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authorAlon Zakai <alonzakai@gmail.com>2013-11-01 18:26:58 -0700
committerAlon Zakai <alonzakai@gmail.com>2013-11-01 18:26:58 -0700
commit3d48329892cd517b2e709ef94a00df8214169ddd (patch)
tree988d17b59d4fc2473a6d7a63df0f4117b711bcf4 /tests/test_webgl_context_attributes_common.c
parent75af3c1ac8dba93b508b8b431bef9a35e6b054c3 (diff)
parent2c3d580bf9122ec4aef9ee8d462281d3fd810355 (diff)
Merge branch 'incoming' into f32
Conflicts: src/parseTools.js
Diffstat (limited to 'tests/test_webgl_context_attributes_common.c')
-rw-r--r--tests/test_webgl_context_attributes_common.c262
1 files changed, 262 insertions, 0 deletions
diff --git a/tests/test_webgl_context_attributes_common.c b/tests/test_webgl_context_attributes_common.c
new file mode 100644
index 00000000..7131203b
--- /dev/null
+++ b/tests/test_webgl_context_attributes_common.c
@@ -0,0 +1,262 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <stdbool.h>
+
+#include <emscripten.h>
+
+#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+
+static const int WINDOWS_SIZE = 500;
+
+static GLfloat vertices[] = { 0.0f, 250.f, 0.0f,
+ -250.f, -250.f, 0.0f,
+ 250.f, -250.f, 0.0f };
+
+static GLfloat vertices2[] = { 0.0f, 250.f, -1.0f,
+ -250.f, -250.f, -1.0f,
+ 250.f, -250.f, -1.0f };
+
+static GLuint shaderProgram = 0;
+static GLuint verticesVBO = 0;
+static GLuint verticesVBO2 = 0;
+
+static unsigned char backgroundColor[4] = {255, 255, 255, 255};
+static unsigned char triangleColor[4] = {255, 0, 0, 255};
+static unsigned char triangleColor2[4] = {0, 255, 0, 255};
+
+static char vertexShaderSrc[] =
+ "precision highp float;"
+ "precision highp int;"
+
+ "uniform mat4 u_mvpMatrix;"
+ "uniform vec4 u_color;"
+
+ "attribute vec3 a_position;"
+
+ "varying vec4 v_color;"
+
+ "void main() {"
+ " gl_Position = u_mvpMatrix * vec4(a_position, 1.0);"
+ " v_color = u_color;"
+ "}"
+ ;
+
+static char fragmentShaderSrc[] =
+ "precision highp float;"
+ "precision highp int;"
+
+ "varying vec4 v_color;"
+
+ "void main() {"
+ " gl_FragColor = v_color;"
+ "}"
+ ;
+
+static GLuint createShader(const char *source, int type) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, (const GLchar**)(&source), NULL);
+ glCompileShader(shader);
+ return shader;
+}
+
+static GLuint createShaderProgram(const char *vertexShaderSrc, const char *fragmentShaderSrc) {
+ GLuint program = glCreateProgram();
+ glAttachShader(program, createShader(vertexShaderSrc, GL_VERTEX_SHADER));
+ glAttachShader(program, createShader(fragmentShaderSrc, GL_FRAGMENT_SHADER));
+ glLinkProgram(program);
+ return program;
+}
+
+void ortho(float left, float right, float bottom, float top, float nearVal, float farVal, GLfloat *projMatrix) {
+ float tx = -(right+left)/(right-left);
+ float ty = -(top+bottom)/(top-bottom);
+ float tz = -(farVal+nearVal)/(farVal-nearVal);
+ memset(projMatrix, 0, 16 * sizeof(GLfloat));
+ projMatrix[0] = 2.0f / (right-left);
+ projMatrix[3] = tx;
+ projMatrix[1*4+1] = 2.0f / (top-bottom);
+ projMatrix[1*4+3] = ty;
+ projMatrix[2*4+2] = -2.0f / (farVal-nearVal);
+ projMatrix[2*4+3] = tz;
+ projMatrix[3*4+3] = 1.0f;
+}
+
+static void initGlObjects() {
+ glGenBuffers(1, &verticesVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
