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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL ActiveTexture BindTexture conformance test #2</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> |
| </head> |
| <body> |
| <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
| <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| uniform mat4 world; |
| attribute vec3 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = world * vec4(vPosition, 1); |
| texCoord = texCoord0; |
| } |
| </script> |
| <script id="fshader2d" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| uniform sampler2D tex2d; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex2d, texCoord); |
| } |
| </script> |
| <script id="fshaderCube" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| uniform samplerCube texCube; |
| void main() |
| { |
| gl_FragColor = textureCube(texCube, vec3(0,1,0)); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| function init() |
| { |
| description( |
| "Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same " + |
| "active texture unit works as long as they are not used " + |
| "simultaneously in the same shader program."); |
| |
| var canvas2d = document.getElementById("canvas2d"); |
| var ctx2d = canvas2d.getContext("2d"); |
| ctx2d.globalCompositeOperation = "copy"; |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram( |
| gl, ["vshader", "fshader2d"], ["vPosition", "texCoord0"]); |
| |
| var program2d = program; |
| var programCube = wtu.setupProgram( |
| gl, ["vshader", "fshaderCube"], ["vPosition", "texCoord0"]); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([ 0,0, 1,0, 0,1, |
| 0,1, 1,0, 1,1]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| // Make texture unit 1 active. |
| gl.activeTexture(gl.TEXTURE1); |
| |
| // Make a 2d texture |
| var tex2d = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
| ctx2d.fillRect(0, 0, 1, 1); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| |
| // make a cube texture |
| var texCube = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; |
| ctx2d.fillRect(0, 0, 1, 1); |
| var targets = [ |
| 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, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| } |
| |
| // Setup program2d and programCube |
| var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); |
| var world2dLoc = gl.getUniformLocation(program2d, "world"); |
| var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); |
| var worldCubeLoc = gl.getUniformLocation(programCube, "world"); |
| |
| gl.useProgram(program2d); |
| gl.uniform1i(tex2dLoc, 1); |
| gl.useProgram(programCube); |
| gl.uniform1i(texCubeLoc, 1); |
| |
| gl.clearColor(1,0,0,1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| var programs = [program2d, programCube]; |
| var worldLocs = [world2dLoc, worldCubeLoc]; |
| for (var ii = 0; ii < 4; ++ii) { |
| var x = ii % 2; |
| var y = Math.floor(ii / 2); |
| gl.useProgram(programs[x]); |
| gl.uniformMatrix4fv( |
| worldLocs[x], false, |
| [0.5, 0, 0, 0, |
| 0, 0.5, 0, 0, |
| 0, 0, 1, 0, |
| -0.5 + x, -0.5 + y, 0, 1]); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| } |
| |
| var colors = [ |
| [0,0,255,255], |
| [255,0,255,255], |
| [0,0,255,255], |
| [255,0,255,255]]; |
| |
| for (var ii = 0; ii < colors.length; ++ii) { |
| var c = colors[ii]; |
| var x = ii % 2; |
| var y = Math.floor(ii / 2); |
| wtu.checkCanvasRect(gl, x, y, 1, 1, c); |
| } |
| |
| // Test that binding to one target does not affect the other |
| debug(""); |
| debug("Testing texture target binding/unbinding"); |
| |
| var worldMatrix = [ |
| 1, 0, 0, 0, |
| 0, 1, 0, 0, |
| 0, 0, 1, 0, |
| 0, 0, 0, 1]; |
| |
| gl.activeTexture(gl.TEXTURE2); |
| |
| // Unbinding the TEXTURE_CUBE_MAP target should not affect the TEXTURE_2D target |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); |
| |
| gl.useProgram(program2d); |
| gl.uniform1i(tex2dLoc, 2); |
| gl.uniformMatrix4fv(world2dLoc, false, worldMatrix); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| wtu.checkCanvasRect(gl, 0, 0, 2, 2, [0,0,255,255]); |
| |
| // Unbinding the TEXTURE_2D target should not affect the TEXTURE_CUBE_MAP target |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| gl.bindTexture(gl.TEXTURE_2D, null); |
| |
| gl.useProgram(programCube); |
| gl.uniform1i(texCubeLoc, 2); |
| gl.uniformMatrix4fv(worldCubeLoc, false, worldMatrix); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| wtu.checkCanvasRect(gl, 0, 0, 2, 2, [255,0,255,255]); |
| } |
| |
| init(); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |