gecko/content/canvas/test/webgl/conformance/texparameter-test.html
2010-06-04 12:03:40 -07:00

194 lines
5.5 KiB
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<!--
Copyright (c) 2009 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.
-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title>WebGL TexParameter conformance test.</title>
<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 src="../../debug/webgl-debug.js"> </script>
</head>
<body>
<canvas id="example" width="24" height="24"></canvas>
<canvas id="canvas2d" width="2" height="2"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
uniform mat4 world;
attribute vec3 vPosition;
attribute vec2 texCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = world * vec4(vPosition, 1);
texCoord = 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>
function init()
{
if (window.layoutTestController) {
layoutTestController.overridePreference("WebKitWebGLEnabled", "1");
layoutTestController.dumpAsText();
}
debug("Tests TexParameter works as expected");
debug("");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
[ 0, 0, 0, 1 ], 1);
gl = WebGLDebugUtils.makeDebugContext(gl);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER,
new WebGLFloatArray([-1, 1,0, 1,1,0, -1,-1,0,
-1,-1,0, 1,1,0, 1,-1,0]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER,
new WebGLFloatArray([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5,
-2.5,3.5, 3.5,-2.5, 3.5,3.5]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
var colors = [
[0,255,128,255],
[128,64,255,255],
[192,255,64,255],
[200,0,255,255]];
var texParam = [
gl.REPEAT,
gl.CLAMP_TO_EDGE,
gl.MIRRORED_REPEAT,
gl.REPEAT];
// Make textures setting the texture parameters differently each time..
// This verifies both that the render correct AND that texture parameters
// are associated with the textures, not with the texture-units.
var textures = [];
for (var ii = 0; ii < colors.length; ++ii) {
var c = colors[ii];
ctx2d.fillStyle =
"rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
ctx2d.fillRect(0, 0, 1, 1);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D,
0, // level
canvas2d); // internalFormat
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]);
textures[ii] = tex;
}
var textureLoc = gl.getUniformLocation(gl.program, "tex");
var worldLoc = gl.getUniformLocation(gl.program, "world");
gl.clearColor(1,1,1,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (var ii = 0; ii < colors.length; ++ii) {
var x = ii % 2;
var y = Math.floor(ii / 2);
gl.bindTexture(gl.TEXTURE_2D, textures[ii]);
gl.uniformMatrix4fv(
worldLoc, false,
[0.5, 0, 0, 0,
0, 0.5, 0, 0,
0, 0, 1, 0,
-0.5 + x, -0.5 + y, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
var buf = gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE);
var passed = true;
for (var ii = 0; ii < colors.length; ++ii) {
var x = ii % 2;
var y = Math.floor(ii / 2);
var c = colors[ii];
for (var yy = 0; yy < 12; ++yy) {
for (var xx = 0; xx < 12; ++xx) {
var ec = [0,0,0,0];
switch (texParam[ii]) {
case gl.REPEAT:
if (xx % 2 == 1 && yy % 2 == 0) {
ec = c;
}
break;
case gl.CLAMP_TO_EDGE:
if (xx < 6 && yy >= 6) {
ec = c;
}
break;
case gl.MIRRORED_REPEAT:
if (xx % 4 < 2 && yy % 4 >= 2) {
ec = c;
}
break;
}
var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4;
if (buf[off + 0] != ec[0] ||
buf[off + 1] != ec[1] ||
buf[off + 2] != ec[2] ||
buf[off + 3] != ec[3]) {
var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) +
') expected: ' +
ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' +
buf[off + 0] + ', ' +
buf[off + 1] + ', ' +
buf[off + 2] + ', ' +
buf[off + 3];
testFailed(msg);
passed = false;
}
}
}
}
if (passed) {
testPassed("rendered as expected");
}
}
init();
successfullyParsed = true;
</script>
</body>
<script src="../resources/js-test-post.js"></script>
<script>
</script>
</body>
</html>