+ glBufferData(GL_ARRAY_BUFFER, 9*sizeof(float), vertices, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glGenBuffers(1, &verticesVBO2);
+ glBindBuffer(GL_ARRAY_BUFFER, verticesVBO2);
+ glBufferData(GL_ARRAY_BUFFER, 9*sizeof(float), vertices2, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ shaderProgram = createShaderProgram(vertexShaderSrc, fragmentShaderSrc);
+}
+
+static void drawTriangle(GLuint verticesVBO, unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
+ glUseProgram(shaderProgram);
+ GLuint posLoc = glGetAttribLocation(shaderProgram, "a_position");
+ GLuint mvpLoc = glGetUniformLocation(shaderProgram, "u_mvpMatrix");
+ GLuint colorLoc = glGetUniformLocation(shaderProgram, "u_color");
+
+ GLfloat mvpMat[16];
+ ortho(-WINDOWS_SIZE/2, WINDOWS_SIZE/2, -WINDOWS_SIZE/2, WINDOWS_SIZE/2, -100, 100, mvpMat);
+
+ glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, mvpMat);
+ glUniform4f(colorLoc, r/255.f, g/255.f, b/255.f, a/255.f);
+
+ glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), BUFFER_OFFSET(0));
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glUseProgram(0);
+}
+
+// Draw a red triangle on a white background. If antialiasing is disabled, resulting pixels
+// will only have white and red colors. If antialiasing is enabled, there will be pixels
+// whose color is different from red and white.
+static int testAntiAliasing(bool activated) {
+ glViewport(0, 0, WINDOWS_SIZE, WINDOWS_SIZE);
+ glClearColor(backgroundColor[0]/255.f, backgroundColor[1]/255.f, backgroundColor[2]/255.f, backgroundColor[3]/255.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ drawTriangle(verticesVBO, triangleColor[0], triangleColor[1], triangleColor[2], triangleColor[3]);
+
+ bool antialiased = false;
+
+ unsigned char buffer[(WINDOWS_SIZE*WINDOWS_SIZE)*4];
+ glReadPixels(0, 0, WINDOWS_SIZE, WINDOWS_SIZE, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
+ glFinish();
+ for (unsigned int i = 0 ; i < WINDOWS_SIZE ; ++i) {
+ for (unsigned int j = 0 ; j < WINDOWS_SIZE ; ++j) {
+ unsigned char r = buffer[4*(i*WINDOWS_SIZE+j)];
+ unsigned char g = buffer[4*(i*WINDOWS_SIZE+j)+1];
+ unsigned char b = buffer[4*(i*WINDOWS_SIZE+j)+2];
+ unsigned char a = buffer[4*(i*WINDOWS_SIZE+j)+3];
+ if ((r == backgroundColor[0] && g == backgroundColor[1] && b == backgroundColor[2] && a == backgroundColor[3]) ||
+ (r == triangleColor[0] && g == triangleColor[1] && b == triangleColor[2] && a == triangleColor[3])) {
+ continue;
+ } else {
+ antialiased = true;
+ break;
+ }
+ }
+ }
+
+ return (activated && antialiased) || (!activated && !antialiased);
+}
+
+// Draw a red triangle with depth equals to 0 then a green triangle whose depth equals -1.
+// If there is an attached depth buffer, the resulting image will be a red triangle. If not,
+// the resulting image will be a green triangle.
+static int testDepth(bool activated) {
+ glViewport(0, 0, WINDOWS_SIZE, WINDOWS_SIZE);
+ glClearColor(backgroundColor[0]/255.f, backgroundColor[1]/255.f, backgroundColor[2]/255.f, backgroundColor[3]/255.f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+
+ drawTriangle(verticesVBO, triangleColor[0], triangleColor[1], triangleColor[2], triangleColor[3]);
+ drawTriangle(verticesVBO2, triangleColor2[0], triangleColor2[1], triangleColor2[2], triangleColor2[3]);
+
+ glDisable(GL_DEPTH_TEST);
+
+ // read the pixel at the center of the resulting image.
