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author | Alon Zakai <alonzakai@gmail.com> | 2013-11-01 18:26:58 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2013-11-01 18:26:58 -0700 |
commit | 3d48329892cd517b2e709ef94a00df8214169ddd (patch) | |
tree | 988d17b59d4fc2473a6d7a63df0f4117b711bcf4 /tests/test_webgl_context_attributes_common.c | |
parent | 75af3c1ac8dba93b508b8b431bef9a35e6b054c3 (diff) | |
parent | 2c3d580bf9122ec4aef9ee8d462281d3fd810355 (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.c | 262 |
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')); + } +} + + |