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/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description Tests that glActiveTexture and glBindTexture work as expected.
* Specifically texture targets are per active texture unit.
*/
import "dart:html";
import "dart:web_gl" as wgl;
import 'dart:typed_data';
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
main() {
document.body.setInnerHtml('''
<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="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
</script>
''', treeSanitizer: new NullTreeSanitizer());
toFloatList(list) => list.map((x) => x.toDouble()).toList();
float32list(list) => new Float32List.fromList(toFloatList(list));
init()
{
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
var gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
[ 0, 0, 0, 1 ], 1);
var program = gl.getParameter(wgl.CURRENT_PROGRAM);
gl.disable(wgl.DEPTH_TEST);
gl.disable(wgl.BLEND);
var vertexObject = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
wgl.ARRAY_BUFFER,
float32list([-1, 1,0, 1,1,0, -1,-1,0,
-1,-1,0, 1,1,0, 1,-1,0]),
wgl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, wgl.FLOAT, false, 0, 0);
vertexObject = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
wgl.ARRAY_BUFFER,
float32list([ 0,0, 1,0, 0,1,
0,1, 1,0, 1,1]),
wgl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, wgl.FLOAT, false, 0, 0);
shouldBe(gl.getError(), wgl.NO_ERROR);
var colors = [
[0,192,128,255],
[128,64,255,255],
[192,255,64,255],
[200,0,255,255]];
// Make 4 textures by using 4 active texture units.
var textures = [];
for (var ii = 0; ii < colors.length; ++ii) {
var tex = gl.createTexture();
gl.activeTexture(wgl.TEXTURE0 + ii);
gl.bindTexture(wgl.TEXTURE_2D, tex);
textures.add(tex);
}
shouldBe(gl.getError(), wgl.NO_ERROR);
// now use each texture unit to write into the textures,
for (var ii = 0; ii < colors.length; ++ii) {
var c = colors[ii];
ctx2d.fillStyle =
"rgba(" + c.join(",") + ")";
ctx2d.fillRect(0, 0, 1, 1);
gl.activeTexture(wgl.TEXTURE0 + ii);
gl.texImage2D(wgl.TEXTURE_2D, 0, wgl.RGBA, wgl.RGBA, wgl.UNSIGNED_BYTE, canvas2d);
}
shouldBe(gl.getError(), wgl.NO_ERROR);
var textureLoc = gl.getUniformLocation(program, "tex");
var worldLoc = gl.getUniformLocation(program, "world");
shouldBe(gl.getError(), wgl.NO_ERROR);
gl.clearColor(1,0,0,1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
for (var ii = 0; ii < colors.length; ++ii) {
var x = ii % 2;
var y = floor(ii / 2);
gl.uniform1i(textureLoc, ii);
gl.uniformMatrix4fv(
worldLoc, false, float32list(
[0.5, 0, 0, 0,
0, 0.5, 0, 0,
0, 0, 1, 0,
-0.5 + x, -0.5 + y, 0, 1]));
gl.drawArrays(wgl.TRIANGLES, 0, 6);
}
shouldBe(gl.getError(), wgl.NO_ERROR);
for (var ii = 0; ii < colors.length; ++ii) {
var c = colors[ii];
var x = ii % 2;
var y = floor(ii / 2);
var buf = new Uint8List(4);
gl.readPixels(x, y, 1, 1, wgl.RGBA, wgl.UNSIGNED_BYTE, buf);
var msg = 'expected:' + c.join(',') + ' found: ' + buf.join(',');
if (buf[0] != c[0] ||
buf[1] != c[1] ||
buf[2] != c[2] ||
buf[3] != c[3])
testFailed(msg);
else
testPassed(msg);
}
}
init();
}