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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
** 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:
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** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
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** 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.
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<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">
Tests.startUnit = function () {
var canvas = document.getElementById('gl');
var gl = wrapGLContext(getGLContext(canvas));
return [gl];
}
Tests.setup = function(gl) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
var texCubeMap = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap);
return [gl]
}
Tests.teardown = function(gl,tex,texCubeMap) {
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
gl.deleteTexture(tex);
gl.deleteTexture(texCubeMap);
}
Tests.testTexImage2D = function(gl) {
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,1,1);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,2,1);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,1,2);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 0,0,16,16);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0, 15,15,1,1);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 1,1, 0,0,15,15);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 15,15, 0,0,1,1);
var valid_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
];
valid_targets.forEach(function(t) {
assertOk(function(){
gl.copyTexImage2D(t, 0, gl.RGBA, 0,0,1,1,0);
gl.copyTexSubImage2D(t, 0, 0,0,0,0,1,1);
});
});
}
Tests.testRoundtrip = function(gl) {
var sh = new Filter(gl, 'identity-flip-vert', 'identity-frag');
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var buf = new Uint8Array(4);
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]);
// red texture
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, document.getElementById('gl'));
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0,0,0,0,16,16);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.clearColor(0.0, 0.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// blue framebuffer
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
assertEquals([0,0,255,255], [buf[0], buf[1], buf[2], buf[3]]);
sh.apply(); // paint with texture
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]);
sh.destroy();
}
Tests.endUnit = function(gl) {
}
</script>
<script id="identity-flip-vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec4 texCoord0;
void main()
{
texCoord0 = vec4(Tex.s, 1.0-Tex.t, 0.0, 0.0);
gl_Position = vec4(Vertex, 1.0);
}
</script>
<script id="identity-frag" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D Texture;
varying vec4 texCoord0;
void main()
{
vec4 c = texture2D(Texture, texCoord0.st);
gl_FragColor = c;
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>