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Unified Diff: conformance/textures/texture-size-cube-maps.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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Index: conformance/textures/texture-size-cube-maps.html
===================================================================
--- conformance/textures/texture-size-cube-maps.html (revision 0)
+++ conformance/textures/texture-size-cube-maps.html (revision 0)
@@ -0,0 +1,327 @@
+<!--
+Copyright (c) 2011 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL texture size cube map conformance test.</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"> </script>
+<script src="../resources/webgl-test-utils.js"></script>
+</head>
+<body>
+<canvas id="example" width="256" height="256" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+uniform mat4 rotation;
+varying vec3 texCoord;
+void main()
+{
+ gl_Position = vPosition;
+ vec4 direction = vec4(vPosition.x * 0.5, vPosition.y * 0.5, 1, 1);
+ texCoord = normalize((rotation * direction).xyz);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+uniform samplerCube tex;
+varying vec3 texCoord;
+void main()
+{
+ gl_FragColor = textureCube(tex, normalize(texCoord));
+}
+</script>
+<script>
+var canvas;
+description("Checks issues with size of cube map textures");
+debug("");
+
+var wtu = WebGLTestUtils;
+canvas = document.getElementById("example");
+
+gl = wtu.create3DContext(canvas);
+wtu.setupUnitQuad(gl, 0, 1);
+var program = wtu.setupProgram(
+ gl,
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
+ ['vPosition', 'texCoord0'], [0, 1]);
+var rotLoc = gl.getUniformLocation(program, "rotation");
+
+gl.disable(gl.DEPTH_TEST);
+gl.disable(gl.BLEND);
+
+var maxSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
+debug("max cube map size: " + maxSize);
+maxSize = Math.min(512, maxSize);
+
+// a cube map of 512x512 takes 6meg. I'm assuming it's not
+// unreasonable to expect to be able to allocate a 6meg texture
+
+var colors = [
+ {name: 'red', color: [255, 0, 0, 255]},
+ {name: 'green', color: [ 0, 255, 0, 255]},
+ {name: 'blue', color: [ 0, 0, 255, 255]},
+ {name: 'yellow', color: [255, 255, 0, 255]},
+ {name: 'cyan', color: [ 0, 255, 255, 255]},
+ {name: 'magenta', color: [255, 0, 255, 255]}
+];
+
+var targets = [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
+
+var rotations = [
+ {axis: [0, 1, 0], angle: Math.PI / 2},
+ {axis: [0, 1, 0], angle: -Math.PI / 2},
+ {axis: [1, 0, 0], angle: -Math.PI / 2},
+ {axis: [1, 0, 0], angle: Math.PI / 2},
+ {axis: [0, 1, 0], angle: 0},
+ {axis: [0, 1, 0], angle: Math.PI},
+];
+
+var halfRotations = [
+ {colors: [3, 4], rotations: [{axis: [1, 0, 0], angle: Math.PI / 4}]},
+ {colors: [4, 2], rotations: [{axis: [1, 0, 0], angle: -Math.PI / 4}]},
+ {colors: [5, 3], rotations: [{axis: [1, 0, 0], angle: Math.PI / 4 * 3}]},
+ {colors: [2, 5], rotations: [{axis: [1, 0, 0], angle: -Math.PI / 4 * 3}]},
+ {colors: [3, 0], rotations: [{axis: [0, 1, 0], angle: Math.PI / 2},
+ {axis: [1, 0, 0], angle: Math.PI / 4}]},
+ {colors: [0, 2], rotations: [{axis: [0, 1, 0], angle: Math.PI / 2},
+ {axis: [1, 0, 0], angle: -Math.PI / 4}]},
+];
+
+var count = 0;
+var sizeCount = 0;
+
+test();
+
+function test() {
+ var size = Math.pow(2, sizeCount);
+ if (size > maxSize || !testSize(size)) {
+ finishTest();
+ } else {
+ ++sizeCount;
+ setTimeout(test, 100);
+ }
+}
+
+function testSize(size) {
+ debug("");
+ debug("testing size: " + size);
+ var canvasSize = Math.max(size / 4, 2);
+ canvas.width = canvasSize;
+ canvas.height = canvasSize;
+ gl.viewport(0, 0, canvasSize, canvasSize);
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
+
+ // Seems like I should be using LINEAR here with some other math
+ // to make sure I get more mip coverage but that's easier said
+ // than done.
