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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">
<title>WebGL ActiveTexture BindTexture conformance test.</title>
<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>
</head>
<body>
<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">
attribute vec3 vPosition;
attribute vec2 texCoord0;
varying vec2 texCoord;
void main()
{
  gl_Position = vec4(vPosition, 1);
  texCoord = texCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex2D;
uniform samplerCube texCube;
void main()
{
  gl_FragColor = texture2D(tex2D, texCoord);
  gl_FragColor += textureCube(texCube, vec3(texCoord, 0));
}
</script>
<script>
"use strict";
var gl;

function init()
{
  description(
      "Tests drawing with two textures of different type. " +
      "This test covers an ANGLE validation bug. See http://crbug.com/390412.");

  var canvas2d = document.getElementById("canvas2d");
  var ctx2d = canvas2d.getContext("2d");

  var wtu = WebGLTestUtils;
  gl = wtu.create3DContext("example");
  var program = wtu.setupProgram(
      gl,
      ["vshader", "fshader"],
      ['vPosition', 'texCoord0']);
  wtu.setupUnitQuad(gl);
  gl.disable(gl.DEPTH_TEST);
  gl.disable(gl.BLEND);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR);

  var texture2D = gl.createTexture();
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture2D);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR);

  var textureCube = gl.createTexture();
  gl.activeTexture(gl.TEXTURE1);
  gl.bindTexture(gl.TEXTURE_CUBE_MAP, textureCube);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR);

  var texture2DLoc = gl.getUniformLocation(program, "tex2D");
  var textureCubeLoc = gl.getUniformLocation(program, "texCube");
  wtu.glErrorShouldBe(gl, gl.NO_ERROR);

  gl.clearColor(1,0,0,1);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  gl.uniform1i(texture2DLoc, 0);
  gl.uniform1i(textureCubeLoc, 1);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}

init();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>

</body>
</html>