content/canvas/test/webgl-conformance/conformance/textures/texparameter-test.html

Wed, 31 Dec 2014 13:27:57 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 13:27:57 +0100
branch
TOR_BUG_3246
changeset 6
8bccb770b82d
permissions
-rw-r--r--

Ignore runtime configuration files generated during quality assurance.

michael@0 1 <!--
michael@0 2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
michael@0 3 Use of this source code is governed by a BSD-style license that can be
michael@0 4 found in the LICENSE file.
michael@0 5 -->
michael@0 6 <!DOCTYPE html>
michael@0 7 <html>
michael@0 8 <head>
michael@0 9 <meta charset="utf-8">
michael@0 10 <title>WebGL TexParameter conformance test.</title>
michael@0 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
michael@0 12 <script src="../../resources/js-test-pre.js"></script>
michael@0 13 <script src="../resources/webgl-test.js"> </script>
michael@0 14 </head>
michael@0 15 <body>
michael@0 16 <canvas id="example" width="24" height="24"></canvas>
michael@0 17 <canvas id="canvas2d" width="2" height="2"></canvas>
michael@0 18 <div id="description"></div>
michael@0 19 <div id="console"></div>
michael@0 20 <script id="vshader" type="x-shader/x-vertex">
michael@0 21 uniform mat4 world;
michael@0 22 attribute vec3 vPosition;
michael@0 23 attribute vec2 texCoord0;
michael@0 24 varying vec2 texCoord;
michael@0 25 void main()
michael@0 26 {
michael@0 27 gl_Position = world * vec4(vPosition, 1);
michael@0 28 texCoord = texCoord0;
michael@0 29 }
michael@0 30 </script>
michael@0 31
michael@0 32 <script id="fshader" type="x-shader/x-fragment">
michael@0 33 precision mediump float;
michael@0 34
michael@0 35 uniform sampler2D tex;
michael@0 36 varying vec2 texCoord;
michael@0 37 void main()
michael@0 38 {
michael@0 39 gl_FragColor = texture2D(tex, texCoord);
michael@0 40 }
michael@0 41 </script>
michael@0 42
michael@0 43 <script>
michael@0 44 function init()
michael@0 45 {
michael@0 46 if (window.initNonKhronosFramework) {
michael@0 47 window.initNonKhronosFramework(false);
michael@0 48 }
michael@0 49
michael@0 50 description("Tests TexParameter works as expected");
michael@0 51 debug("");
michael@0 52
michael@0 53 var canvas2d = document.getElementById("canvas2d");
michael@0 54 var ctx2d = canvas2d.getContext("2d");
michael@0 55
michael@0 56 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
michael@0 57 [ 0, 0, 0, 1 ], 1);
michael@0 58
michael@0 59 gl.disable(gl.DEPTH_TEST);
michael@0 60 gl.disable(gl.BLEND);
michael@0 61
michael@0 62 var vertexObject = gl.createBuffer();
michael@0 63 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
michael@0 64 gl.bufferData(
michael@0 65 gl.ARRAY_BUFFER,
michael@0 66 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
michael@0 67 -1,-1,0, 1,1,0, 1,-1,0]),
michael@0 68 gl.STATIC_DRAW);
michael@0 69 gl.enableVertexAttribArray(0);
michael@0 70 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
michael@0 71
michael@0 72 var vertexObject = gl.createBuffer();
michael@0 73 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
michael@0 74 gl.bufferData(
michael@0 75 gl.ARRAY_BUFFER,
michael@0 76 new Float32Array([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5,
michael@0 77 -2.5,3.5, 3.5,-2.5, 3.5,3.5]),
michael@0 78 gl.STATIC_DRAW);
michael@0 79 gl.enableVertexAttribArray(1);
michael@0 80 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
michael@0 81
michael@0 82 var colors = [
michael@0 83 [0,255,128,255],
michael@0 84 [128,64,255,255],
michael@0 85 [192,255,64,255],
michael@0 86 [200,0,255,255]];
michael@0 87 var texParam = [
michael@0 88 gl.REPEAT,
michael@0 89 gl.CLAMP_TO_EDGE,
michael@0 90 gl.MIRRORED_REPEAT,
michael@0 91 gl.REPEAT];
michael@0 92
