Wed, 31 Dec 2014 13:27:57 +0100
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 ActiveTexture BindTexture conformance test #2</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="2" height="2" style="width: 40px; height: 40px;"></canvas> |
michael@0 | 17 | <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></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 | <script id="fshader2d" type="x-shader/x-fragment"> |
michael@0 | 32 | precision mediump float; |
michael@0 | 33 | |
michael@0 | 34 | uniform sampler2D tex2d; |
michael@0 | 35 | varying vec2 texCoord; |
michael@0 | 36 | void main() |
michael@0 | 37 | { |
michael@0 | 38 | gl_FragColor = texture2D(tex2d, texCoord); |
michael@0 | 39 | } |
michael@0 | 40 | </script> |
michael@0 | 41 | <script id="fshaderCube" type="x-shader/x-fragment"> |
michael@0 | 42 | precision mediump float; |
michael@0 | 43 | |
michael@0 | 44 | uniform samplerCube texCube; |
michael@0 | 45 | void main() |
michael@0 | 46 | { |
michael@0 | 47 | gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
michael@0 | 48 | } |
michael@0 | 49 | </script> |
michael@0 | 50 | |
michael@0 | 51 | <script> |
michael@0 | 52 | function init() |
michael@0 | 53 | { |
michael@0 | 54 | if (window.initNonKhronosFramework) { |
michael@0 | 55 | window.initNonKhronosFramework(false); |
michael@0 | 56 | } |
michael@0 | 57 | |
michael@0 | 58 | description( |
michael@0 | 59 | "Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same" + |
michael@0 | 60 | "active texture unit works as long as they are not used" + |
michael@0 | 61 | "simultaneously in the same shader program."); |
michael@0 | 62 | |
michael@0 | 63 | var canvas2d = document.getElementById("canvas2d"); |
michael@0 | 64 | var ctx2d = canvas2d.getContext("2d"); |
michael@0 | 65 | ctx2d.globalCompositeOperation = "copy"; |
michael@0 | 66 | |
michael@0 | 67 | gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"], |
michael@0 | 68 | [ 0, 0, 0, 1 ], 1); |
michael@0 | 69 | |
michael@0 | 70 | var program2d = gl.program; |
michael@0 | 71 | var programCube = createProgram( |
michael@0 | 72 | gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]); |
michael@0 | 73 | |
michael@0 | 74 | gl.disable(gl.DEPTH_TEST); |
michael@0 | 75 | gl.disable(gl.BLEND); |
michael@0 | 76 | |
michael@0 | 77 | var vertexObject = gl.createBuffer(); |
michael@0 | 78 | gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
michael@0 | 79 | gl.bufferData( |
michael@0 | 80 | gl.ARRAY_BUFFER, |
michael@0 | 81 | new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
michael@0 | 82 | -1,-1,0, 1,1,0, 1,-1,0]), |
michael@0 | 83 | gl.STATIC_DRAW); |
michael@0 | 84 | gl.enableVertexAttribArray(0); |
michael@0 | 85 | gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
michael@0 | 86 | |
michael@0 | 87 | var vertexObject = gl.createBuffer(); |
michael@0 | 88 | gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
michael@0 | 89 | gl.bufferData( |
michael@0 | 90 | gl.ARRAY_BUFFER, |
michael@0 | 91 | new Float32Array([ 0,0, 1,0, 0,1, |
michael@0 | 92 | 0,1, 1,0, 1,1]), |
michael@0 | 93 | gl.STATIC_DRAW); |
michael@0 | 94 | gl.enableVertexAttribArray(1); |
michael@0 | 95 | gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
michael@0 | 96 | |
michael@0 | 97 | // Make texture unit 1 active. |
michael@0 | 98 | gl.activeTexture(gl.TEXTURE1); |
michael@0 | 99 | |
michael@0 | 100 | // Make a 2d texture |
michael@0 | 101 | var tex2d = gl.createTexture(); |
michael@0 | 102 | gl.bindTexture(gl.TEXTURE_2D, tex2d); |
michael@0 | 103 | ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
michael@0 | 104 | ctx2d.fillRect(0, 0, 1, 1); |
michael@0 | 105 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
