blob: 5da5ff788091d5c764e5a11866ea7966a70b287d [file] [log] [blame]
/*
* 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 Verify copyTexImage2D and copyTexSubImage2D
*/
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('''
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 g_Position;
attribute vec2 g_TexCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);
texCoord = g_TexCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
</script>
<canvas id="antialiasOn" width="2px" height="2px"></canvas>
<canvas id="antialiasOff" width="2px" height="2px"></canvas>
<div id="console"></div>
''', treeSanitizer: new NullTreeSanitizer());
var pixel = [0, 0, 0];
var correctColor = null;
var gl = null;
runTestIteration(antialias)
{
if (antialias)
gl = initWebGL("antialiasOn", "vshader", "fshader", [ "g_Position", "g_TexCoord0" ], [ 0, 0, 0, 1 ], 1);
else
gl = initWebGL("antialiasOff", "vshader", "fshader", [ "g_Position", "g_TexCoord0" ], [ 0, 0, 0, 1 ], 1, { 'antialias': false });
var program = gl.getParameter(wgl.CURRENT_PROGRAM);
var textureLoc = gl.getUniformLocation(program, "tex");
var vertices = new Float32List.fromList([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0]);
var texCoords = new Float32List.fromList([
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0]);
var texCoordOffset = vertices.lengthInBytes;
var vbo = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vbo);
gl.bufferData(wgl.ARRAY_BUFFER,
texCoordOffset + texCoords.lengthInBytes,
wgl.STATIC_DRAW);
gl.bufferSubData(wgl.ARRAY_BUFFER, 0, vertices);
gl.bufferSubData(wgl.ARRAY_BUFFER, texCoordOffset, texCoords);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, wgl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, wgl.FLOAT, false, 0, texCoordOffset);
gl.colorMask(true, true, true, false);
gl.disable(wgl.BLEND);
debug('Testing copyTexImage2D');
// Red canvas
gl.clearColor(1, 0, 0, 1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(wgl.TEXTURE_2D, texture);
// Set up texture
gl.texImage2D(wgl.TEXTURE_2D, 0, wgl.RGBA, 2, 2, 0, wgl.RGBA, wgl.UNSIGNED_BYTE, null);
gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MIN_FILTER, wgl.NEAREST);
gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MAG_FILTER, wgl.NEAREST);
glErrorShouldBe(gl, wgl.NO_ERROR);
gl.copyTexImage2D(wgl.TEXTURE_2D, 0, wgl.RGBA, 0, 0, 2, 2, 0);
glErrorShouldBe(gl, wgl.NO_ERROR);
// Green canvas
gl.clearColor(0, 1, 0, 1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
gl.drawArrays(wgl.TRIANGLES, 0, 6);
// Read back the rendering results, should be red
var buf = new Uint8List(2 * 2 * 4);
gl.readPixels(0, 0, 2, 2, wgl.RGBA, wgl.UNSIGNED_BYTE, buf);
var idx = 0;
correctColor = [255, 0, 0];
for (var y = 0; y < 2; y++) {
for (var x = 0; x < 2; x++) {
idx = (y * 2 + x) * 4;
pixel[0] = buf[idx];
pixel[1] = buf[idx + 1];
pixel[2] = buf[idx + 2];
shouldBeList(pixel, correctColor);
}
}
debug('Testing copyTexSubImage2D');
// Green canvas
gl.clearColor(0, 1, 0, 1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
glErrorShouldBe(gl, wgl.NO_ERROR);
gl.copyTexSubImage2D(wgl.TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
glErrorShouldBe(gl, wgl.NO_ERROR);
// Blue canvas
gl.clearColor(0, 0, 1, 1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
// Draw the triangles
gl.drawArrays(wgl.TRIANGLES, 0, 6);
// Read back the rendering results, should be green
gl.readPixels(0, 0, 2, 2, wgl.RGBA, wgl.UNSIGNED_BYTE, buf);
correctColor = [0, 255, 0];
for (var y = 0; y < 2; y++) {
for (var x = 0; x < 2; x++) {
idx = (y * 2 + x) * 4;
pixel[0] = buf[idx];
pixel[1] = buf[idx + 1];
pixel[2] = buf[idx + 2];
shouldBeList(pixel, correctColor);
}
}
}
debug("Testing with antialias on");
runTestIteration(true);
debug("Testing with antialias off");
runTestIteration(false);
}