| Index: conformance/texture-active-bind-2.html
|
| ===================================================================
|
| --- conformance/texture-active-bind-2.html (revision 106149)
|
| +++ conformance/texture-active-bind-2.html (working copy)
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| @@ -1,189 +0,0 @@
|
| -<!--
|
| -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>
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| - <head>
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| -<meta charset="utf-8">
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| - <title>WebGL ActiveTexture BindTexture conformance test #2</title>
|
| - <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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| -</head>
|
| -<body>
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| -<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
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| -<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
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| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -<script id="vshader" type="x-shader/x-vertex">
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| -uniform mat4 world;
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| -attribute vec3 vPosition;
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| -attribute vec2 texCoord0;
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| -varying vec2 texCoord;
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| -void main()
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| -{
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| - gl_Position = world * vec4(vPosition, 1);
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| - texCoord = texCoord0;
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| -}
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| -</script>
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| -<script id="fshader2d" type="x-shader/x-fragment">
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| -precision mediump float;
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| -
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| -uniform sampler2D tex2d;
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| -varying vec2 texCoord;
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| -void main()
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| -{
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| - gl_FragColor = texture2D(tex2d, texCoord);
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| -}
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| -</script>
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| -<script id="fshaderCube" type="x-shader/x-fragment">
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| -precision mediump float;
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| -
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| -uniform samplerCube texCube;
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| -void main()
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| -{
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| - gl_FragColor = textureCube(texCube, vec3(0,1,0));
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| -}
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| -</script>
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| -
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| -<script>
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| -function init()
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| -{
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| - if (window.initNonKhronosFramework) {
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| - window.initNonKhronosFramework(false);
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| - }
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| -
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| - debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same");
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| - debug("active texture unit works as long as they are not used");
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| - debug("simultaneously in the same shader program.");
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| - debug("");
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| -
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| - var canvas2d = document.getElementById("canvas2d");
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| - var ctx2d = canvas2d.getContext("2d");
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| - ctx2d.globalCompositeOperation = "copy";
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| -
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| - gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"],
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| - [ 0, 0, 0, 1 ], 1);
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| -
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| - var program2d = gl.program;
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| - var programCube = createProgram(
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| - gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]);
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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 vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(
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| - gl.ARRAY_BUFFER,
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| - new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
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| - -1,-1,0, 1,1,0, 1,-1,0]),
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| - gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(0);
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| - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| -
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| - var vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(
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| - gl.ARRAY_BUFFER,
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| - new Float32Array([ 0,0, 1,0, 0,1,
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| - 0,1, 1,0, 1,1]),
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| - gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(1);
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| - gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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| -
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| - // Make texture unit 1 active.
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| - gl.activeTexture(gl.TEXTURE1);
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| -
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| - // Make a 2d texture
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| - var tex2d = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, tex2d);
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| - ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
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| - ctx2d.fillRect(0, 0, 1, 1);
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| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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| -
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| - // make a cube texture
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| - var texCube = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
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| - ctx2d.fillStyle = "rgba(255, 0, 255, 255)";
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| - ctx2d.fillRect(0, 0, 1, 1);
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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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| - for (var ii = 0; ii < targets.length; ++ii) {
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| - gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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| - }
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| -
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| - // Setup program2d and programCube
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| - var tex2dLoc = gl.getUniformLocation(program2d, "tex2d");
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| - var world2dLoc = gl.getUniformLocation(program2d, "world");
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| - var texCubeLoc = gl.getUniformLocation(programCube, "texCube");
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| - var worldCubeLoc = gl.getUniformLocation(programCube, "world");
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| -
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| - gl.useProgram(program2d);
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| - gl.uniform1i(tex2dLoc, 1);
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| - gl.useProgram(programCube);
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| - gl.uniform1i(texCubeLoc, 1);
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| -
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| - gl.clearColor(1,0,0,1);
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| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| -
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| - var programs = [program2d, programCube];
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| - var worldLocs = [world2dLoc, worldCubeLoc];
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| - for (var ii = 0; ii < 4; ++ii) {
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| - var x = ii % 2;
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| - var y = Math.floor(ii / 2);
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| - gl.useProgram(programs[x]);
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| - gl.uniformMatrix4fv(
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| - worldLocs[x], false,
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| - [0.5, 0, 0, 0,
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| - 0, 0.5, 0, 0,
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| - 0, 0, 1, 0,
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| - -0.5 + x, -0.5 + y, 0, 1]);
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| - gl.drawArrays(gl.TRIANGLES, 0, 6);
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| - }
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| -
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| - var colors = [
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| - [0,0,255,255],
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| - [255,0,255,255],
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| - [0,0,255,255],
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| - [255,0,255,255]];
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| -
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| - for (var ii = 0; ii < colors.length; ++ii) {
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| - var c = colors[ii];
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| - var x = ii % 2;
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| - var y = Math.floor(ii / 2);
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| - var buf = new Uint8Array(4);
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| - gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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| - var msg = 'expected:' +
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| - c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
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| - buf[0] + ', ' +
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| - buf[1] + ', ' +
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| - buf[2] + ', ' +
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| - buf[3];
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| - if (buf[0] != c[0] ||
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| - buf[1] != c[1] ||
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| - buf[2] != c[2] ||
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| - buf[3] != c[3]) {
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| - testFailed(msg);
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| - return;
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| - }
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| -
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| - testPassed(msg);
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| - }
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| -}
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| -
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| -init();
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| -successfullyParsed = true;
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| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
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| -
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| -</body>
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| -</html>
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| -
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|