Index: conformance/textures/texture-active-bind-2.html |
=================================================================== |
--- conformance/textures/texture-active-bind-2.html (revision 0) |
+++ conformance/textures/texture-active-bind-2.html (revision 0) |
@@ -0,0 +1,189 @@ |
+<!-- |
+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 ActiveTexture BindTexture conformance test #2</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> |
+</head> |
+<body> |
+<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
+<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+uniform mat4 world; |
+attribute vec3 vPosition; |
+attribute vec2 texCoord0; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_Position = world * vec4(vPosition, 1); |
+ texCoord = texCoord0; |
+} |
+</script> |
+<script id="fshader2d" type="x-shader/x-fragment"> |
+precision mediump float; |
+ |
+uniform sampler2D tex2d; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_FragColor = texture2D(tex2d, texCoord); |
+} |
+</script> |
+<script id="fshaderCube" type="x-shader/x-fragment"> |
+precision mediump float; |
+ |
+uniform samplerCube texCube; |
+void main() |
+{ |
+ gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
+} |
+</script> |
+ |
+<script> |
+function init() |
+{ |
+ if (window.initNonKhronosFramework) { |
+ window.initNonKhronosFramework(false); |
+ } |
+ |
+ debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same"); |
+ debug("active texture unit works as long as they are not used"); |
+ debug("simultaneously in the same shader program."); |
+ debug(""); |
+ |
+ var canvas2d = document.getElementById("canvas2d"); |
+ var ctx2d = canvas2d.getContext("2d"); |
+ ctx2d.globalCompositeOperation = "copy"; |
+ |
+ gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"], |
+ [ 0, 0, 0, 1 ], 1); |
+ |
+ var program2d = gl.program; |
+ var programCube = createProgram( |
+ gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]); |
+ |
+ gl.disable(gl.DEPTH_TEST); |
+ gl.disable(gl.BLEND); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData( |
+ gl.ARRAY_BUFFER, |
+ new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
+ -1,-1,0, 1,1,0, 1,-1,0]), |
+ gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(0); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData( |
+ gl.ARRAY_BUFFER, |
+ new Float32Array([ 0,0, 1,0, 0,1, |
+ 0,1, 1,0, 1,1]), |
+ gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(1); |
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
+ |
+ // Make texture unit 1 active. |
+ gl.activeTexture(gl.TEXTURE1); |
+ |
+ // Make a 2d texture |
+ var tex2d = gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_2D, tex2d); |
+ ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
+ ctx2d.fillRect(0, 0, 1, 1); |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
+ |
+ // make a cube texture |
+ var texCube = gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
+ ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
+ ctx2d.fillRect(0, 0, 1, 1); |
+ 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]; |
+ for (var ii = 0; ii < targets.length; ++ii) { |
+ gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
+ } |
+ |
+ // Setup program2d and programCube |
+ var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
+ var world2dLoc = gl.getUniformLocation(program2d, "world"); |
+ var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
+ var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
+ |
+ gl.useProgram(program2d); |
+ gl.uniform1i(tex2dLoc, 1); |
+ gl.useProgram(programCube); |
+ gl.uniform1i(texCubeLoc, 1); |
+ |
+ gl.clearColor(1,0,0,1); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ |
+ var programs = [program2d, programCube]; |
+ var worldLocs = [world2dLoc, worldCubeLoc]; |
+ for (var ii = 0; ii < 4; ++ii) { |
+ var x = ii % 2; |
+ var y = Math.floor(ii / 2); |
+ gl.useProgram(programs[x]); |
+ gl.uniformMatrix4fv( |
+ worldLocs[x], false, |
+ [0.5, 0, 0, 0, |
+ 0, 0.5, 0, 0, |
+ 0, 0, 1, 0, |
+ -0.5 + x, -0.5 + y, 0, 1]); |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ } |
+ |
+ var colors = [ |
+ [0,0,255,255], |
+ [255,0,255,255], |
+ [0,0,255,255], |
+ [255,0,255,255]]; |
+ |
+ for (var ii = 0; ii < colors.length; ++ii) { |
+ var c = colors[ii]; |
+ var x = ii % 2; |
+ var y = Math.floor(ii / 2); |
+ var buf = new Uint8Array(4); |
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
+ var msg = 'expected:' + |
+ c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
+ buf[0] + ', ' + |
+ buf[1] + ', ' + |
+ buf[2] + ', ' + |
+ buf[3]; |
+ if (buf[0] != c[0] || |
+ buf[1] != c[1] || |
+ buf[2] != c[2] || |
+ buf[3] != c[3]) { |
+ testFailed(msg); |
+ return; |
+ } |
+ |
+ testPassed(msg); |
+ } |
+} |
+ |
+init(); |
+successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
Property changes on: conformance/textures/texture-active-bind-2.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |