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| /* |
| ** 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 |
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| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
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| */ |
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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="../../js/js-test-pre.js"></script> |
| <script src="../../js/webgl-test-utils.js"></script> |
| <script src="../../js/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, 0); |
| } |
| } |
| |
| runNextTest(); |
| |
| var successfullyParsed = true; |
| |
| </script> |
| </body> |
| </html> |