140 lines
3.1 KiB
HTML
140 lines
3.1 KiB
HTML
<!DOCTYPE HTML>
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<html>
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<head>
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<meta charset='UTF-8'/>
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<script src='/tests/SimpleTest/SimpleTest.js'></script>
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<link rel='stylesheet' href='/tests/SimpleTest/test.css'>
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<script src='../webgl-util.js'></script>
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<script id='vs' type='x-shader/x-vertex'>
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attribute vec2 aPosition;
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void main(void) {
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gl_PointSize = 16.0;
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gl_Position = vec4(aPosition, 0, 1);
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}
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</script>
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<script id='fs' type='x-shader/x-fragment'>
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precision mediump float;
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uniform vec4 uColor;
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void main(void) {
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gl_FragColor = uColor;
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}
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</script>
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</head>
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<body>
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<script>
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function GetPixel(gl, x, y) {
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var pixel = new Uint8Array(4);
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gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
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return pixel;
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}
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function ColorStr(arr) {
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return '{' + arr.map(function(x) { return '' + x; }).join(', ') + '}';
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}
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function PixelShouldBe(gl, x, y, ref, prefix) {
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if (prefix) {
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prefix += ': ';
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}
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var test = GetPixel(gl, x, y);
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var testStr = ColorStr(test);
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var refStr = ColorStr(ref.map(value => value * 255));
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ok(testStr == refStr, prefix + 'Should be ' + refStr + ', was ' + testStr + '.');
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}
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function GetProgram(gl) {
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var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
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prog.aPosition = gl.getAttribLocation(prog, 'aPosition');
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ok(prog.aPosition >= 0, '`aPosition` should be valid.');
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prog.uColor = gl.getUniformLocation(prog, 'uColor');
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ok(prog.uColor, '`uColor` should be valid.');
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return prog;
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}
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// Give ourselves a scope to return early from:
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(function () {
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var c = document.createElement('canvas');
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document.body.appendChild(c);
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var gl = c.getContext('webgl', { depth: false, antialias: false });
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if (!gl) {
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todo(false, 'WebGL is unavailable.');
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return;
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}
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////////
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// With default culling, it works fine.
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// The problem seems to be that the virtual quads generated from points are wound 'backwards'.
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK); // Cull back faces.
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////////
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var vertArr = new Float32Array([
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-1, -1,
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+1, -1,
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-1, +1,
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]);
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var vbo = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, vertArr, gl.STATIC_DRAW);
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////////
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var triProg = GetProgram(gl);
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var pointProg = GetProgram(gl);
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if (!triProg || !pointProg) {
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ok(false, 'Program linking should succeed.');
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return;
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}
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ok(triProg.aPosition == pointProg.aPosition, 'aPosition should match.');
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gl.enableVertexAttribArray(triProg.aPosition);
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gl.vertexAttribPointer(triProg.aPosition, 2, gl.FLOAT, false, 0, 0);
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////////
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gl.useProgram(triProg);
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var triColor = [1, 0, 0, 1];
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gl.uniform4fv(triProg.uColor, triColor);
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gl.useProgram(pointProg);
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var pointColor = [0, 1, 0, 1];
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gl.uniform4fv(pointProg.uColor, pointColor);
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////////
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(triProg);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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gl.useProgram(pointProg);
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gl.drawArrays(gl.POINTS, 0, 3);
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////////
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PixelShouldBe(gl, 32, 32, triColor, 'Tri');
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PixelShouldBe(gl, 0, 0, pointColor, 'Point');
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ok(true, 'Test complete');
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})();
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</script>
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</body>
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</html>
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