<!-- /* ** 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 Vertex Texture Fetch.</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="1" height="1" style="width: 40px; height: 40px;"></canvas> <div id="description"></div> <div id="console"></div> <script id="vs" type="text/something-not-javascript"> attribute vec4 a_position; attribute vec2 a_texCoord; uniform sampler2D u_texture; varying vec4 color; void main() { gl_Position = a_position; color = texture2D(u_texture, a_texCoord); } </script> <script id="fs" type="text/something-not-javascript"> precision mediump float; varying vec4 color; void main() { gl_FragColor = color; } </script> <script> "use strict"; description("checks that vertex texture fetch, if supported, operates correctly."); var wtu = WebGLTestUtils; var gl = wtu.create3DContext("example"); if (!gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)) { testPassed("No vertex texture image units (vertex texture fetch not supported) -- this is legal"); } else { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 255, 0, 0, 255, 0, 255, 0, 255, 0, 0, 255, 255, 255, 255, 0, 255])); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vTexCoord"]); gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0); gl.disable(gl.BLEND); gl.disable(gl.DEPTH_TEST); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL"); var bufferObjects = wtu.setupUnitQuad(gl, 0); gl.disableVertexAttribArray(1); gl.vertexAttrib2f(1, 0, 0); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red."); gl.vertexAttrib2f(1, 1, 0); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green."); gl.vertexAttrib2f(1, 0, 1); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue."); gl.vertexAttrib2f(1, 1, 1); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [255, 255, 0, 255], "Should be yellow."); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); } var successfullyParsed = true; </script> <script src="../../js/js-test-post.js"></script> </body> </html>