| 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 ActiveTexture BindTexture 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 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></
canvas> | |
| 19 <div id="description"></div> | |
| 20 <div id="console"></div> | |
| 21 <script id="vshader" type="x-shader/x-vertex"> | |
| 22 uniform mat4 world; | |
| 23 attribute vec3 vPosition; | |
| 24 attribute vec2 texCoord0; | |
| 25 varying vec2 texCoord; | |
| 26 void main() | |
| 27 { | |
| 28 gl_Position = world * vec4(vPosition, 1); | |
| 29 texCoord = texCoord0; | |
| 30 } | |
| 31 </script> | |
| 32 <script> | |
| 33 var gl; | |
| 34 | |
| 35 function init() | |
| 36 { | |
| 37 if (window.initNonKhronosFramework) { | |
| 38 window.initNonKhronosFramework(false); | |
| 39 } | |
| 40 | |
| 41 debug("Tests that glActiveTexture and glBindTexture work as expected"); | |
| 42 debug("Specifically texture targets are per active texture unit."); | |
| 43 debug(""); | |
| 44 | |
| 45 var canvas2d = document.getElementById("canvas2d"); | |
| 46 var ctx2d = canvas2d.getContext("2d"); | |
| 47 | |
| 48 var wtu = WebGLTestUtils; | |
| 49 var canvas = document.getElementById("example"); | |
| 50 gl = wtu.create3DContext(canvas); | |
| 51 var program = wtu.setupProgram( | |
| 52 gl, | |
| 53 [wtu.loadShaderFromScript(gl, "vshader"), | |
| 54 wtu.setupSimpleTextureFragmentShader(gl)], | |
| 55 ['vPosition', 'texCoord0']); | |
| 56 wtu.setupUnitQuad(gl); | |
| 57 gl.disable(gl.DEPTH_TEST); | |
| 58 gl.disable(gl.BLEND); | |
| 59 glErrorShouldBe(gl, gl.NO_ERROR); | |
| 60 | |
| 61 var colors = [ | |
| 62 [0,192,128,255], | |
| 63 [128,64,255,255], | |
| 64 [192,255,64,255], | |
| 65 [200,0,255,255]]; | |
| 66 | |
| 67 // Make 4 textures by using 4 active texture units if available. | |
| 68 var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE
_IMAGE_UNITS)) | |
| 69 var textures = []; | |
| 70 for (var ii = 0; ii < texunits; ++ii) { | |
| 71 var tex = gl.createTexture(); | |
| 72 gl.activeTexture(gl.TEXTURE0 + ii); | |
| 73 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 74 textures[ii] = tex; | |
| 75 } | |
| 76 glErrorShouldBe(gl, gl.NO_ERROR); | |
| 77 | |
| 78 // now use each texture unit to write into the textures, | |
| 79 for (var ii = 0; ii < texunits; ++ii) { | |
| 80 var c = colors[ii]; | |
| 81 ctx2d.fillStyle = | |
| 82 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; | |
| 83 ctx2d.fillRect(0, 0, 1, 1); | |
| 84 gl.activeTexture(gl.TEXTURE0 + ii); | |
| 85 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d
); | |
| 86 } | |
| 87 glErrorShouldBe(gl, gl.NO_ERROR); | |
| 88 | |
| 89 var textureLoc = gl.getUniformLocation(program, "tex"); | |
| 90 var worldLoc = gl.getUniformLocation(program, "world"); | |
| 91 glErrorShouldBe(gl, gl.NO_ERROR); | |
| 92 | |
| 93 gl.clearColor(1,0,0,1); | |
| 94 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 95 | |
| 96 for (var ii = 0; ii < texunits; ++ii) { | |
| 97 var x = ii % 2; | |
| 98 var y = Math.floor(ii / 2); | |
| 99 gl.uniform1i(textureLoc, ii); | |
| 100 gl.uniformMatrix4fv( | |
| 101 worldLoc, false, | |
| 102 [0.5, 0, 0, 0, | |
| 103 0, 0.5, 0, 0, | |
| 104 0, 0, 1, 0, | |
| 105 -0.5 + x, -0.5 + y, 0, 1]); | |
| 106 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 107 } | |
| 108 glErrorShouldBe(gl, gl.NO_ERROR); | |
| 109 | |
| 110 for (var ii = 0; ii < texunits; ++ii) { | |
| 111 var c = colors[ii]; | |
| 112 var x = ii % 2; | |
| 113 var y = Math.floor(ii / 2); | |
| 114 var buf = new Uint8Array(4); | |
| 115 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 116 var msg = 'expected:' + | |
| 117 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + | |
| 118 buf[0] + ', ' + | |
| 119 buf[1] + ', ' + | |
| 120 buf[2] + ', ' + | |
| 121 buf[3]; | |
| 122 if (buf[0] != c[0] || | |
| 123 buf[1] != c[1] || | |
| 124 buf[2] != c[2] || | |
| 125 buf[3] != c[3]) | |
| 126 testFailed(msg); | |
| 127 else | |
| 128 testPassed(msg); | |
| 129 } | |
| 130 } | |
| 131 | |
| 132 init(); | |
| 133 successfullyParsed = true; | |
| 134 </script> | |
| 135 | |
| 136 <script src="../resources/js-test-post.js"></script> | |
| 137 | |
| 138 </body> | |
| 139 </html> | |
| 140 | |
| OLD | NEW |