| <!-- |
| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <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> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec2 pos; |
| |
| void main() |
| { |
| gl_Position = vec4(pos, 0, 1); |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| void main() |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| |
| // Check a single 32-bit RGBA pixel. |
| function checkPixel(buf, index, correct) { |
| for (var i = 0; i < 4; ++i) { |
| if (buf[index + i] != correct[i]) { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| // Check the line loop by reading the pixels and making sure just the edge |
| // pixels are green and the rest are black. |
| function checkLineLoop(gl, w) { |
| var buf = new Uint8Array(w * w * 4); |
| gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| var green = [0,255,0,255]; |
| var black = [0,0,0,255]; |
| var isCorrect = true; |
| for (var j = 0; j < w * w * 4; j += 4) { |
| var correct = black; |
| if (j < w * 4 || j > w * (w - 1) * 4 || j % (w * 4) == 0 || j % (w * 4) == (w - 1) * 4) { |
| correct = green; |
| } |
| // ignore corner pixels |
| if ((j == 0) || (j == 4*(w-1)) || (j == 4*w*(w-1)) || (j== 4*(w*w - 1))) { |
| continue; |
| } |
| if (!checkPixel(buf, j, correct)) { |
| isCorrect = false; |
| break; |
| } |
| } |
| if (isCorrect) { |
| testPassed("Line loop was drawn correctly."); |
| } else { |
| testFailed("Line loop was drawn incorrectly."); |
| } |
| } |
| |
| // Check the tri fan by reading the pixels and making sure they are all green. |
| function checkTriFan(gl, w) { |
| var buf = new Uint8Array(w * w * 4); |
| gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| var filled = true; |
| for (var j = 0; j < w * w * 4; j += 4) { |
| if (!checkPixel(buf, j, [0,255,0,255])) { |
| filled = false; |
| break; |
| } |
| } |
| if (filled) { |
| testPassed("Triangle fan was drawn correctly."); |
| } else { |
| testFailed("Triangle fan was drawn incorrectly."); |
| } |
| } |
| |
| function runTest() |
| { |
| var gl = wtu.create3DContext('testbed', { antialias: false }); |
| if (!gl) { |
| testFailed('could not create context'); |
| return; |
| } |
| gl.clearColor(0, 0, 0, 1); |
| var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos']) |
| var w = document.getElementById('testbed').width; |
| |
| gl.enableVertexAttribArray(0); |
| |
| //---------- LINE_LOOP---------- |
| var d = 1/w; |
| var vertices = new Float32Array([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
| var vertBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
| gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| var indBuf = gl.createBuffer(); |
| var indices = new Uint16Array([0, 1, 2, 3]); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| |
| debug('Draw a square using a line loop and verify that it draws all four sides and nothing else.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.LINE_LOOP, 0, vertices.length / 2); |
| checkLineLoop(gl, w); |
| |
| debug('Draw a square using an indexed line loop and verify that it draws all four sides and nothing else.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0); |
| checkLineLoop(gl, w); |
| |
| vertices = new Float32Array([0, 0, 0, 0, 0, 0, -1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
| vertBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
| gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| indBuf = gl.createBuffer(); |
| indices = new Uint16Array([0, 1, 2, 3, 4, 5, 6]); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| |
| debug('Draw a square using a line loop with a vertex buffer offset and verify that it draws all four sides and nothing else.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.LINE_LOOP, 3, vertices.length / 2 - 3); |
| checkLineLoop(gl, w); |
| |
| debug('Draw a square using an indexed line loop with an index buffer offset and verify that it draws all four sides and nothing else.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawElements(gl.LINE_LOOP, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2); |
| checkLineLoop(gl, w); |
| |
| //---------- LINE_LOOP UBYTE ---------- |
| var degenVerts = new Array(252 * 2); |
| for (var j = 0; j < 252 * 2; ++j) { |
| degenVerts[j] = -1+d; |
| } |
| degenVerts = degenVerts.concat([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]); |
| vertices = new Float32Array(degenVerts); |
| vertBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
| gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| indBuf = gl.createBuffer(); |
| var degenInd = new Array(252); |
| for (var j = 0; j < 252; ++j) { |
| degenInd[j] = j; |
| } |
| degenInd = degenInd.concat([252, 253, 254, 255]); |
| indices = new Uint8Array(degenInd); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| |
| debug('Draw a square using an ubyte indexed line loop with 256 indices and verify that it draws all four sides and nothing else.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0); |
| checkLineLoop(gl, w); |
| |
| |
| //---------- TRIANGLE_FAN ---------- |
| vertices = new Float32Array([0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]); |
| vertBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
| gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| indices = new Uint16Array([0,1,2,3,4,5]); |
| indBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| |
| debug('Draw a filled square using a triangle fan and verify that it fills the entire canvas.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLE_FAN, 0, vertices.length / 2); |
| checkTriFan(gl, w); |
| |
| debug('Draw a filled square using an indexed triangle fan and verify that it fills the entire canvas.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHORT, 0); |
| checkTriFan(gl, w); |
| |
| vertices = new Float32Array([1, 1, 1, 1, 1, 1, 0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]); |
| vertBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); |
| gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| indices = new Uint16Array([0,1,2,3,4,5,6,7,8]); |
| indBuf = gl.createBuffer(); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| |
| debug('Draw a filled square using a triangle fan with a vertex buffer offset and verify that it fills the entire canvas.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLE_FAN, 3, vertices.length / 2 - 3); |
| checkTriFan(gl, w); |
| |
| debug('Draw a filled square using an indexed triangle fan with an index buffer offset and verify that it fills the entire canvas.'); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawElements(gl.TRIANGLE_FAN, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2); |
| checkTriFan(gl, w); |
| } |
| </script> |
| </head> |
| <body> |
| <canvas id="testbed" width="10" height="10" style="width:50px; height:50px"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| description('Verify that LINE_LOOP and TRIANGLE_FAN works correctly.'); |
| runTest(); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| </body> |
| </html> |