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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL ActiveTexture BindTexture 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="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
| <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></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> |
| "use strict"; |
| var gl; |
| |
| function init() |
| { |
| description( |
| "Tests that glActiveTexture and glBindTexture work as expected" + |
| "Specifically texture targets are per active texture unit."); |
| |
| var canvas2d = document.getElementById("canvas2d"); |
| var ctx2d = canvas2d.getContext("2d"); |
| |
| var wtu = WebGLTestUtils; |
| gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram( |
| gl, |
| ["vshader", wtu.setupSimpleTextureFragmentShader(gl)], |
| ['vPosition', 'texCoord0']); |
| wtu.setupUnitQuad(gl); |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| var colors = [ |
| [0,192,128,255], |
| [128,64,255,255], |
| [192,255,64,255], |
| [200,0,255,255]]; |
| |
| // Make 4 textures by using 4 active texture units if available. |
| var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)) |
| var textures = []; |
| for (var ii = 0; ii < texunits; ++ii) { |
| var tex = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0 + ii); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| textures[ii] = tex; |
| } |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| // now use each texture unit to write into the textures, |
| for (var ii = 0; ii < texunits; ++ii) { |
| var c = colors[ii]; |
| ctx2d.fillStyle = |
| "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; |
| ctx2d.fillRect(0, 0, 1, 1); |
| gl.activeTexture(gl.TEXTURE0 + ii); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| } |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| var textureLoc = gl.getUniformLocation(program, "tex"); |
| var worldLoc = gl.getUniformLocation(program, "world"); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| gl.clearColor(1,0,0,1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| for (var ii = 0; ii < texunits; ++ii) { |
| var x = ii % 2; |
| var y = Math.floor(ii / 2); |
| gl.uniform1i(textureLoc, 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); |
| } |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| for (var ii = 0; ii < texunits; ++ii) { |
| var c = colors[ii]; |
| var x = ii % 2; |
| var y = Math.floor(ii / 2); |
| var buf = new Uint8Array(4); |
| gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| var msg = 'expected:' + |
| c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' + |
| buf[0] + ', ' + |
| buf[1] + ', ' + |
| buf[2] + ', ' + |
| buf[3]; |
| if (buf[0] != c[0] || |
| buf[1] != c[1] || |
| buf[2] != c[2] || |
| buf[3] != c[3]) |
| testFailed(msg); |
| else |
| testPassed(msg); |
| } |
| } |
| |
| init(); |
| var successfullyParsed = true; |
| </script> |
| |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |