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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform default values</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<script src="../../resources/test-eval.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshader0" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader0" type="x-shader/x-fragment">
precision mediump float;
uniform $(type) u_uniform;
bool isZero($(type) value) {
$(check);
}
void main()
{
gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="vshader1" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 v_color;
uniform $(type) u_uniform;
bool isZero($(type) value) {
$(check);
}
void main()
{
gl_Position = vPosition;
v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="fshader1" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
</script>
<script id="vshader2" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader2" type="x-shader/x-fragment">
precision mediump float;
uniform $(type) u_uniform[2];
bool isZero($(type) value) {
$(check);
}
void main()
{
gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="vshader3" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 v_color;
uniform $(type) u_uniform[2];
bool isZero($(type) value) {
$(check);
}
void main()
{
gl_Position = vPosition;
v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="fshader3" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
</script>
<script>
"use strict";
description();
var tests = [
{ type: 'float',
check: "return value == 0.0",
setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); }
},
{ type: 'int',
check: "return value == 0",
setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); }
},
{ type: 'bool',
check: "return value == false",
setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
{ type: 'vec2',
check: "return value[0] == 0.0 && value[1] == 0.0",
setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); }
},
{ type: 'vec3',
check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0",
setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); }
},
{ type: 'vec4',
check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[3] == 0.0",
setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); }
},
{ type: 'ivec2',
check: "return value[0] == 0 && value[1] == 0",
setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); }
},
{ type: 'ivec3',
check: "return value[0] == 0 && value[1] == 0 && value[2] == 0",
setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); }
},
{ type: 'ivec4',
check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] == 0",
setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); }
},
{ type: 'bvec2',
check: "return value[0] == false && value[1] == false",
setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); }
},
{ type: 'bvec3',
check: "return value[0] == false && value[1] == false && value[2] == false",
setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); }
},
{ type: 'bvec4',
check: "return value[0] == false && value[1] == false && value[2] == false && value[3] == false",
setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); }
},
{ type: 'mat2',
check:
"return " +
"value[0][0] == 0.0 && value[0][1] == 0.0 && " +
"value[1][0] == 0.0 && value[1][0] == 0.0",
valueCheck:
"return " +
"value[0] == 0.0 && value[1] == 0.0 && " +
"value[2] == 0.0 && value[3] == 0.0",
setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); }
},
{ type: 'mat3',
check:
"return " +
"value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " +
"value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " +
"value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0",
valueCheck:
"return " +
"value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " +
"value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " +
"value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0",
setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1]); }
},
{ type: 'mat4',
check:
"return " +
"value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][0] == 0.0 && " +
"value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][1] == 0.0 && " +
"value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][2] == 0.0 && " +
"value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][3] == 0.0",
valueCheck:
"return " +
"value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.0 && " +
"value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.0 && " +
"value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.0 && " +
"value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.0",
setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); }
},
{ type: 'sampler2D',
check:
"vec4 v = texture2D(value, vec2(0, 0));" +
"return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
valueCheck:
"return value == 0",
setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
{ type: 'samplerCube',
check:
"vec4 v = textureCube(value, vec3(0, 0, 0));" +
"return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
valueCheck:
"return value == 0",
setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
];
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var c = document.getElementById("console");
var checkFn;
wtu.setupUnitQuad(gl, [0, 1]);
// Set unit 0 to a non-0 texture.
var haveVertexTextureImageUnits =
gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2;
var tex2D = gl.createTexture();
var texCube = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex2D);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
var pixel = new Uint8Array([255, 255, 255, 255]);
var targets = [
gl.TEXTURE_2D,
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
];
for (var ii = 0; ii < targets.length; ++ii) {
gl.texImage2D(
targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
}
var shaderTemplates = [
{ vs: "vshader0", fs: "fshader0", type: 'f' },
{ vs: "vshader1", fs: "fshader1", type: 'v' },
{ vs: "vshader2", fs: "fshader2", type: 'f' },
{ vs: "vshader3", fs: "fshader3", type: 'v' },
];
// Get shader templates
for (var ii = 0; ii < shaderTemplates.length; ++ii) {
var template = shaderTemplates[ii];
template.vs = wtu.getScript(template.vs);
template.fs = wtu.getScript(template.fs);
}
function testType(test) {
debug("");
debug("testing: " + test.type);
for (var ii = 0; ii < shaderTemplates.length; ++ii) {
var template = shaderTemplates[ii];
if (test.type.substring(0, 7) == "sampler" &&
template.type == 'v' &&
!haveVertexTextureImageUnits) {
continue;
}
var vs = wtu.replaceParams(template.vs, test);
var fs = wtu.replaceParams(template.fs, test);
wtu.addShaderSource(c, "vertex shader", vs);
wtu.addShaderSource(c, "fragment shader", fs);
var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER);
var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER);
var program = wtu.createProgram(gl, vs, fs);
gl.useProgram(program);
var loc = gl.getUniformLocation(program, "u_uniform[1]");
if (!loc) {
var loc = gl.getUniformLocation(program, "u_uniform");
}
var value = gl.getUniform(program, loc);
TestEval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : test.check) + ";}");
if (checkFn(value)) {
testPassed("uniform is zero");
} else {
testFailed("uniform is not zero");
}
debug("default value should be zero");
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
debug("test test by setting value");
test.setFn(gl, loc);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0);
debug("re-linking should reset to defaults");
gl.linkProgram(program);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
gl.deleteProgram(program);
gl.deleteShader(vs);
gl.deleteShader(fs);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
}
}
var testNdx = 0;
function runNextTest() {
testType(tests[testNdx++]);
if (testNdx >= tests.length) {
finishTest();
} else {
setTimeout(runNextTest, 1);
}
}
runNextTest();
var successfullyParsed = true;
</script>
</body>
</html>