|
| 1 | +'use strict' |
| 2 | + |
| 3 | +var tape = require('tape') |
| 4 | +var createContext = require('../index') |
| 5 | +var drawTriangle = require('./util/draw-triangle') |
| 6 | +var makeShader = require('./util/make-program') |
| 7 | + |
| 8 | +tape('depth-buffer', function (t) { |
| 9 | + var width = 50 |
| 10 | + var height = 50 |
| 11 | + var gl = createContext(width, height) |
| 12 | + |
| 13 | + var vertex_src = [ |
| 14 | + 'attribute vec2 position;', |
| 15 | + 'uniform float depth;', |
| 16 | + 'void main() { gl_Position = vec4(position,depth,1); }' |
| 17 | + ].join('\n') |
| 18 | + |
| 19 | + var fragment_src = [ |
| 20 | + 'precision mediump float;', |
| 21 | + 'uniform vec4 color;', |
| 22 | + 'void main() { gl_FragColor = color; }' |
| 23 | + ].join('\n') |
| 24 | + |
| 25 | + gl.clearColor(0, 0, 0, 0) |
| 26 | + gl.clearDepth(1) |
| 27 | + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) |
| 28 | + |
| 29 | + gl.enable(gl.DEPTH_TEST) |
| 30 | + gl.depthFunc(gl.NOTEQUAL) |
| 31 | + |
| 32 | + var program = makeShader(gl, vertex_src, fragment_src) |
| 33 | + gl.useProgram(program) |
| 34 | + gl.uniform1f(gl.getUniformLocation(program, 'depth'), 0) |
| 35 | + gl.uniform4f(gl.getUniformLocation(program, 'color'), 1, 0, 0, 1) |
| 36 | + drawTriangle(gl) |
| 37 | + gl.uniform1f(gl.getUniformLocation(program, 'depth'), 1) |
| 38 | + gl.uniform4f(gl.getUniformLocation(program, 'color'), 0, 1, 0, 1) |
| 39 | + drawTriangle(gl) |
| 40 | + |
| 41 | + var pixels = new Uint8Array(width * height * 4) |
| 42 | + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels) |
| 43 | + for (var i = 0; i < width * height * 4; i += 4) { |
| 44 | + t.equals(pixels[i], 0, 'red') |
| 45 | + t.equals(pixels[i + 1], 255, 'green') |
| 46 | + t.equals(pixels[i + 2], 0, 'blue') |
| 47 | + t.equals(pixels[i + 3], 255, 'alpha') |
| 48 | + } |
| 49 | + |
| 50 | + t.end() |
| 51 | +}) |
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