blob: c73a461c02006d4ae480fc0538d08671f9dd8a3e [file] [log] [blame]
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL texture texSubImage2Ds cube map conformance test.</title>
<script src="../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
<script src="resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="example" width="256" height="256" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform mat4 rotation;
varying vec3 texCoord;
void main()
{
gl_Position = vPosition;
vec4 direction = vec4(vPosition.x * 0.5, vPosition.y * 0.5, 1, 1);
texCoord = normalize((rotation * direction).xyz);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube tex;
varying vec3 texCoord;
void main()
{
gl_FragColor = textureCube(tex, normalize(texCoord));
}
</script>
<script>
var canvas;
description("Checks texSubImage2D with cube map textures");
debug("");
var wtu = WebGLTestUtils;
canvas = document.getElementById("example");
gl = wtu.create3DContext(canvas);
wtu.setupUnitQuad(gl, 0, 1);
var program = wtu.setupProgram(
gl,
['vshader', 'fshader'],
['vPosition', 'texCoord0'], [0, 1]);
var rotLoc = gl.getUniformLocation(program, "rotation");
size = 16;
var colors = [
{name: 'red', color: [255, 0, 0, 255]},
{name: 'green', color: [ 0, 255, 0, 255]},
{name: 'blue', color: [ 0, 0, 255, 255]},
{name: 'yellow', color: [255, 255, 0, 255]},
{name: 'cyan', color: [ 0, 255, 255, 255]},
{name: 'magenta', color: [255, 0, 255, 255]}
];
var targets = [
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
var rotations = [
{axis: [0, 1, 0], angle: Math.PI / 2},
{axis: [0, 1, 0], angle: -Math.PI / 2},
{axis: [1, 0, 0], angle: -Math.PI / 2},
{axis: [1, 0, 0], angle: Math.PI / 2},
{axis: [0, 1, 0], angle: 0},
{axis: [0, 1, 0], angle: Math.PI},
];
var halfRotations = [
{colors: [3, 4], rotations: [{axis: [1, 0, 0], angle: Math.PI / 4}]},
{colors: [4, 2], rotations: [{axis: [1, 0, 0], angle: -Math.PI / 4}]},
{colors: [5, 3], rotations: [{axis: [1, 0, 0], angle: Math.PI / 4 * 3}]},
{colors: [2, 5], rotations: [{axis: [1, 0, 0], angle: -Math.PI / 4 * 3}]},
{colors: [3, 0], rotations: [{axis: [0, 1, 0], angle: Math.PI / 2},
{axis: [1, 0, 0], angle: Math.PI / 4}]},
{colors: [0, 2], rotations: [{axis: [0, 1, 0], angle: Math.PI / 2},
{axis: [1, 0, 0], angle: -Math.PI / 4}]},
];
var count = 0;
testSize(size);
function testSize(size) {
debug("");
debug("testing size: " + size);
var canvasSize = Math.max(size / 4, 2);
canvas.width = canvasSize;
canvas.height = canvasSize;
gl.viewport(0, 0, canvasSize, canvasSize);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
// Seems like I should be using LINEAR here with some other math
// to make sure I get more mip coverage but that's easier said
// than done.
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
for (var jj = 0; jj < 2; ++jj) {
for (var tt = 0; tt < targets.length; ++tt) {
var color = colors[(tt + count) % colors.length];
fillLevel(targets[tt], 0, size, color.color);
}
if (jj == 1) {
debug("use mipmap");
gl.texParameteri(
gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER,
gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
}
var err = gl.getError();
if (err == gl.OUT_OF_MEMORY) {
debug("out of memory");
return false;
}
if (err != gl.NO_ERROR) {
testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
}
for (var rr = 0; rr < rotations.length; ++rr) {
var rot = rotations[rr];
var color = colors[(rr + count) % colors.length];
var rotMat = axisRotation(rot.axis, rot.angle);
gl.uniformMatrix4fv(rotLoc, false, rotMat);
wtu.drawQuad(gl);
wtu.checkCanvas(
gl, color.color,
wtu.glEnumToString(gl, targets[rr]) + " should be " + color.name);
}
for (var rr = 0; rr < halfRotations.length; ++rr) {
var h = halfRotations[rr];
var rots = h.rotations;
var rotMat = axisRotation(rots[0].axis, rots[0].angle);
for (var ii = 1; ii < rots.length; ++ii) {
var tmpMat = axisRotation(rots[ii].axis, rots[ii].angle);
var rotMat = mulMatrix(tmpMat, rotMat);
}
gl.uniformMatrix4fv(rotLoc, false, rotMat);
wtu.drawQuad(gl);
for (var ii = 0; ii < 2; ++ii) {
checkRect(
0,
canvasSize / 2 * ii,
canvasSize,
canvasSize / 2,
colors[(h.colors[ii] + count) % colors.length]);
}
}
++count;
}
gl.deleteTexture(tex);
return true;
}
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
function checkRect(x, y, width, height, color) {
wtu.checkCanvasRect(
gl,
x,
y,
width,
height,
color.color,
"" + x + ", " + y + ", " + width + ", " + height +
" should be " + color.name);
}
function fillLevel(target, level, size, color) {
var numPixels = size * size;
var halfPixelRow = new Uint8Array(size * 2);
for (var jj = 0; jj < size; ++jj) {
var off = jj * 4;
halfPixelRow[off + 0] = color[0];
halfPixelRow[off + 1] = color[1];
halfPixelRow[off + 2] = color[2];
halfPixelRow[off + 3] = color[3];
}
gl.texImage2D(
target, level, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null);
for (var jj = 0; jj < size; ++jj) {
gl.texSubImage2D(
target, level, 0, jj, size / 2, 1, gl.RGBA, gl.UNSIGNED_BYTE, halfPixelRow);
gl.texSubImage2D(
target, level, size / 2, jj, size / 2, 1, gl.RGBA, gl.UNSIGNED_BYTE, halfPixelRow);
}
}
function printMat(mat) {
debug("" + mat[0] + ", " + mat[1] + ", " + mat[2] + ", " + mat[3] + ", ");
debug("" + mat[4] + ", " + mat[5] + ", " + mat[6] + ", " + mat[7] + ", ");
debug("" + mat[8] + ", " + mat[9] + ", " + mat[10] + ", " + mat[11] + ", ");
debug("" + mat[12] + ", " + mat[13] + ", " + mat[14] + ", " + mat[15] + ", ");
}
function axisRotation(axis, angle) {
var dst = new Float32Array(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angle);
var s = Math.sin(angle);
var oneMinusCosine = 1 - c;
dst[ 0] = xx + (1 - xx) * c;
dst[ 1] = x * y * oneMinusCosine + z * s;
dst[ 2] = x * z * oneMinusCosine - y * s;
dst[ 3] = 0;
dst[ 4] = x * y * oneMinusCosine - z * s;
dst[ 5] = yy + (1 - yy) * c;
dst[ 6] = y * z * oneMinusCosine + x * s;
dst[ 7] = 0;
dst[ 8] = x * z * oneMinusCosine + y * s;
dst[ 9] = y * z * oneMinusCosine - x * s;
dst[10] = zz + (1 - zz) * c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
};
function mulMatrix(a, b) {
var dst = new Float32Array(16);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[ 4 + 0];
var a11 = a[ 4 + 1];
var a12 = a[ 4 + 2];
var a13 = a[ 4 + 3];
var a20 = a[ 8 + 0];
var a21 = a[ 8 + 1];
var a22 = a[ 8 + 2];
var a23 = a[ 8 + 3];
var a30 = a[12 + 0];
var a31 = a[12 + 1];
var a32 = a[12 + 2];
var a33 = a[12 + 3];
var b00 = b[0];
var b01 = b[1];
var b02 = b[2];
var b03 = b[3];
var b10 = b[ 4 + 0];
var b11 = b[ 4 + 1];
var b12 = b[ 4 + 2];
var b13 = b[ 4 + 3];
var b20 = b[ 8 + 0];
var b21 = b[ 8 + 1];
var b22 = b[ 8 + 2];
var b23 = b[ 8 + 3];
var b30 = b[12 + 0];
var b31 = b[12 + 1];
var b32 = b[12 + 2];
var b33 = b[12 + 3];
dst[ 0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dst[ 1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dst[ 2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
dst[ 3] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
dst[ 4] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dst[ 5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dst[ 6] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
dst[ 7] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
dst[ 8] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
dst[ 9] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
dst[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
dst[11] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
dst[12] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
dst[13] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
dst[14] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
dst[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
return dst;
};
successfullyParsed = true;
</script>
</body>
</html>