| <!DOCTYPE html> |
| <html> |
| <head> |
| <title>texImage2D ImageData Test</title> |
| <script src="resources/webgl-test.js"> </script> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec3 vPosition; |
| attribute vec2 vTexCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, 1.0); |
| texCoord = vTexCoord0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texCoord); |
| } |
| </script> |
| |
| <script> |
| function fail(x,y, buf, shouldBe) |
| { |
| var i = (y*64+x) * 4; |
| var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe; |
| document.getElementById("results").innerHTML = "Test <span style='color:red'>FAILED</span> "+reason; |
| } |
| |
| function pass() |
| { |
| document.getElementById("results").innerHTML = "Test <span style='color:green'>PASSED</span>"; |
| } |
| |
| function checkGLError() |
| { |
| var error = gl.getError(); |
| if (error != gl.NO_ERROR) { |
| var str = "GL Error: " + error; |
| document.body.appendChild(document.createTextNode(str)); |
| throw str; |
| } |
| } |
| |
| function init() |
| { |
| if (window.testRunner) |
| testRunner.dumpAsText(); |
| // Set up a canvas to get image data from |
| var canvas2d = document.getElementById("texcanvas"); |
| var context2d = canvas2d.getContext("2d"); |
| context2d.fillStyle = 'red'; |
| context2d.fillRect(0,0,64,64); |
| |
| gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "vTexCoord0"], [ 1, 0, 1, 1 ], 100); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| var vertices = new Float32Array([ |
| -1, 1, 0, |
| -1, -1, 0, |
| 1, 1, 0, |
| 1, -1, 0, |
| 1, 1, 0, |
| -1, -1, 0]); |
| var texCoords = new Float32Array([ |
| 0, 1, |
| 0, 0, |
| 1, 1, |
| 1, 0, |
| 1, 1, |
| 0, 0]); |
| g_texCoordOffset = vertices.byteLength; |
| gl.bufferData(gl.ARRAY_BUFFER, g_texCoordOffset + texCoords.byteLength, gl.STATIC_DRAW); |
| gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices); |
| gl.bufferSubData(gl.ARRAY_BUFFER, g_texCoordOffset, texCoords); |
| |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, g_texCoordOffset); |
| |
| // Create a texture from the canvas's image data |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, context2d.getImageData(0, 0, 64, 64)); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| |
| g_textureLoc = gl.getUniformLocation(gl.program, "tex"); |
| gl.uniform1i(g_textureLoc, 0); |
| |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| checkGLError(); |
| |
| // Test several locations |
| // Each line should be all red |
| var buf = new Uint8Array(64 * 64 * 4); |
| gl.readPixels(0, 0, 64, 64, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| |
| var offset15 = 3840; // (15*64) * 4 |
| var offset40 = 10240; // (40*64) * 4 |
| var offset63 = 16128; // (63*64) * 4 |
| for (var i = 0; i < 64; ++i) { |
| var test0 = (buf[i*4] != 255 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255); |
| var test15 = (buf[offset15+i*4] != 255 || buf[offset15+i*4+1] != 0 || buf[offset15+i*4+2] != 0 || buf[offset15+i*4+3] != 255); |
| var test40 = (buf[offset40+i*4] != 255 || buf[offset40+i*4+1] != 0 || buf[offset40+i*4+2] != 0 || buf[offset40+i*4+3] != 255); |
| var test63 = (buf[offset63+i*4] != 255 || buf[offset63+i*4+1] != 0 || buf[offset63+i*4+2] != 0 || buf[offset63+i*4+3] != 255); |
| if (test0) { |
| fail(i, 0, buf, "(255,0,0,255)"); |
| return; |
| } |
| if (test15) { |
| fail(i, 15, buf, "(255,0,0,255)"); |
| return; |
| } |
| if (test40) { |
| fail(i, 40, buf, "(255,0,0,255)"); |
| return; |
| } |
| if (test63) { |
| fail(i, 63, buf, "(255,0,0,255)"); |
| return; |
| } |
| } |
| pass(); |
| } |
| </script> |
| </head> |
| <body onload="init()"> |
| <canvas id="texcanvas" width="64px" height="64px"></canvas> |
| <canvas id="example" width="64px" height="64px"> |
| There is supposed to be an example drawing here, but it's not important. |
| </canvas> |
| <div id="results">Test <span style="color:red">FAILED</span></div> |
| </body> |
| </html> |