michael@0 93 // Make textures setting the texture parameters differently each time..
michael@0 94 // This verifies both that the render correct AND that texture parameters
michael@0 95 // are associated with the textures, not with the texture-units.
michael@0 96 var textures = [];
michael@0 97 for (var ii = 0; ii < colors.length; ++ii) {
michael@0 98 var c = colors[ii];
michael@0 99 ctx2d.fillStyle =
michael@0 100 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
michael@0 101 ctx2d.fillRect(0, 0, 1, 1);
michael@0 102 var tex = gl.createTexture();
michael@0 103 gl.bindTexture(gl.TEXTURE_2D, tex);
michael@0 104 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
michael@0 105 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
michael@0 106 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
michael@0 107 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]);
michael@0 108 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]);
michael@0 109 textures[ii] = tex;
michael@0 110 }
michael@0 111
michael@0 112 var textureLoc = gl.getUniformLocation(gl.program, "tex");
michael@0 113 var worldLoc = gl.getUniformLocation(gl.program, "world");
michael@0 114
michael@0 115 gl.clearColor(1,1,1,1);
michael@0 116 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
michael@0 117
michael@0 118 for (var ii = 0; ii < colors.length; ++ii) {
michael@0 119 var x = ii % 2;
michael@0 120 var y = Math.floor(ii / 2);
michael@0 121 gl.bindTexture(gl.TEXTURE_2D, textures[ii]);
michael@0 122 gl.uniformMatrix4fv(
michael@0 123 worldLoc, false,
michael@0 124 [0.5, 0, 0, 0,
michael@0 125 0, 0.5, 0, 0,
michael@0 126 0, 0, 1, 0,
michael@0 127 -0.5 + x, -0.5 + y, 0, 1]);
michael@0 128 gl.drawArrays(gl.TRIANGLES, 0, 6);
michael@0 129 }
michael@0 130
michael@0 131 var buf = new Uint8Array(24 * 24 * 4);
michael@0 132 gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE, buf);
michael@0 133 var passed = true;
michael@0 134 for (var ii = 0; ii < colors.length; ++ii) {
michael@0 135 var x = ii % 2;
michael@0 136 var y = Math.floor(ii / 2);
michael@0 137 var c = colors[ii];
michael@0 138 for (var yy = 0; yy < 12; ++yy) {
michael@0 139 for (var xx = 0; xx < 12; ++xx) {
michael@0 140 var ec = [0,0,0,0];
michael@0 141 switch (texParam[ii]) {
michael@0 142 case gl.REPEAT:
michael@0 143 if (xx % 2 == 1 && yy % 2 == 0) {
michael@0 144 ec = c;
michael@0 145 }
michael@0 146 break;
michael@0 147 case gl.CLAMP_TO_EDGE:
michael@0 148 if (xx < 6 && yy >= 6) {
michael@0 149 ec = c;
michael@0 150 }
michael@0 151 break;
michael@0 152 case gl.MIRRORED_REPEAT:
michael@0 153 if (xx % 4 < 2 && yy % 4 >= 2) {
michael@0 154 ec = c;
michael@0 155 }
michael@0 156 break;
michael@0 157 }
michael@0 158 var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4;
michael@0 159 if (buf[off + 0] != ec[0] ||
michael@0 160 buf[off + 1] != ec[1] ||
michael@0 161 buf[off + 2] != ec[2] ||
michael@0 162 buf[off + 3] != ec[3]) {
michael@0 163 var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) +
michael@0 164 ') expected: ' +
michael@0 165 ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' +
michael@0 166 buf[off + 0] + ', ' +
michael@0 167 buf[off + 1] + ', ' +
michael@0 168 buf[off + 2] + ', ' +
michael@0 169 buf[off + 3];
michael@0 170 testFailed(msg);
michael@0 171 passed = false;
michael@0 172 }
michael@0 173 }
michael@0 174 }
michael@0 175 }
michael@0 176 if (passed) {
michael@0 177 testPassed("rendered as expected");
michael@0 178 }
michael@0 179 }
michael@0 180
michael@0 181 init();
michael@0 182 successfullyParsed = true;
michael@0 183 </script>
michael@0 184 <script>finishTest();</script>
michael@0 185
michael@0 186 </body>
michael@0 187 </html>
michael@0 188

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