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<!--
/*
** 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 Scissor 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>
<style>
canvas {
border: 1px solid #000;
width: 64px;
height: 64px;
}
</style>
</head>
<body>
<canvas id="canvas1" width="16" height="16"> </canvas>
<canvas id="canvas2" width="16" height="16"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Check if glScissor setting works.");
var wtu = WebGLTestUtils;
function test(canvas, attribs) {
var gl = wtu.create3DContext(canvas, attribs);
function test(func) {
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0,0,0,0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.SCISSOR_TEST);
var size = 16;
for (var ii = 0; ii < size; ++ii) {
// clear a portion of the WebGL drawing buffer
gl.scissor(ii, ii, 1, 1);
func();
}
for (var ii = 0; ii < size; ++ii) {
wtu.checkCanvasRect(gl, 0, ii, ii, 1, [0, 0, 0, 0], "should be black");
wtu.checkCanvasRect(gl, ii, ii, 1, 1, [0, 255, 0, 255], "should be green");
wtu.checkCanvasRect(gl, ii + 1, ii, size - ii - 1, 1, [0, 0, 0, 0], "should be black");
}
}
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("test with clear");
test(function() {
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
});
wtu.setupColorQuad(gl);
debug("");
debug("test with draw");
test(function() {
wtu.drawFloatColorQuad(gl, [0, 1, 0, 1]);
});
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
}
debug("test antialias: false");
test(document.getElementById("canvas1"), {antialias: false});
debug("");
debug("test antialias: true");
test(document.getElementById("canvas2"), {antialias: true});
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>
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