diff options
author | Alon Zakai <alonzakai@gmail.com> | 2013-10-27 12:11:04 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2013-10-27 12:11:04 -0700 |
commit | 4563af3f091d16da991cdb4603cd18d9cce5b640 (patch) | |
tree | 6b0acc69b61b03c208ad76ba9bf6365da926d2a1 /tests | |
parent | 14c6628d28648cd069a9e0e519cc69513e3d470b (diff) | |
parent | 401a0f394bc901cf955958cb4a0848d03f960239 (diff) |
Merge branch 'webgl_context_attributes' of github.com:anlambert/emscripten into incoming
Diffstat (limited to 'tests')
-rw-r--r-- | tests/test_browser.py | 48 | ||||
-rw-r--r-- | tests/test_webgl_context_attributes_common.c | 257 | ||||
-rw-r--r-- | tests/test_webgl_context_attributes_glfw.c | 47 | ||||
-rw-r--r-- | tests/test_webgl_context_attributes_glut.c | 42 | ||||
-rw-r--r-- | tests/test_webgl_context_attributes_sdl.c | 50 |
5 files changed, 444 insertions, 0 deletions
diff --git a/tests/test_browser.py b/tests/test_browser.py index be23074a..0fb45124 100644 --- a/tests/test_browser.py +++ b/tests/test_browser.py @@ -869,6 +869,54 @@ keydown(100);keyup(100); // trigger the end def test_glut_wheelevents(self): self.btest('glut_wheelevents.c', '1') + def test_webgl_context_attributes(self): + # Javascript code to check the attributes support we want to test in the WebGL implementation + # (request the attribute, create a context and check its value afterwards in the context attributes). + # Tests will succeed when an attribute is not supported. + open(os.path.join(self.get_dir(), 'check_webgl_attributes_support.js'), 'w').write(''' + mergeInto(LibraryManager.library, { + webglAntialiasSupported: function() { + canvas = document.createElement('canvas'); + context = canvas.getContext('experimental-webgl', {antialias: true}); + attributes = context.getContextAttributes(); + return attributes.antialias; + } + }); + + mergeInto(LibraryManager.library, { + webglDepthSupported: function() { + canvas = document.createElement('canvas'); + context = canvas.getContext('experimental-webgl', {depth: true}); + attributes = context.getContextAttributes(); + return attributes.depth; + } + }); + + mergeInto(LibraryManager.library, { + webglStencilSupported: function() { + canvas = document.createElement('canvas'); + context = canvas.getContext('experimental-webgl', {stencil: true}); + attributes = context.getContextAttributes(); + return attributes.stencil; + } + }); + ''') + + # Copy common code file to temporary directory + filepath = path_from_root('tests/test_webgl_context_attributes_common.c') + temp_filepath = os.path.join(self.get_dir(), os.path.basename(filepath)) + shutil.copyfile(filepath, temp_filepath) + + # perform tests with attributes activated + self.btest('test_webgl_context_attributes_glut.c', '1', args=['--js-library', 'check_webgl_attributes_support.js', '-DAA_ACTIVATED', '-DDEPTH_ACTIVATED', '-DSTENCIL_ACTIVATED']) + self.btest('test_webgl_context_attributes_sdl.c', '1', args=['--js-library', 'check_webgl_attributes_support.js', '-DAA_ACTIVATED', '-DDEPTH_ACTIVATED', '-DSTENCIL_ACTIVATED']) + self.btest('test_webgl_context_attributes_glfw.c', '1', args=['--js-library', 'check_webgl_attributes_support.js', '-DAA_ACTIVATED', '-DDEPTH_ACTIVATED', '-DSTENCIL_ACTIVATED']) + + # perform tests with attributes desactivated + self.btest('test_webgl_context_attributes_glut.c', '1', args=['--js-library', 'check_webgl_attributes_support.js']) + self.btest('test_webgl_context_attributes_sdl.c', '1', args=['--js-library', 'check_webgl_attributes_support.js']) + self.btest('test_webgl_context_attributes_glfw.c', '1', args=['--js-library', 'check_webgl_attributes_support.js']) + def test_emscripten_get_now(self): self.btest('emscripten_get_now.cpp', '1') diff --git a/tests/test_webgl_context_attributes_common.c b/tests/test_webgl_context_attributes_common.c new file mode 100644 index 00000000..80d569ce --- /dev/null +++ b/tests/test_webgl_context_attributes_common.c @@ -0,0 +1,257 @@ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <stdbool.