<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform default values</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/test-eval.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshader0" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="fshader0" type="x-shader/x-fragment">
precision mediump float;
uniform $(type) u_uniform;

bool isZero($(type) value) {
 $(check);
}

void main()
{
  gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="vshader1" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 v_color;
uniform $(type) u_uniform;

bool isZero($(type) value) {
   $(check);
}

void main()
{
    gl_Position = vPosition;
    v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="fshader1" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main()
{
    gl_FragColor = v_color;
}
</script>
<script id="vshader2" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="fshader2" type="x-shader/x-fragment">
precision mediump float;
uniform $(type) u_uniform[2];

bool isZero($(type) value) {
  $(check);
}

void main()
{
  gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="vshader3" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 v_color;
uniform $(type) u_uniform[2];

bool isZero($(type) value) {
   $(check);
}

void main()
{
    gl_Position = vPosition;
    v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
}
</script>
<script id="fshader3" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main()
{
    gl_FragColor = v_color;
}
</script>
<script>
"use strict";
description();

var tests = [
{ type: 'float',
  check: "return value == 0.0",
  setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); }
},
{ type: 'int',
  check: "return value == 0",
  setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); }
},
{ type: 'bool',
  check: "return value == false",
  setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
{ type: 'vec2',
  check: "return value[0] == 0.0 && value[1] == 0.0",
  setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); }
},
{ type: 'vec3',
  check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0",
  setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); }
},
{ type: 'vec4',
  check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[3] == 0.0",
  setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); }
},
{ type: 'ivec2',
  check: "return value[0] == 0 && value[1] == 0",
  setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); }
},
{ type: 'ivec3',
  check: "return value[0] == 0 && value[1] == 0 && value[2] == 0",
  setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); }
},
{ type: 'ivec4',
  check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] == 0",
  setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); }
},
{ type: 'bvec2',
  check: "return value[0] == false && value[1] == false",
  setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); }
},
{ type: 'bvec3',
  check: "return value[0] == false && value[1] == false && value[2] == false",
  setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); }
},
{ type: 'bvec4',
  check: "return value[0] == false && value[1] == false && value[2] == false && value[3] == false",
  setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); }
},
{ type: 'mat2',
  check:
    "return " +
    "value[0][0] == 0.0 && value[0][1] == 0.0 && " +
    "value[1][0] == 0.0 && value[1][0] == 0.0",
  valueCheck:
    "return " +
    "value[0] == 0.0 && value[1] == 0.0 && " +
    "value[2] == 0.0 && value[3] == 0.0",
  setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); }
},
{ type: 'mat3',
  check:
    "return " +
    "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " +
    "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " +
    "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0",
  valueCheck:
    "return " +
    "value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " +
    "value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " +
    "value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0",
  setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1]); }
},
{ type: 'mat4',
  check:
    "return " +
    "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][0] == 0.0 && " +
    "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][1] == 0.0 && " +
    "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][2] == 0.0 && " +
    "value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][3] == 0.0",
  valueCheck:
    "return " +
    "value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.0 && " +
    "value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.0 && " +
    "value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.0 && " +
    "value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.0",
  setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); }
},
{ type: 'sampler2D',
  check:
    "vec4 v = texture2D(value, vec2(0, 0));" +
    "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
  valueCheck:
    "return value == 0",
  setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
{ type: 'samplerCube',
  check:
    "vec4 v = textureCube(value, vec3(0, 0, 0));" +
    "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
  valueCheck:
    "return value == 0",
  setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
},
];

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var c = document.getElementById("console");
var checkFn;

wtu.setupUnitQuad(gl, [0, 1]);

// Set unit 0 to a non-0 texture.
var haveVertexTextureImageUnits =
    gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2;
var tex2D = gl.createTexture();
var texCube = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex2D);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);

var pixel = new Uint8Array([255, 255, 255, 255]);
var targets = [
  gl.TEXTURE_2D,
  gl.TEXTURE_CUBE_MAP_POSITIVE_X,
  gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
  gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
  gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
  gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
];
for (var ii = 0; ii < targets.length; ++ii) {
    gl.texImage2D(
        targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
}

var shaderTemplates = [
{ vs: "vshader0", fs: "fshader0", type: 'f' },
{ vs: "vshader1", fs: "fshader1", type: 'v' },
{ vs: "vshader2", fs: "fshader2", type: 'f' },
{ vs: "vshader3", fs: "fshader3", type: 'v' },
];

// Get shader templates
for (var ii = 0; ii < shaderTemplates.length; ++ii) {
  var template = shaderTemplates[ii];
  template.vs = wtu.getScript(template.vs);
  template.fs = wtu.getScript(template.fs);
}

function testType(test) {
  debug("");
  debug("testing: " + test.type);

  for (var ii = 0; ii < shaderTemplates.length; ++ii) {
    var template = shaderTemplates[ii];

    if (test.type.substring(0, 7) == "sampler" &&
        template.type == 'v' &&
        !haveVertexTextureImageUnits) {
      continue;
    }

    var vs = wtu.replaceParams(template.vs, test);
    var fs = wtu.replaceParams(template.fs, test);

    wtu.addShaderSource(c, "vertex shader", vs);
    wtu.addShaderSource(c, "fragment shader", fs);

    var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER);
    var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER);
    var program = wtu.createProgram(gl, vs, fs);

    gl.useProgram(program);

    var loc = gl.getUniformLocation(program, "u_uniform[1]");
    if (!loc) {
        var loc = gl.getUniformLocation(program, "u_uniform");
    }

    var value = gl.getUniform(program, loc);
    TestEval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : test.check) + ";}");
    if (checkFn(value)) {
        testPassed("uniform is zero");
    } else {
        testFailed("uniform is not zero");
    }

    debug("default value should be zero");
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);

    debug("test test by setting value");
    test.setFn(gl, loc);

    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0);

    debug("re-linking should reset to defaults");
    gl.linkProgram(program);

    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);

    gl.deleteProgram(program);
    gl.deleteShader(vs);
    gl.deleteShader(fs);

    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
  }
}

var testNdx = 0;
function runNextTest() {
    testType(tests[testNdx++]);
    if (testNdx >= tests.length) {
        finishTest();
    } else {
        setTimeout(runNextTest, 0);
    }
}

runNextTest();

var successfullyParsed = true;

</script>
</body>
</html>
