texture-draw-with-2d-and-cube.html (3326B)
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>WebGL ActiveTexture BindTexture conformance 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="2" height="2" style="width: 40px; height: 40px;"></canvas> 18 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> 19 <div id="description"></div> 20 <div id="console"></div> 21 <script id="vshader" type="x-shader/x-vertex"> 22 attribute vec3 vPosition; 23 attribute vec2 texCoord0; 24 varying vec2 texCoord; 25 void main() 26 { 27 gl_Position = vec4(vPosition, 1); 28 texCoord = texCoord0; 29 } 30 </script> 31 <script id="fshader" type="x-shader/x-fragment"> 32 precision mediump float; 33 varying vec2 texCoord; 34 uniform sampler2D tex2D; 35 uniform samplerCube texCube; 36 void main() 37 { 38 gl_FragColor = texture2D(tex2D, texCoord); 39 gl_FragColor += textureCube(texCube, vec3(texCoord, 0)); 40 } 41 </script> 42 <script> 43 "use strict"; 44 var gl; 45 46 function init() 47 { 48 description( 49 "Tests drawing with two textures of different type. " + 50 "This test covers an ANGLE validation bug. See http://crbug.com/390412."); 51 52 var canvas2d = document.getElementById("canvas2d"); 53 var ctx2d = canvas2d.getContext("2d"); 54 55 var wtu = WebGLTestUtils; 56 gl = wtu.create3DContext("example"); 57 var program = wtu.setupProgram( 58 gl, 59 ["vshader", "fshader"], 60 ['vPosition', 'texCoord0']); 61 wtu.setupUnitQuad(gl); 62 gl.disable(gl.DEPTH_TEST); 63 gl.disable(gl.BLEND); 64 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 65 66 var texture2D = gl.createTexture(); 67 gl.activeTexture(gl.TEXTURE0); 68 gl.bindTexture(gl.TEXTURE_2D, texture2D); 69 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 70 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 71 72 var textureCube = gl.createTexture(); 73 gl.activeTexture(gl.TEXTURE1); 74 gl.bindTexture(gl.TEXTURE_CUBE_MAP, textureCube); 75 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 76 gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 77 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 78 gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 79 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 80 gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 81 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 82 83 var texture2DLoc = gl.getUniformLocation(program, "tex2D"); 84 var textureCubeLoc = gl.getUniformLocation(program, "texCube"); 85 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 86 87 gl.clearColor(1,0,0,1); 88 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 89 90 gl.uniform1i(texture2DLoc, 0); 91 gl.uniform1i(textureCubeLoc, 1); 92 gl.drawArrays(gl.TRIANGLES, 0, 6); 93 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 94 } 95 96 init(); 97 var successfullyParsed = true; 98 </script> 99 <script src="../../../js/js-test-post.js"></script> 100 101 </body> 102 </html>