OLD | NEW |
(Empty) | |
| 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 texture mips conformance test.</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 <script src="../resources/webgl-test-utils.js"></script> |
| 15 </head> |
| 16 <body> |
| 17 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c
anvas> |
| 18 <div id="description"></div> |
| 19 <div id="console"></div> |
| 20 <script id="vshader" type="x-shader/x-vertex"> |
| 21 uniform vec4 uOffset; |
| 22 uniform vec4 uMult; |
| 23 attribute vec4 vPosition; |
| 24 attribute vec2 texCoord0; |
| 25 varying vec2 texCoord; |
| 26 void main() |
| 27 { |
| 28 gl_Position = vPosition * uMult + uOffset; |
| 29 texCoord = texCoord0; |
| 30 } |
| 31 </script> |
| 32 |
| 33 <script id="fshader" type="x-shader/x-fragment"> |
| 34 precision mediump float; |
| 35 uniform sampler2D tex; |
| 36 varying vec2 texCoord; |
| 37 void main() |
| 38 { |
| 39 gl_FragColor = texture2D(tex, texCoord); |
| 40 } |
| 41 </script> |
| 42 <script> |
| 43 var canvas; |
| 44 function init() |
| 45 { |
| 46 if (window.initNonKhronosFramework) { |
| 47 window.initNonKhronosFramework(false); |
| 48 } |
| 49 |
| 50 debug("Checks mip issues"); |
| 51 debug(""); |
| 52 |
| 53 var wtu = WebGLTestUtils; |
| 54 canvas = document.getElementById("example"); |
| 55 shouldBe("canvas.width", "2"); |
| 56 shouldBe("canvas.height", "2"); |
| 57 |
| 58 gl = wtu.create3DContext(canvas); |
| 59 wtu.setupUnitQuad(gl, 0, 1); |
| 60 var program = wtu.setupProgram( |
| 61 gl, |
| 62 [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), |
| 63 wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], |
| 64 ['vPosition', 'texCoord0'], [0, 1]); |
| 65 |
| 66 gl.disable(gl.DEPTH_TEST); |
| 67 gl.disable(gl.BLEND); |
| 68 |
| 69 var blue = [0, 0, 255, 255]; |
| 70 var red = [255, 0, 0, 255]; |
| 71 var green = [0, 255, 0, 255]; |
| 72 var lightGreen = [128, 255, 192, 255]; |
| 73 var black = [0, 0, 0, 255]; |
| 74 |
| 75 var tex = gl.createTexture(); |
| 76 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 77 // 16x16 texture no mips |
| 78 fillLevel(0, 16, lightGreen); |
| 79 debug("mips: lightGreen(16x16), undef, undef, undef, undef"); |
| 80 |
| 81 var texLoc = gl.getUniformLocation(program, "tex"); |
| 82 gl.uniform1i(texLoc, 0); |
| 83 var offLoc = gl.getUniformLocation(program, "uOffset"); |
| 84 var multLoc = gl.getUniformLocation(program, "uMult"); |
| 85 |
| 86 gl.uniform4f(offLoc, 0, 0, 0, 0); |
| 87 gl.uniform4f(multLoc, 1, 1, 1, 1); |
| 88 |
| 89 wtu.drawQuad(gl); |
| 90 wtu.checkCanvas(gl, black, |
| 91 "texture that is missing mips when " + |
| 92 "TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with black"); |
| 93 |
| 94 gl.generateMipmap(gl.TEXTURE_2D); |
| 95 debug("mips: lightGreen(16x16), lightGreen(8x8), lightGreen(4x4), lightGreen(2
x2), lightGreen(1x1)"); |
| 96 |
| 97 wtu.drawQuad(gl); |
| 98 wtu.checkCanvas(gl, lightGreen, |
| 99 "texture that has all mips when should draw with light green"); |
| 100 |
| 101 // Fill in the bottom 2 mips with a different color. |
| 102 fillLevel(4, 1, green); |
