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1 <!-- |
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2 Copyright (c) 2011 The Chromium Authors. All rights reserved. |
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3 Use of this source code is governed by a BSD-style license that can be |
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4 found in the LICENSE file. |
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5 --> |
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6 <!DOCTYPE html> |
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7 <html> |
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8 <head> |
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9 <meta charset="utf-8"> |
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10 <title>WebGL ActiveTexture BindTexture conformance test #2</title> |
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11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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12 <script src="../../resources/js-test-pre.js"></script> |
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13 <script src="../resources/webgl-test.js"> </script> |
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14 </head> |
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15 <body> |
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16 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
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17 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> |
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18 <div id="description"></div> |
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19 <div id="console"></div> |
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20 <script id="vshader" type="x-shader/x-vertex"> |
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21 uniform mat4 world; |
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22 attribute vec3 vPosition; |
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23 attribute vec2 texCoord0; |
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24 varying vec2 texCoord; |
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25 void main() |
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26 { |
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27 gl_Position = world * vec4(vPosition, 1); |
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28 texCoord = texCoord0; |
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29 } |
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30 </script> |
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31 <script id="fshader2d" type="x-shader/x-fragment"> |
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32 precision mediump float; |
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33 |
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34 uniform sampler2D tex2d; |
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35 varying vec2 texCoord; |
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36 void main() |
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37 { |
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38 gl_FragColor = texture2D(tex2d, texCoord); |
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39 } |
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40 </script> |
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41 <script id="fshaderCube" type="x-shader/x-fragment"> |
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42 precision mediump float; |
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43 |
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44 uniform samplerCube texCube; |
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45 void main() |
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46 { |
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47 gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
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48 } |
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49 </script> |
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50 |
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51 <script> |
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52 function init() |
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53 { |
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54 if (window.initNonKhronosFramework) { |
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55 window.initNonKhronosFramework(false); |
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56 } |
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57 |
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58 description( |
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59 "Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same" + |
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60 "active texture unit works as long as they are not used" + |
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61 "simultaneously in the same shader program."); |
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62 |
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63 var canvas2d = document.getElementById("canvas2d"); |
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64 var ctx2d = canvas2d.getContext("2d"); |
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65 ctx2d.globalCompositeOperation = "copy"; |
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66 |
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67 gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"], |
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68 [ 0, 0, 0, 1 ], 1); |
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69 |
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70 var program2d = gl.program; |
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71 var programCube = createProgram( |
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72 gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]); |
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73 |
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74 gl.disable(gl.DEPTH_TEST); |
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75 gl.disable(gl.BLEND); |
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76 |
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77 var vertexObject = gl.createBuffer(); |
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78 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
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79 gl.bufferData( |
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80 gl.ARRAY_BUFFER, |
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81 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
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82 -1,-1,0, 1,1,0, 1,-1,0]), |
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83 gl.STATIC_DRAW); |
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84 gl.enableVertexAttribArray(0); |
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85 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
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86 |
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87 var vertexObject = gl.createBuffer(); |
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88 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
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89 gl.bufferData( |
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90 gl.ARRAY_BUFFER, |
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91 new Float32Array([ 0,0, 1,0, 0,1, |
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92 0,1, 1,0, 1,1]), |
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93 gl.STATIC_DRAW); |
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94 gl.enableVertexAttribArray(1); |
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95 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
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96 |
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97 // Make texture unit 1 active. |
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98 gl.activeTexture(gl.TEXTURE1); |
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99 |
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100 // Make a 2d texture |
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101 var tex2d = gl.createTexture(); |
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102 gl.bindTexture(gl.TEXTURE_2D, tex2d); |
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103 ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
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104 ctx2d.fillRect(0, 0, 1, 1); |
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105 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
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106 |
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107 // make a cube texture |
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108 var texCube = gl.createTexture(); |
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109 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
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110 ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
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111 ctx2d.fillRect(0, 0, 1, 1); |
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112 var targets = [ |
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113 gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
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114 gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
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115 gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
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116 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
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117 gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
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118 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; |
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119 for (var ii = 0; ii < targets.length; ++ii) { |
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120 gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
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121 } |
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122 |
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123 // Setup program2d and programCube |
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124 var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
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125 var world2dLoc = gl.getUniformLocation(program2d, "world"); |
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126 var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
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127 var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
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128 |
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129 gl.useProgram(program2d); |
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130 gl.uniform1i(tex2dLoc, 1); |
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131 gl.useProgram(programCube); |
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132 gl.uniform1i(texCubeLoc, 1); |
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133 |
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134 gl.clearColor(1,0,0,1); |
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135 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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136 |
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137 var programs = [program2d, programCube]; |
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138 var worldLocs = [world2dLoc, worldCubeLoc]; |
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139 for (var ii = 0; ii < 4; ++ii) { |
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140 var x = ii % 2; |
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141 var y = Math.floor(ii / 2); |
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142 gl.useProgram(programs[x]); |
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143 gl.uniformMatrix4fv( |
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144 worldLocs[x], false, |
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145 [0.5, 0, 0, 0, |
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146 0, 0.5, 0, 0, |
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147 0, 0, 1, 0, |
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148 -0.5 + x, -0.5 + y, 0, 1]); |
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149 gl.drawArrays(gl.TRIANGLES, 0, 6); |
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150 } |
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151 |
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152 var colors = [ |
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153 [0,0,255,255], |
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154 [255,0,255,255], |
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155 [0,0,255,255], |
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156 [255,0,255,255]]; |
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157 |
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158 for (var ii = 0; ii < colors.length; ++ii) { |
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159 var c = colors[ii]; |
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160 var x = ii % 2; |
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161 var y = Math.floor(ii / 2); |
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162 var buf = new Uint8Array(4); |
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163 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
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164 var msg = 'expected:' + |
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165 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
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166 buf[0] + ', ' + |
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167 buf[1] + ', ' + |
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168 buf[2] + ', ' + |
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169 buf[3]; |
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170 if (buf[0] != c[0] || |
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171 buf[1] != c[1] || |
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172 buf[2] != c[2] || |
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173 buf[3] != c[3]) { |
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174 testFailed(msg); |
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175 return; |
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176 } |
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177 |
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178 testPassed(msg); |
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179 } |
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180 } |
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181 |
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182 init(); |
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183 successfullyParsed = true; |
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184 </script> |
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185 <script>finishTest();</script> |
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186 |
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187 </body> |
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188 </html> |
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189 |