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