gl-pointcoord.html (4100B)
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>gl-pointcoord Test</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <script src="../../../js/js-test-pre.js"></script> 14 <script src="../../../js/webgl-test-utils.js"> </script> 15 </head> 16 <body> 17 <canvas id="example" width="256" height="256"> 18 </canvas> 19 <div id="description"></div> 20 <div id="console"></div> 21 <script id="vshader" type="x-shader/x-vertex"> 22 attribute vec4 vPosition; 23 uniform float uPointSize; 24 void main() 25 { 26 gl_PointSize = uPointSize; 27 gl_Position = vPosition; 28 } 29 </script> 30 31 <script id="fshader" type="x-shader/x-fragment"> 32 precision mediump float; 33 void main() 34 { 35 gl_FragColor = vec4( 36 gl_PointCoord.x, 37 gl_PointCoord.y, 38 0, 39 1); 40 } 41 </script> 42 43 <script> 44 "use strict"; 45 description("Checks gl_PointCoord and gl_PointSize"); 46 debug(""); 47 48 // NOTE: I'm not 100% confident in this test. I think it is correct. 49 50 var wtu = WebGLTestUtils; 51 var gl = wtu.create3DContext("example"); 52 shouldBeNonNull("gl"); 53 var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]); 54 shouldBe("gl.getError()", "gl.NO_ERROR"); 55 56 var canvas = gl.canvas; 57 var width = canvas.width; 58 var height = canvas.height; 59 shouldBe("width", "height"); 60 61 var maxPointSize = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE)[1]; 62 shouldBeTrue("maxPointSize >= 1"); 63 // The minimum and maximum point sizes may be floating-point numbers. 64 shouldBeTrue("Math.floor(maxPointSize) >= 1"); 65 maxPointSize = Math.floor(maxPointSize); 66 shouldBeTrue("maxPointSize % 1 == 0"); 67 68 maxPointSize = Math.min(maxPointSize, 64); 69 var pointWidth = maxPointSize / width; 70 var pointStep = Math.floor(maxPointSize / 4); 71 var pointStep = Math.max(1, pointStep); 72 73 var pointSizeLoc = gl.getUniformLocation(program, "uPointSize"); 74 gl.uniform1f(pointSizeLoc, maxPointSize); 75 76 var pixelOffset = (maxPointSize % 2) ? (1 / width) : 0; 77 var vertexObject = gl.createBuffer(); 78 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); 79 gl.bufferData( 80 gl.ARRAY_BUFFER, 81 new Float32Array( 82 [-0.5 + pixelOffset, -0.5 + pixelOffset, 83 0.5 + pixelOffset, -0.5 + pixelOffset, 84 -0.5 + pixelOffset, 0.5 + pixelOffset, 85 0.5 + pixelOffset, 0.5 + pixelOffset]), 86 gl.STATIC_DRAW); 87 gl.enableVertexAttribArray(0); 88 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); 89 90 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 91 92 gl.drawArrays(gl.POINTS, 0, 4); 93 shouldBe("gl.getError()", "gl.NO_ERROR"); 94 95 function s2p(s) { 96 return (s + 1.0) * 0.5 * width; 97 } 98 99 //function print(x, y) { 100 // var b = new Uint8Array(4); 101 // gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, b); 102 // debug("" + x + "," + y + ": " + b[0] + "," + b[1] + "," + b[2]); 103 //} 104 // 105 //for (var ii = 0; ii < 100; ++ii) { 106 // print(ii, ii); 107 //} 108 109 for (var py = 0; py < 2; ++py) { 110 for (var px = 0; px < 2; ++px) { 111 debug(""); 112 var pointX = -0.5 + px + pixelOffset; 113 var pointY = -0.5 + py + pixelOffset; 114 for (var yy = 0; yy < maxPointSize; yy += pointStep) { 115 for (var xx = 0; xx < maxPointSize; xx += pointStep) { 116 // formula for s and t from OpenGL ES 2.0 spec section 3.3 117 var xw = s2p(pointX); 118 var yw = s2p(pointY); 119 //debug("xw: " + xw + " yw: " + yw); 120 var u = xx / maxPointSize * 2 - 1; 121 var v = yy / maxPointSize * 2 - 1; 122 var xf = Math.floor(s2p(pointX + u * pointWidth)); 123 var yf = Math.floor(s2p(pointY + v * pointWidth)); 124 //debug("xf: " + xf + " yf: " + yf); 125 var s = 0.5 + (xf + 0.5 - xw) / maxPointSize; 126 var t = 0.5 + (yf + 0.5 - yw) / maxPointSize; 127 //debug("s: " + s + " t: " + t); 128 var color = [Math.floor(s * 255), Math.floor((1 - t) * 255), 0]; 129 var msg = "pixel " + xf + "," + yf + " should be " + color; 130 wtu.checkCanvasRect(gl, xf, yf, 1, 1, color, msg, 4); 131 } 132 } 133 } 134 } 135 136 var successfullyParsed = true; 137 </script> 138 <script src="../../../js/js-test-post.js"></script> 139 140 </body> 141 </html>