shader-with-array-of-structs-uniform.html (4597B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>GLSL Array of Structs Uniform</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> 14 <script src="../../../js/js-test-pre.js"></script> 15 <script src="../../../js/webgl-test-utils.js"> </script> 16 17 <script id="vshader" type="x-shader/x-vertex"> 18 attribute vec4 a_position; 19 void main(void) { 20 gl_Position = a_position; 21 } 22 </script> 23 <script id="fshader0" type="x-shader/x-fragment"> 24 precision mediump float; 25 struct my_struct { 26 vec4 color; 27 }; 28 uniform my_struct u_colors[2]; 29 void main(void) { 30 gl_FragColor = u_colors[0].color; 31 } 32 </script> 33 <script id="fshader1" type="x-shader/x-fragment"> 34 precision mediump float; 35 struct my_struct { 36 vec4 color; 37 }; 38 uniform my_struct u_colors[2]; 39 void main(void) { 40 gl_FragColor = u_colors[1].color; 41 } 42 </script> 43 <script id="fshader2" type="x-shader/x-fragment"> 44 precision mediump float; 45 struct my_struct { 46 vec4 color1; 47 vec4 color2; 48 }; 49 uniform my_struct u_colors[2]; 50 void main(void) { 51 gl_FragColor = u_colors[0].color1 + u_colors[0].color2 + u_colors[1].color1 +u_colors[1].color2; 52 } 53 </script> 54 <script id="fshader3" type="x-shader/x-fragment"> 55 precision mediump float; 56 struct my_struct { 57 float r; 58 float g; 59 float b; 60 float a; 61 }; 62 uniform my_struct u_colors[2]; 63 void main(void) { 64 gl_FragColor = vec4(u_colors[0].r, u_colors[0].g, u_colors[1].b, u_colors[1].a); 65 } 66 </script> 67 </head> 68 <body> 69 <canvas id="canvas" width="50" height="50"></canvas> 70 <div id="description"></div> 71 <div id="console"></div> 72 <script> 73 "use strict"; 74 description(); 75 76 var wtu = WebGLTestUtils; 77 var gl = wtu.create3DContext("canvas"); 78 wtu.setupUnitQuad(gl); 79 80 for (var ii = 0; ii < 2; ++ii) { 81 var program = wtu.setupProgram(gl, ["vshader", "fshader" + ii], ["a_position"]); 82 var red_loc = gl.getUniformLocation(program, "u_colors[" + ii + "].color"); 83 var green_loc = gl.getUniformLocation(program, "u_colors[" + (1 - ii) + "].color"); 84 gl.uniform4fv(red_loc, [1, 0, 0, 1]); 85 gl.uniform4fv(green_loc, [0, 1, 0, 1]); 86 wtu.clearAndDrawUnitQuad(gl); 87 wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red"); 88 } 89 90 var program = wtu.setupProgram(gl, ["vshader", "fshader2"], ["a_position"]); 91 var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); 92 shouldBe("numUniforms", "4"); 93 var uniforms = [] 94 for (var ii = 0; ii < numUniforms; ++ii) { 95 uniforms.push(gl.getActiveUniform(program, ii).name); 96 } 97 uniforms.sort(); 98 shouldBe("uniforms[0]", '"u_colors[0].color1"'); 99 shouldBe("uniforms[1]", '"u_colors[0].color2"'); 100 shouldBe("uniforms[2]", '"u_colors[1].color1"'); 101 shouldBe("uniforms[3]", '"u_colors[1].color2"'); 102 var loc00 = gl.getUniformLocation(program, "u_colors[0].color1"); 103 var loc01 = gl.getUniformLocation(program, "u_colors[0].color2"); 104 var loc10 = gl.getUniformLocation(program, "u_colors[1].color1"); 105 var loc11 = gl.getUniformLocation(program, "u_colors[1].color2"); 106 shouldBeTrue("loc00 != undefined"); 107 shouldBeTrue("loc01 != undefined"); 108 shouldBeTrue("loc10 != undefined"); 109 shouldBeTrue("loc11 != undefined"); 110 gl.uniform4fv(loc00, [1, 0, 0, 0]); 111 gl.uniform4fv(loc01, [0, 1, 0, 0]); 112 gl.uniform4fv(loc10, [0, 0, 1, 0]); 113 gl.uniform4fv(loc11, [0, 0, 0, 1]); 114 wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); 115 wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white"); 116 117 program = wtu.setupProgram(gl, ["vshader", "fshader3"], ["a_position"]); 118 var loc0r = gl.getUniformLocation(program, "u_colors[0].r"); 119 var loc0g = gl.getUniformLocation(program, "u_colors[0].g"); 120 var loc0b = gl.getUniformLocation(program, "u_colors[0].b"); 121 var loc0a = gl.getUniformLocation(program, "u_colors[0].a"); 122 var loc1r = gl.getUniformLocation(program, "u_colors[1].r"); 123 var loc1g = gl.getUniformLocation(program, "u_colors[1].g"); 124 var loc1b = gl.getUniformLocation(program, "u_colors[1].b"); 125 var loc1a = gl.getUniformLocation(program, "u_colors[1].a"); 126 shouldBeTrue("loc0r != undefined"); 127 shouldBeTrue("loc0g != undefined"); 128 shouldBeTrue("loc1b != undefined"); 129 shouldBeTrue("loc1a != undefined"); 130 gl.uniform1f(loc0r, 1); 131 gl.uniform1f(loc0g, 1); 132 gl.uniform1f(loc1b, 1); 133 gl.uniform1f(loc1a, 1); 134 wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); 135 wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white"); 136 137 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); 138 139 var successfullyParsed = true; 140 </script> 141 <script src="../../../js/js-test-post.js"></script> 142 </body> 143 </html>