content/canvas/test/webgl-conformance/conformance/rendering/triangle.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/rendering/triangle.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,123 @@
     1.4 +<!--
     1.5 +Copyright (C) 2011 Apple Computer, Inc.  All rights reserved.
     1.6 +
     1.7 +Redistribution and use in source and binary forms, with or without
     1.8 +modification, are permitted provided that the following conditions
     1.9 +are met:
    1.10 +1. Redistributions of source code must retain the above copyright
    1.11 +   notice, this list of conditions and the following disclaimer.
    1.12 +2. Redistributions in binary form must reproduce the above copyright
    1.13 +   notice, this list of conditions and the following disclaimer in the
    1.14 +   documentation and/or other materials provided with the distribution.
    1.15 +
    1.16 +THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
    1.17 +EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    1.18 +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
    1.19 +PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
    1.20 +CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
    1.21 +EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
    1.22 +PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
    1.23 +PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
    1.24 +OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    1.25 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    1.26 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.27 +-->
    1.28 +
    1.29 +<!DOCTYPE html>
    1.30 +<html>
    1.31 +  <head>
    1.32 +<meta charset="utf-8">
    1.33 +    <title>Rendering Test</title>
    1.34 +    <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    1.35 +    <script src="../../resources/js-test-pre.js"></script>
    1.36 +    <script src="../resources/webgl-test.js"> </script>
    1.37 +</head>
    1.38 +<body>
    1.39 +<canvas id="example" width="50" height="50">
    1.40 +There is supposed to be an example drawing here, but it's not important.
    1.41 +</canvas>
    1.42 +<div id="description"></div>
    1.43 +<div id="console"></div>
    1.44 +    <script id="vshader" type="x-shader/x-vertex">
    1.45 +        attribute vec4 vPosition;
    1.46 +        void main()
    1.47 +        {
    1.48 +            gl_Position = vPosition;
    1.49 +        }
    1.50 +    </script>
    1.51 +
    1.52 +    <script id="fshader" type="x-shader/x-fragment">
    1.53 +        void main()
    1.54 +        {
    1.55 +            gl_FragColor = vec4(1.0,0.0,0.0,1.0);
    1.56 +        }
    1.57 +    </script>
    1.58 +
    1.59 +    <script>
    1.60 +        function fail(x,y, buf, shouldBe)
    1.61 +        {
    1.62 +            var i = (y*50+x) * 4;
    1.63 +            var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
    1.64 +            testFailed(reason);
    1.65 +        }
    1.66 +
    1.67 +        function pass()
    1.68 +        {
    1.69 +            testPassed("drawing is correct");
    1.70 +        }
    1.71 +
    1.72 +        function init()
    1.73 +        {
    1.74 +            if (window.initNonKhronosFramework) {
    1.75 +                window.initNonKhronosFramework(false);
    1.76 +            }
    1.77 +
    1.78 +            description(document.title);
    1.79 +
    1.80 +            gl = initWebGL("example", "vshader", "fshader", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
    1.81 +
    1.82 +            var vertexObject = gl.createBuffer();
    1.83 +            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    1.84 +            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
    1.85 +            gl.enableVertexAttribArray(0);
    1.86 +            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
    1.87 +
    1.88 +            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    1.89 +            gl.drawArrays(gl.TRIANGLES, 0, 3);
    1.90 +
    1.91 +            var buf = new Uint8Array(50 * 50 * 4);
    1.92 +            gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
    1.93 +
    1.94 +            // Test several locations
    1.95 +            // First line should be all black
    1.96 +            for (var i = 0; i < 50; ++i)
    1.97 +                if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255) {
    1.98 +                    fail(i, 0, buf, "(0,0,0,255)");
    1.99 +                    return;
   1.100 +                }
   1.101 +
   1.102 +            // Line 15 should be red for at least 10 red pixels starting 20 pixels in
   1.103 +            var offset = (15*50+20) * 4;
   1.104 +            for (var i = 0; i < 10; ++i)
   1.105 +                if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) {
   1.106 +                    fail(20 + i, 15, buf, "(255,0,0,255)");
   1.107 +                    return;
   1.108 +                }
   1.109 +            // Last line should be all black
   1.110 +            offset = (49*50) * 4;
   1.111 +            for (var i = 0; i < 50; ++i)
   1.112 +                if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) {
   1.113 +                    fail(i, 49, buf, "(0,0,0,255)");
   1.114 +                    return;
   1.115 +                }
   1.116 +
   1.117 +            pass();
   1.118 +       }
   1.119 +
   1.120 +       init();
   1.121 +       successfullyParsed = true;
   1.122 +    </script>
   1.123 +<script>finishTest();</script>
   1.124 +
   1.125 +</body>
   1.126 +</html>

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