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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<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>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec2 pos;
+
+void main()
+{
+ gl_Position = vec4(pos, 0, 1);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+
+void main()
+{
+ gl_FragColor = vec4(0, 1, 0, 1);
+}
+</script>
+
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+
+// Check a single 32-bit RGBA pixel.
+function checkPixel(buf, index, correct) {
+ for (var i = 0; i < 4; ++i) {
+ if (buf[index + i] != correct[i]) {
+ return false;
+ }
+ }
+ return true;
+}
+
+// Check the line loop by reading the pixels and making sure just the edge
+// pixels are green and the rest are black.
+function checkLineLoop(gl, w) {
+ var buf = new Uint8Array(w * w * 4);
+ gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ var green = [0,255,0,255];
+ var black = [0,0,0,255];
+ var isCorrect = true;
+ for (var j = 0; j < w * w * 4; j += 4) {
+ var correct = black;
+ if (j < w * 4 || j > w * (w - 1) * 4 || j % (w * 4) == 0 || j % (w * 4) == (w - 1) * 4) {
+ correct = green;
+ }
+ // ignore corner pixels
+ if ((j == 0) || (j == 4*(w-1)) || (j == 4*w*(w-1)) || (j== 4*(w*w - 1))) {
+ continue;
+ }
+ if (!checkPixel(buf, j, correct)) {
+ isCorrect = false;
+ break;
+ }
+ }
+ if (isCorrect) {
+ testPassed("Line loop was drawn correctly.");
+ } else {
+ testFailed("Line loop was drawn incorrectly.");
+ }
+}
+
+// Check the tri fan by reading the pixels and making sure they are all green.
+function checkTriFan(gl, w) {
+ var buf = new Uint8Array(w * w * 4);
+ gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ var filled = true;
+ for (var j = 0; j < w * w * 4; j += 4) {
+ if (!checkPixel(buf, j, [0,255,0,255])) {
+ filled = false;
+ break;
+ }
+ }
+ if (filled) {
+ testPassed("Triangle fan was drawn correctly.");
+ } else {
+ testFailed("Triangle fan was drawn incorrectly.");
+ }
+}
+
+function runTest() {
+ var gl = wtu.create3DContext('testbed', { antialias: false });
+ if (!gl) {
+ testFailed('could not create context');
+ return;
+ }
+ gl.clearColor(0, 0, 0, 1);
+ var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos'])
+ var w = document.getElementById('testbed').width;
+
+ gl.enableVertexAttribArray(0);
+
+ //---------- LINE_LOOP----------
+ var d = 1/w;
+ var vertices = new Float32Array([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
+ var vertBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ var indBuf = gl.createBuffer();
+ var indices = new Uint16Array([0, 1, 2, 3]);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug('Draw a square using a line loop and verify that it draws all four sides and nothing else.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.LINE_LOOP, 0, vertices.length / 2);
+ checkLineLoop(gl, w);
+
+ debug('Draw a square using an indexed line loop and verify that it draws all four sides and nothing else.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0);
+ checkLineLoop(gl, w);
+
+ vertices = new Float32Array([0, 0, 0, 0, 0, 0, -1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
+ vertBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ indBuf = gl.createBuffer();
+ indices = new Uint16Array([0, 1, 2, 3, 4, 5, 6]);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug('Draw a square using a line loop with a vertex buffer offset and verify that it draws all four sides and nothing else.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.LINE_LOOP, 3, vertices.length / 2 - 3);
+ checkLineLoop(gl, w);
+
+ debug('Draw a square using an indexed line loop with an index buffer offset and verify that it draws all four sides and nothing else.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.LINE_LOOP, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2);
+ checkLineLoop(gl, w);
+
+ //---------- LINE_LOOP UBYTE ----------
+ var degenVerts = new Array(252 * 2);
+ for (var j = 0; j < 252 * 2; ++j) {
+ degenVerts[j] = -1+d;
+ }
+ degenVerts = degenVerts.concat([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
+ vertices = new Float32Array(degenVerts);
+ vertBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ indBuf = gl.createBuffer();
+ var degenInd = new Array(252);
+ for (var j = 0; j < 252; ++j) {
+ degenInd[j] = j;
+ }
+ degenInd = degenInd.concat([252, 253, 254, 255]);
+ indices = new Uint16Array(degenInd);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug('Draw a square using an ubyte indexed line loop with 256 indices and verify that it draws all four sides and nothing else.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0);
+ checkLineLoop(gl, w);
+
+ //---------- TRIANGLE_FAN ----------
+ vertices = new Float32Array([0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]);
+ vertBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ indices = new Uint16Array([0,1,2,3,4,5]);
+ indBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug('Draw a filled square using a triangle fan and verify that it fills the entire canvas.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, vertices.length / 2);
+ checkTriFan(gl, w);
+
+ debug('Draw a filled square using an indexed triangle fan and verify that it fills the entire canvas.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHORT, 0);
+ checkTriFan(gl, w);
+
+ vertices = new Float32Array([1, 1, 1, 1, 1, 1, 0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]);
+ vertBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ indices = new Uint16Array([0,1,2,3,4,5,6,7,8]);
+ indBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug('Draw a filled square using a triangle fan with a vertex buffer offset and verify that it fills the entire canvas.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLE_FAN, 3, vertices.length / 2 - 3);
+ checkTriFan(gl, w);
+
+ debug('Draw a filled square using an indexed triangle fan with an index buffer offset and verify that it fills the entire canvas.');
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.TRIANGLE_FAN, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2);
+ checkTriFan(gl, w);
+}
+</script>
+</head>
+<body>
+<canvas id="testbed" width="10" height="10" style="width:50px; height:50px"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description('Verify that LINE_LOOP and TRIANGLE_FAN works correctly.');
+runTest();
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>