| 103 fillLevel(3, 2, green); |
| 104 debug("mips: lightGreen(16x16), lightGreen(8x8), lightGreen(4x4), green(2x2),
green(1x1)"); |
| 105 |
| 106 // Choose the nearest mip |
| 107 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEARES
T); |
| 108 |
| 109 wtu.drawQuad(gl); |
| 110 wtu.checkCanvas(gl, green, |
| 111 "texture that is only using the smallest 2 mips should draw with green"); |
| 112 |
| 113 gl.uniform4f(multLoc, 16, 16, 1, 1); |
| 114 |
| 115 wtu.drawQuad(gl); |
| 116 wtu.checkCanvas(gl, lightGreen, |
| 117 "texture that is using only the largest 2 mips should draw with light gree
n"); |
| 118 |
| 119 // Set the top level |
| 120 fillLevel(0, 1, red); |
| 121 debug("mips: red(1x1), lightGreen(8x8-unused), lightGreen(4x4-unused), lightGr
een(2x2-unused), lightGreen(1x1-unused)"); |
| 122 wtu.drawQuad(gl); |
| 123 wtu.checkCanvas(gl, red, |
| 124 "texture that is only using the top level even though other levels are def
ined " + |
| 125 "should draw with red"); |
| 126 |
| 127 // Set the top 2 levels using generateMipmap |
| 128 fillLevel(0, 2, blue); |
| 129 debug("mips: blue(2x2), lightGreen(8x8-unused), lightGreen(4x4-unused), lightG
reen(2x2-unused), lightGreen(1x1-unused)"); |
| 130 gl.generateMipmap(gl.TEXTURE_2D); |
| 131 debug("mips: blue(2x2), blue(1x1), lightGreen(4x4-unused), lightGreen(2x2-unus
ed), lightGreen(1x1-unused)"); |
| 132 |
| 133 wtu.drawQuad(gl); |
| 134 wtu.checkCanvas(gl, blue, |
| 135 "texture that is only using the top 2 levels even though other levels are
defined " + |
| 136 "should draw with blue"); |
| 137 |
| 138 |
| 139 // Set the top 2 levels back to sizes that end up using levels 2, 3, and 4 aga
in. |
| 140 fillLevel(0, 16, blue); |
| 141 debug("mips: blue(16x16), blue(1x1), lightGreen(4x4-unused), lightGreen(2x2-un
used), lightGreen(1x1-unused)"); |
| 142 fillLevel(1, 8, blue); |
| 143 debug("mips: blue(16x16), blue(8x8), lightGreen(4x4), lightGreen(2x2), lightGr
een(1x1)"); |
| 144 wtu.drawQuad(gl); |
| 145 wtu.checkCanvas(gl, blue, |
| 146 "texture that is only using the largest 2 mips should draw with blue"); |
| 147 gl.uniform4f(multLoc, 1, 1, 1, 1); |
| 148 wtu.drawQuad(gl); |
| 149 wtu.checkCanvas(gl, green, |
| 150 "texture that is only using the smalles 2 mips should draw with green"); |
| 151 |
| 152 |
| 153 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
| 154 } |
| 155 |
| 156 function fillLevel(level, size, color) { |
| 157 var numPixels = size * size; |
| 158 var pixels = new Uint8Array(numPixels * 4); |
| 159 for (var jj = 0; jj < numPixels; ++jj) { |
| 160 var off = jj * 4; |
| 161 pixels[off + 0] = color[0]; |
| 162 pixels[off + 1] = color[1]; |
| 163 pixels[off + 2] = color[2]; |
| 164 pixels[off + 3] = color[3]; |
| 165 } |
| 166 gl.texImage2D( |
| 167 gl.TEXTURE_2D, level, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| 168 pixels); |
| 169 } |
| 170 |
| 171 init(); |
| 172 successfullyParsed = true; |
| 173 </script> |
| 174 |
| 175 <script src="../../resources/js-test-post.js"></script> |
| 176 |
| 177 </body> |
| 178 </html> |
| 179 |
OLD | NEW |