michael@0 | 106 | |
michael@0 | 107 | // make a cube texture |
michael@0 | 108 | var texCube = gl.createTexture(); |
michael@0 | 109 | gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
michael@0 | 110 | ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
michael@0 | 111 | ctx2d.fillRect(0, 0, 1, 1); |
michael@0 | 112 | var targets = [ |
michael@0 | 113 | gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
michael@0 | 114 | gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
michael@0 | 115 | gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
michael@0 | 116 | gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
michael@0 | 117 | gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
michael@0 | 118 | gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; |
michael@0 | 119 | for (var ii = 0; ii < targets.length; ++ii) { |
michael@0 | 120 | gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
michael@0 | 121 | } |
michael@0 | 122 | |
michael@0 | 123 | // Setup program2d and programCube |
michael@0 | 124 | var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
michael@0 | 125 | var world2dLoc = gl.getUniformLocation(program2d, "world"); |
michael@0 | 126 | var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
michael@0 | 127 | var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
michael@0 | 128 | |
michael@0 | 129 | gl.useProgram(program2d); |
michael@0 | 130 | gl.uniform1i(tex2dLoc, 1); |
michael@0 | 131 | gl.useProgram(programCube); |
michael@0 | 132 | gl.uniform1i(texCubeLoc, 1); |
michael@0 | 133 | |
michael@0 | 134 | gl.clearColor(1,0,0,1); |
michael@0 | 135 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
michael@0 | 136 | |
michael@0 | 137 | var programs = [program2d, programCube]; |
michael@0 | 138 | var worldLocs = [world2dLoc, worldCubeLoc]; |
michael@0 | 139 | for (var ii = 0; ii < 4; ++ii) { |
michael@0 | 140 | var x = ii % 2; |
michael@0 | 141 | var y = Math.floor(ii / 2); |
michael@0 | 142 | gl.useProgram(programs[x]); |
michael@0 | 143 | gl.uniformMatrix4fv( |
michael@0 | 144 | worldLocs[x], false, |
michael@0 | 145 | [0.5, 0, 0, 0, |
michael@0 | 146 | 0, 0.5, 0, 0, |
michael@0 | 147 | 0, 0, 1, 0, |
michael@0 | 148 | -0.5 + x, -0.5 + y, 0, 1]); |
michael@0 | 149 | gl.drawArrays(gl.TRIANGLES, 0, 6); |
michael@0 | 150 | } |
michael@0 | 151 | |
michael@0 | 152 | var colors = [ |
michael@0 | 153 | [0,0,255,255], |
michael@0 | 154 | [255,0,255,255], |
michael@0 | 155 | [0,0,255,255], |
michael@0 | 156 | [255,0,255,255]]; |
michael@0 | 157 | |
michael@0 | 158 | for (var ii = 0; ii < colors.length; ++ii) { |
michael@0 | 159 | var c = colors[ii]; |
michael@0 | 160 | var x = ii % 2; |
michael@0 | 161 | var y = Math.floor(ii / 2); |
michael@0 | 162 | var buf = new Uint8Array(4); |
michael@0 | 163 | gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
michael@0 | 164 | var msg = 'expected:' + |
michael@0 | 165 | c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
michael@0 | 166 | buf[0] + ', ' + |
michael@0 | 167 | buf[1] + ', ' + |
michael@0 | 168 | buf[2] + ', ' + |
michael@0 | 169 | buf[3]; |
michael@0 | 170 | if (buf[0] != c[0] || |
michael@0 | 171 | buf[1] != c[1] || |
michael@0 | 172 | buf[2] != c[2] || |
michael@0 | 173 | buf[3] != c[3]) { |
michael@0 | 174 | testFailed(msg); |
michael@0 | 175 | return; |
michael@0 | 176 | } |
michael@0 | 177 | |
michael@0 | 178 | testPassed(msg); |
michael@0 | 179 | } |
michael@0 | 180 | } |
michael@0 | 181 | |
michael@0 | 182 | init(); |
michael@0 | 183 | successfullyParsed = true; |
michael@0 | 184 | </script> |
michael@0 | 185 | <script>finishTest();</script> |
michael@0 | 186 | |
michael@0 | 187 | </body> |
michael@0 | 188 | </html> |
michael@0 | 189 |