+
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+
+ for (var jj = 0; jj < 2; ++jj) {
+ for (var tt = 0; tt < targets.length; ++tt) {
+ var color = colors[(tt + count) % colors.length];
+ fillLevel(targets[tt], 0, size, color.color);
+ }
+ if (jj == 1) {
+ debug("use mipmap");
+ gl.texParameteri(
+ gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER,
+ gl.NEAREST_MIPMAP_NEAREST);
+ gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
+ }
+
+ var err = gl.getError();
+ if (err == gl.OUT_OF_MEMORY) {
+ return false;
+ }
+ if (err != gl.NO_ERROR) {
+ testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
+ }
+
+
+ for (var rr = 0; rr < rotations.length; ++rr) {
+ var rot = rotations[rr];
+ var color = colors[(rr + count) % colors.length];
+ var rotMat = axisRotation(rot.axis, rot.angle);
+ gl.uniformMatrix4fv(rotLoc, false, rotMat);
+ wtu.drawQuad(gl);
+ wtu.checkCanvas(
+ gl, color.color,
+ wtu.glEnumToString(gl, targets[rr]) + " should be " + color.name);
+ }
+
+ for (var rr = 0; rr < halfRotations.length; ++rr) {
+ var h = halfRotations[rr];
+ var rots = h.rotations;
+ var rotMat = axisRotation(rots[0].axis, rots[0].angle);
+ for (var ii = 1; ii < rots.length; ++ii) {
+ var tmpMat = axisRotation(rots[ii].axis, rots[ii].angle);
+ var rotMat = mulMatrix(tmpMat, rotMat);
+ }
+ gl.uniformMatrix4fv(rotLoc, false, rotMat);
+ wtu.drawQuad(gl);
+
+ for (var ii = 0; ii < 2; ++ii) {
+ checkRect(
+ 0,
+ canvasSize / 2 * ii,
+ canvasSize,
+ canvasSize / 2,
+ colors[(h.colors[ii] + count) % colors.length]);
+ }
+ }
+ ++count;
+ }
+
+ gl.deleteTexture(tex);
+ return true;
+}
+
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
+
+function checkRect(x, y, width, height, color) {
+ wtu.checkCanvasRect(
+ gl,
+ x,
+ y,
+ width,
+ height,
+ color.color,
+ "" + x + ", " + y + ", " + width + ", " + height +
+ " should be " + color.name);
+}
+
+function fillLevel(target, level, size, color) {
+ var numPixels = size * size;
+ var pixels = new Uint8Array(numPixels * 4);
+ for (var jj = 0; jj < numPixels; ++jj) {
+ var off = jj * 4;
+ pixels[off + 0] = color[0];
+ pixels[off + 1] = color[1];
+ pixels[off + 2] = color[2];
+ pixels[off + 3] = color[3];
+ }
+ gl.texImage2D(
+ target, level, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE,
+ pixels);
+}
+
+function printMat(mat) {
+ debug("" + mat[0] + ", " + mat[1] + ", " + mat[2] + ", " + mat[3] + ", ");
+ debug("" + mat[4] + ", " + mat[5] + ", " + mat[6] + ", " + mat[7] + ", ");
+ debug("" + mat[8] + ", " + mat[9] + ", " + mat[10] + ", " + mat[11] + ", ");
+ debug("" + mat[12] + ", " + mat[13] + ", " + mat[14] + ", " + mat[15] + ", ");
+}
+
+function axisRotation(axis, angle) {
+ var dst = new Float32Array(16);
+ var x = axis[0];
+ var y = axis[1];
+ var z = axis[2];
+ var n = Math.sqrt(x * x + y * y + z * z);
+ x /= n;
+ y /= n;
+ z /= n;
+ var xx = x * x;
+ var yy = y * y;
+ var zz = z * z;
+ var c = Math.cos(angle);
+ var s = Math.sin(angle);
+ var oneMinusCosine = 1 - c;
+
+ dst[ 0] = xx + (1 - xx) * c;
+ dst[ 1] = x * y * oneMinusCosine + z * s;
+ dst[ 2] = x * z * oneMinusCosine - y * s;
+ dst[ 3] = 0;
+ dst[ 4] = x * y * oneMinusCosine - z * s;
+ dst[ 5] = yy + (1 - yy) * c;
+ dst[ 6] = y * z * oneMinusCosine + x * s;
+ dst[ 7] = 0;
+ dst[ 8] = x * z * oneMinusCosine + y * s;
+ dst[ 9] = y * z * oneMinusCosine - x * s;
+ dst[10] = zz + (1 - zz) * c;
+ dst[11] = 0;
+ dst[12] = 0;
+ dst[13] = 0;
+ dst[14] = 0;
+ dst[15] = 1;
+
+ return dst;
+};
+
+function mulMatrix(a, b) {
+ var dst = new Float32Array(16);
+ var a00 = a[0];
+ var a01 = a[1];
+ var a02 = a[2];
+ var a03 = a[3];
+ var a10 = a[ 4 + 0];
+ var a11 = a[ 4 + 1];
+ var a12 = a[ 4 + 2];
+ var a13 = a[ 4 + 3];
+ var a20 = a[ 8 + 0];
+ var a21 = a[ 8 + 1];
+ var a22 = a[ 8 + 2];
+ var a23 = a[ 8 + 3];
+ var a30 = a[12 + 0];
+ var a31 = a[12 + 1];
+ var a32 = a[12 + 2];
+ var a33 = a[12 + 3];
+ var b00 = b[0];
+ var b01 = b[1];
+ var b02 = b[2];
+ var b03 = b[3];
+ var b10 = b[ 4 + 0];
+ var b11 = b[ 4 + 1];
+ var b12 = b[ 4 + 2];
+ var b13 = b[ 4 + 3];
+ var b20 = b[ 8 + 0];
+ var b21 = b[ 8 + 1];
+ var b22 = b[ 8 + 2];
+ var b23 = b[ 8 + 3];
+ var b30 = b[12 + 0];
+ var b31 = b[12 + 1];
+ var b32 = b[12 + 2];
+ var b33 = b[12 + 3];
+ dst[ 0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
+ dst[ 1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
+ dst[ 2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
+ dst[ 3] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
+ dst[ 4] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
+ dst[ 5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
+ dst[ 6] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
+ dst[ 7] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
+ dst[ 8] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
+ dst[ 9] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
+ dst[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
+ dst[11] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
+ dst[12] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
+ dst[13] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
+ dst[14] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
+ dst[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
+ return dst;
+};
+
+successfullyParsed = true;
+</script>
+</body>
+</html>
+
+
Property changes on: conformance/textures/texture-size-cube-maps.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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