+ unsigned char buffer[4];
+ glReadPixels(WINDOWS_SIZE/2, WINDOWS_SIZE/2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
+
+ bool frontTriangleColor = (buffer[0] == triangleColor[0] && buffer[1] == triangleColor[1] &&
+ buffer[2] == triangleColor[2] && buffer[3] == triangleColor[3]);
+
+ bool backTriangleColor = (buffer[0] == triangleColor2[0] && buffer[1] == triangleColor2[1] &&
+ buffer[2] == triangleColor2[2] && buffer[3] == triangleColor2[3]);
+
+ return (activated && frontTriangleColor) || (!activated && backTriangleColor);
+}
+
+// The stencil function is set to GL_LEQUAL so fragments will be written to the
+// back buffer only if the ref value is less or equal than the one in the stencil buffer.
+// The content of the stencil buffer is initialized to 0xFF.
+// First draw a red triangle whose stencil ref value is 0x1.
+// Then draw a green triangle whose stencil ref value is 0xFF.
+// If there is an attached stencil buffer, the resulting image will be a red triangle. If not,
+// the resulting image will be a green triangle.
+static int testStencil(bool activated) {
+ glViewport(0, 0, WINDOWS_SIZE, WINDOWS_SIZE);
+ glClearColor(backgroundColor[0]/255.f, backgroundColor[1]/255.f, backgroundColor[2]/255.f, backgroundColor[3]/255.f);
+ glClearStencil(0xFF);
+ glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
+ glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ glEnable(GL_STENCIL_TEST);
+
+ glStencilFunc(GL_LEQUAL, 0x1, 0xFF);
+ drawTriangle(verticesVBO, triangleColor[0], triangleColor[1], triangleColor[2], triangleColor[3]);
+
+ glStencilFunc(GL_LEQUAL, 0xFF, 0xFF);
+ drawTriangle(verticesVBO, triangleColor2[0], triangleColor2[1], triangleColor2[2], triangleColor2[3]);
+
+ glDisable(GL_STENCIL_TEST);
+
+ unsigned char buffer[4];
+ glReadPixels(WINDOWS_SIZE/2, WINDOWS_SIZE/2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
+
+ bool firstTriangleColor = (buffer[0] == triangleColor[0] && buffer[1] == triangleColor[1] &&
+ buffer[2] == triangleColor[2] && buffer[3] == triangleColor[3]);
+
+ bool secondTriangleColor = (buffer[0] == triangleColor2[0] && buffer[1] == triangleColor2[1] &&
+ buffer[2] == triangleColor2[2] && buffer[3] == triangleColor2[3]);
+
+ return (activated && firstTriangleColor) || (!activated && secondTriangleColor);
+}
+
+static bool antiAliasingActivated = false;
+static bool depthActivated = false;
+static bool stencilActivated = false;
+
+static int result = 0;
+static int resultAA = 0;
+static int resultDepth = 0;
+static int resultStencil = 0;
+
+static void draw() {
+
+ if (!resultAA) resultAA = testAntiAliasing(antiAliasingActivated);
+
+ if (!resultDepth) resultDepth = testDepth(depthActivated);
+
+ if (!resultStencil) resultStencil = testStencil(stencilActivated);
+
+ result = resultAA && resultDepth && resultStencil;
+
+}
+
+extern int webglAntialiasSupported();
+extern int webglDepthSupported();
+extern int webglStencilSupported();
+
+// Check attributes support in the WebGL implementation (see test_webgl_context_attributes function in test_browser.py)
+// Tests will succeed if they are not.
+static void checkContextAttributesSupport() {
+ if (!webglAntialiasSupported()) {
+ resultAA = 1;
+ EM_ASM(alert('warning: no antialiasing\n'));
+ }
+ if (!webglDepthSupported()) {
+ resultDepth = 1;
+ EM_ASM(alert('warning: no depth\n'));
+ }
+ if (!webglStencilSupported()) {
+ resultStencil = 1;
+ EM_ASM(alert('warning: no stencil\n'));
+ }
+}
+
+