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; + } + if (!webglDepthSupported()) { + resultDepth = 1; + } + if (!webglStencilSupported()) { + resultStencil = 1; + } +} + + diff --git a/tests/test_webgl_context_attributes_glfw.c b/tests/test_webgl_context_attributes_glfw.c new file mode 100644 index 00000000..694236d0 --- /dev/null +++ b/tests/test_webgl_context_attributes_glfw.c @@ -0,0 +1,47 @@ +#include <GL/glew.h> +#include <GL/glfw.h> +#include <emscripten.h> + +#include "test_webgl_context_attributes_common.c" + +int nbSamples = 0; +int nbDepthBits = 0; +int nbStencilBits = 0; + +int main() { + + checkContextAttributesSupport(); + + glfwInit(); + +#ifdef AA_ACTIVATED + antiAliasingActivated = true; + nbSamples = 4; +#endif + +#ifdef DEPTH_ACTIVATED + depthActivated = true; + nbDepthBits = 16; +#endif + +#ifdef STENCIL_ACTIVATED + stencilActivated = true; + nbStencilBits = 8; +#endif + + glfwOpenWindowHint(GLFW_FSAA_SAMPLES, nbSamples); + glfwOpenWindow(WINDOWS_SIZE, WINDOWS_SIZE, 8, 8, 8, 8, nbDepthBits, nbStencilBits, GLFW_WINDOW); + + glewInit(); + initGlObjects(); + + draw(); + + glfwTerminate(); + + REPORT_RESULT(); + + return 0; + +} +
\ No newline at end of file diff --git a/tests/test_webgl_context_attributes_glut.c b/tests/test_webgl_context_attributes_glut.c new file mode 100644 index 00000000..3255fc9a --- /dev/null +++ b/tests/test_webgl_context_attributes_glut.c @@ -0,0 +1,42 @@ +#include <GL/glew.h> +#include <GL/glut.h> +#include <emscripten.h> + +#include "test_webgl_context_attributes_common.c" + +int main(int argc, char *argv[]) { + + checkContextAttributesSupport(); + + unsigned int glutDisplayMode = GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA; + +#ifdef AA_ACTIVATED + antiAliasingActivated = true; + glutDisplayMode |= GLUT_MULTISAMPLE; +#endif + +#ifdef DEPTH_ACTIVATED + depthActivated = true; + glutDisplayMode |= GLUT_DEPTH; +#endif + +#ifdef STENCIL_ACTIVATED + stencilActivated = true; + glutDisplayMode |= GLUT_STENCIL; +#endif + + glutInit(&argc, argv); + glutInitWindowSize(WINDOWS_SIZE, WINDOWS_SIZE); + glutInitDisplayMode(glutDisplayMode); + glutCreateWindow("WebGL"); + glutDisplayFunc(draw); + + glewInit(); + initGlObjects(); + + draw(); + + REPORT_RESULT(); + + return 0; +} diff --git a/tests/test_webgl_context_attributes_sdl.c b/tests/test_webgl_context_attributes_sdl.c new file mode 100644 index 00000000..23ad4378 --- /dev/null +++ b/tests/test_webgl_context_attributes_sdl.c @@ -0,0 +1,50 @@ +#include <GL/glew.h> +#define NO_SDL_GLEXT +#include <SDL/SDL.h> +#include <SDL/SDL_opengl.h> +#include <emscripten.h> + +#include "test_webgl_context_attributes_common.c" + +int main(int argc, char *argv[]) { + + checkContextAttributesSupport(); + + SDL_Init(SDL_INIT_VIDEO); + + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + +#ifdef AA_ACTIVATED + antiAliasingActivated = true; + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); +#else + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); +#endif + +#ifdef DEPTH_ACTIVATED + depthActivated = true; + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); +#else + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); +#endif + +#ifdef STENCIL_ACTIVATED + stencilActivated = true; + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); +#else + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); +#endif + + SDL_Surface *screen = SDL_SetVideoMode(WINDOWS_SIZE, WINDOWS_SIZE, 32, SDL_OPENGL); + + glewInit(); + initGlObjects(); + + draw(); + + REPORT_RESULT(); + + return 0; +} |