gecko/content/canvas/test/webgl/conformance/tex-image-and-sub-image-2d-with-image.html

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<!--
Copyright (c) 2010 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.
-->
<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 g_Position;
attribute vec2 g_TexCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);
texCoord = g_TexCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
</script>
<script>
var gl = null;
var textureLoc = null;
var successfullyParsed = false;
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
description('Verify texImage2D and texSubImage2D code paths taking Images');
debug('');
gl = initWebGL("example", "vshader", "fshader", [ "g_Position", "g_TexCoord0" ], [ 0, 0, 0, 1 ], 1);
textureLoc = gl.getUniformLocation(gl.program, "tex");
var vertices = new WebGLFloatArray([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0]);
var texCoords = new WebGLFloatArray([
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0]);
var texCoordOffset = vertices.byteLength;
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER,
texCoordOffset + texCoords.byteLength,
gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
gl.bufferSubData(gl.ARRAY_BUFFER, texCoordOffset, texCoords);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, texCoordOffset);
loadTexture("resources/red-green.png");
}
function loadTexture(src) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
runTest(image);
};
image.src = src;
return texture;
}
// These two declarations need to be global for "shouldBe" to see them
var buf = null;
var idx = 0;
var pixel = [0, 0, 0];
var correctColor = null;
function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
{
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with flipY=' + flipY);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Disable any writes to the alpha channel
gl.colorMask(1, 1, 1, 0);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
// Upload the image into the texture
if (useTexSubImage2D) {
// Initialize the texture to black first
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
}
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Read back the rendering results
var width = 32;
var height = 32;
buf = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
// Check a few pixels near the top and bottom and make sure they have
// the right color.
var queryWidth = 2;
var queryHeight = 2;
debug("Checking lower left corner");
var xoff = 4;
var yoff = 4;
correctColor = bottomColor;
for (var y = 0; y < queryHeight; y++) {
for (var x = 0; x < queryWidth; x++) {
idx = ((yoff + y) * width * 4 +
(xoff + x) * 4);
pixel[0] = buf[idx];
pixel[1] = buf[idx + 1];
pixel[2] = buf[idx + 2];
shouldBe("pixel", "correctColor");
}
}
debug("Checking upper left corner");
yoff = height - 8;
correctColor = topColor;
for (var y = 0; y < queryHeight; y++) {
for (var x = 0; x < queryWidth; x++) {
idx = ((yoff + y) * width * 4 +
(xoff + x) * 4);
pixel[0] = buf[idx];
pixel[1] = buf[idx + 1];
pixel[2] = buf[idx + 2];
shouldBe("pixel", "correctColor");
}
}
}
function runTest(image)
{
var red = [255, 0, 0];
var green = [0, 255, 0];
runOneIteration(image, false, true, red, green);
runOneIteration(image, false, false, green, red);
runOneIteration(image, true, true, red, green);
runOneIteration(image, true, false, green, red);
successfullyParsed = true;
var epilogue = document.createElement("script");
epilogue.onload = finish;
epilogue.src = "../resources/js-test-post.js";
document.body.appendChild(epilogue);
}
function finish() {
if (window.nonKhronosFrameworkNotifyDone) {
window.nonKhronosFrameworkNotifyDone();
}
}
</script>
</head>
<body onload="init()">
<canvas id="example" width="32px" height="32px"></canvas>
<div id="description"></div>
<div id="console"></div>
</body>
</html>