTexture(gl.TEXTURE_2D, tex2d);
103 ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
104 ctx2d.fillRect(0, 0, 1, 1);
105 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
106
107 // make a cube texture
108 var texCube = gl.createTexture();
109 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
110 ctx2d.fillStyle = "rgba(255, 0, 255, 255)";
111 ctx2d.fillRect(0, 0, 1, 1);
112 var targets = [
113 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
114 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
115 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
116 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
117 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
118 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
119 for (var ii = 0; ii < targets.length; ++ii) {
120 gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
121 }
122
123 // Setup program2d and programCube
124 var tex2dLoc = gl.getUniformLocation(program2d, "tex2d");
125 var world2dLoc = gl.getUniformLocation(program2d, "world");
126 var texCubeLoc = gl.getUniformLocation(programCube, "texCube");
127 var worldCubeLoc = gl.getUniformLocation(programCube, "world");
128
129 gl.useProgram(program2d);
130 gl.uniform1i(tex2dLoc, 1);
131 gl.useProgram(programCube);
132 gl.uniform1i(texCubeLoc, 1);
133
134 gl.clearColor(1,0,0,1);
135 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
136
137 var programs = [program2d, programCube];
138 var worldLocs = [world2dLoc, worldCubeLoc];
139 for (var ii = 0; ii < 4; ++ii) {
140 var x = ii % 2;
141 var y = Math.floor(ii / 2);
142 gl.useProgram(programs[x]);
143 gl.uniformMatrix4fv(
144 worldLocs[x], false,
145 [0.5, 0, 0, 0,
146 0, 0.5, 0, 0,
147 0, 0, 1, 0,
148 -0.5 + x, -0.5 + y, 0, 1]);
149 gl.drawArrays(gl.TRIANGLES, 0, 6);
150 }
151
152 var colors = [
153 [0,0,255,255],
154 [255,0,255,255],
155 [0,0,255,255],
156 [255,0,255,255]];
157
158 for (var ii = 0; ii < colors.length; ++ii) {
159 var c = colors[ii];
160 var x = ii % 2;
161 var y = Math.floor(ii / 2);
162 var buf = new Uint8Array(4);
163 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
164 var msg = 'expected:' +
165 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
166 buf[0] + ', ' +
167 buf[1] + ', ' +
168 buf[2] + ', ' +
169 buf[3];
170 if (buf[0] != c[0] ||
171 buf[1] != c[1] ||
172 buf[2] != c[2] ||
173 buf[3] != c[3]) {
174 testFailed(msg);
175 return;
176 }
177
178 testPassed(msg);
179 }
180 }
181
182 init();
183 successfullyParsed = true;
184 </script>
185 <script src="../../resources/js-test-post.js"></script>
186
187 </body>
188 </html>
189
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