| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL texture2D GLSL conformance test.</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> |
| <script src="../../../js/js-test-pre.js"></script> |
| <script src="../../../js/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="256" height="256" style="width: 16px; height: 16px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader2dvec3" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| varying vec4 color; |
| uniform sampler2D tex; |
| uniform float divisor; |
| uniform float lod; |
| void main() { |
| gl_Position = vPosition; |
| color = texture2DProjLod(tex, vec3(0.75 * divisor, 0.25 * divisor, divisor), lod); |
| } |
| </script> |
| <script id="vshader2dvec4" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| varying vec4 color; |
| uniform sampler2D tex; |
| uniform float divisor; |
| uniform float lod; |
| void main() { |
| gl_Position = vPosition; |
| color = texture2DProjLod(tex, vec4(0.75 * divisor, 0.25 * divisor, 123.0, divisor), lod); |
| } |
| </script> |
| <script id="fshader2d" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec4 color; |
| void main() { |
| gl_FragData[0] = color; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("tests GLSL texture2DProjLod function"); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| |
| shouldBe("canvas.width", "256"); |
| shouldBe("canvas.height", "256"); |
| |
| var colors = [ |
| {name: 'red', color:[255, 0, 0, 255]}, |
| {name: 'green', color:[0, 255, 0, 255]}, |
| {name: 'blue', color:[0, 0, 255, 255]}, |
| {name: 'yellow', color:[255, 255, 0, 255]}, |
| {name: 'magenta', color:[255, 0, 255, 255]}, |
| {name: 'cyan', color:[0, 255, 255, 255]}, |
| {name: 'pink', color:[255, 128, 128, 255]}, |
| {name: 'gray', color:[128, 128, 128, 255]}, |
| {name: 'light green', color:[128, 255, 128, 255]}, |
| ]; |
| var contextTypes = ["2d", "webgl"]; |
| var vectorTypes = ["vec3", "vec4"]; |
| |
| var gl = wtu.create3DContext(canvas); |
| if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) { |
| runTest(); |
| } else { |
| testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay."); |
| } |
| |
| |
| function runTest() { |
| // Avoid creating a WebGL context for every test, as it causes: |
| // Too many active WebGL contexts. Oldest context will be lost. |
| var canvasWebGL = document.createElement("canvas"); |
| var ctxWebGL = canvasWebGL.getContext("webgl"); |
| |
| // Might as well do the same for canvas 2d |
| var canvas2d = document.createElement("canvas"); |
| var ctx2d = canvas2d.getContext("2d"); |
| |
| shouldBe("colors.length", "9"); |
| contextTypes.forEach((context) => { |
| vectorTypes.forEach((vectorType) => { |
| debug(""); |
| debug(`testing ${context} context with ${vectorType} vertex shader`); |
| var program = wtu.setupProgram( |
| gl, ['vshader2d' + vectorType, 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]); |
| wtu.setupUnitQuad(gl, 0, 1); |
| |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texParameteri( |
| gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
| |
| // Fill the top right quadrant of each texture level with one of the colors |
| for (var ii = 0; ii < colors.length; ++ii) { |
| var color = colors[ii]; |
| var size = Math.pow(2, colors.length - ii - 1); |
| |
| if (context === "2d") { |
| canvas2d.width = size; |
| canvas2d.height = size; |
| ctx2d.fillStyle = "rgb(0,0,0)"; |
| ctx2d.fillRect(0, 0, size, size); |
| ctx2d.fillStyle = "rgb(" + color.color[0] + "," + color.color[1] + "," + color.color[2] + ")"; |
| ctx2d.fillRect(size / 2, 0, size / 2, size / 2); |
| gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| } else if (context === "webgl") { |
| canvasWebGL.width = canvasWebGL.height = size; |
| ctxWebGL.clearColor(0, 0, 0, 1); |
| ctxWebGL.clear(gl.COLOR_BUFFER_BIT); |
| ctxWebGL.enable(gl.SCISSOR_TEST); |
| ctxWebGL.scissor(size/2, size/2, size/2, size/2) |
| ctxWebGL.clearColor(color.color[0]/255, color.color[1]/255, color.color[2]/255, 1) |
| ctxWebGL.clear(gl.COLOR_BUFFER_BIT); |
| gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasWebGL); |
| } |
| } |
| |
| var lodLoc = gl.getUniformLocation(program, "lod"); |
| var divLoc = gl.getUniformLocation(program, "divisor"); |
| |
| for (var div = 1; div < 4; ++div) { |
| for (var ii = 0; ii < colors.length - 1; ++ii) { |
| gl.uniform1f(lodLoc, ii); |
| gl.uniform1f(divLoc, div); |
| var lodColor = colors[ii]; |
| var size = Math.pow(2, colors.length - ii - 1); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas( |
| gl, lodColor.color, |
| "sampling with lod = " + ii + |
| " divider = " + div + |
| " should be " + lodColor.name); |
| } |
| } |
| }); |
| }); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
| } |
| |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |