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tex-image-and-sub-image-2d-with-image.html
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tex-image-and-sub-image-2d-with-image.html
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<!--
Copyright (c) 2010 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script>
var wtu = WebGLTestUtils;
var gl = null;
var textureLoc = null;
var successfullyParsed = false;
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
description('Verify texImage2D and texSubImage2D code paths taking Images');
var canvas = document.getElementById("example");
gl = wtu.create3DContext(canvas);
var program = wtu.setupTexturedQuad(gl);
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
textureLoc = gl.getUniformLocation(gl.program, "tex");
wtu.loadTexture(gl, "resources/red-green.png", runTest);
}
// These two declarations need to be global for "shouldBe" to see them
var buf = null;
var idx = 0;
var pixel = [0, 0, 0];
var correctColor = null;
function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
{
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with flipY=' + flipY);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Disable any writes to the alpha channel
gl.colorMask(1, 1, 1, 0);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
// Upload the image into the texture
if (useTexSubImage2D) {
// Initialize the texture to black first
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
}
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
wtu.drawQuad(gl, [0, 0, 0, 255]);
// Check a few pixels near the top and bottom and make sure they have
// the right color.
debug("Checking lower left corner");
wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
"shouldBe " + bottomColor);
debug("Checking upper left corner");
wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
"shouldBe " + topColor);
}
function runTest(image)
{
var red = [255, 0, 0];
var green = [0, 255, 0];
runOneIteration(image, false, true, red, green);
runOneIteration(image, false, false, green, red);
runOneIteration(image, true, true, red, green);
runOneIteration(image, true, false, green, red);
finishTest();
}
</script>
</head>
<body onload="init()">
<canvas id="example" width="32px" height="32px"></canvas>
<div id="description"></div>
<div id="console"></div>
</body>
</html>