blob: 2ee25b3d0211c8b79a574aa9aa0751759b2569d9 [file] [log] [blame]
<html>
<head>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 pos;
attribute vec4 colorIn;
uniform float pointSize;
varying vec4 color;
void main()
{
gl_PointSize = pointSize;
color = colorIn;
gl_Position = vec4(pos.xyz, 3.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<script>
function runTest()
{
var gl = initWebGL('testbed', 'vshader', 'fshader', ['pos', 'colorIn'], [0, 0, 0, 1], 1, { antialias: false });
if (!gl) {
testFailed('initWebGL(..) failed');
return false;
}
gl.disable(gl.BLEND);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// The choice of (0.4, 0.4) ensures that the centers of the surrounding
// pixels are not contained within the point when it is of size 1, but
// that they definitely are when it is of size 2.
var vertices = new Float32Array([
0.4, 0.4, 0.0]);
var colors = new Uint8Array([
255, 0, 0, 255]);
var colorOffset = vertices.byteLength;
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, colorOffset + colors.byteLength, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
gl.bufferSubData(gl.ARRAY_BUFFER, colorOffset, colors);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, colorOffset);
gl.enableVertexAttribArray(1);
var locPointSize = gl.getUniformLocation(gl.program, 'pointSize');
debug('Draw a point of size 1 and verify it does not touch any other pixels.');
gl.uniform1f(locPointSize, 1.0);
gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
var buf = new Uint8Array(2 * 2 * 4);
gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var index = 0;
for (var y = 0; y < 2; ++y) {
for (var x = 0; x < 2; ++x) {
var correctColor = [0, 0, 0];
if (x == 1 && y == 1)
correctColor[0] = 255;
if (buf[index] != correctColor[0] || buf[index + 1] != correctColor[1] || buf[index + 2] != correctColor[2]) {
testFailed('Drawing a point of size 1 touched pixels that should not be touched');
return false;
}
index += 4;
}
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
debug('Draw a point of size 2 and verify it fills the appropriate region.');
var pointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
if (pointSizeRange < 2.0)
return true;
gl.uniform1f(locPointSize, 2.0);
gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf);
index = 0;
for (var y = 0; y < 2; ++y) {
for (var x = 0; x < 2; ++x) {
var correctColor = [255, 0, 0];
if (buf[index] != correctColor[0] || buf[index + 1] != correctColor[1] || buf[index + 2] != correctColor[2]) {
testFailed('Drawing a point of size 2 failed to fill the appropriate region');
return false;
}
index += 4;
}
}
return true;
}
</script>
</head>
<body>
<canvas id="testbed" width="2px" height="2px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
description('Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled in WebGL');
if (runTest())
testPassed("");
</script>
</body>
</html>