defineSuite([ 'Core/BoundingRectangle', 'Core/Cartesian3', 'Core/Cartesian4', 'Core/Math', 'Core/EncodedCartesian3', 'Specs/createCamera', 'Specs/createContext', 'Specs/createFrameState' ], 'Renderer/BuiltinFunctions', function( BoundingRectangle, Cartesian3, Cartesian4, CesiumMath, EncodedCartesian3, createCamera, createContext, createFrameState) { 'use strict'; var context; beforeAll(function() { context = createContext(); }); afterAll(function() { context.destroyForSpecs(); }); it('has czm_transpose (2x2)', function() { var fs = 'void main() { ' + ' mat2 m = mat2(1.0, 2.0, 3.0, 4.0); ' + ' mat2 mt = mat2(1.0, 3.0, 2.0, 4.0); ' + ' gl_FragColor = vec4(czm_transpose(m) == mt); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_transpose (3x3)', function() { var fs = 'void main() { ' + ' mat3 m = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); ' + ' mat3 mt = mat3(1.0, 4.0, 7.0, 2.0, 5.0, 8.0, 3.0, 6.0, 9.0); ' + ' gl_FragColor = vec4(czm_transpose(m) == mt); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_transpose (4x4)', function() { var fs = 'void main() { ' + ' mat4 m = mat4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);' + ' mat4 mt = mat4(1.0, 5.0, 9.0, 13.0, 2.0, 6.0, 10.0, 14.0, 3.0, 7.0, 11.0, 15.0, 4.0, 8.0, 12.0, 16.0);' + ' gl_FragColor = vec4(czm_transpose(m) == mt); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_eyeToWindowCoordinates', function() { var camera = createCamera(); camera.frustum.near = 1.0; var canvas = context.canvas; var width = canvas.clientWidth; var height = canvas.clientHeight; var vp = new BoundingRectangle(0.0, 0.0, width, height); context.uniformState.viewport = vp; context.uniformState.update(createFrameState(context, camera)); var fs = 'void main() { ' + ' float z = czm_projection[3][2] / czm_projection[2][2];' + ' float x = z / czm_projection[0][0];' + ' float y = z / czm_projection[1][1];' + ' vec4 pointEC = vec4(x, y, z, 1.0);' + ' vec2 fragCoord = vec2(0.0, 0.0);' + ' vec4 actual = czm_eyeToWindowCoordinates(pointEC);' + ' vec2 diff = actual.xy - fragCoord;' + ' gl_FragColor = vec4(all(lessThan(diff, vec2(czm_epsilon6))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_windowToEyeCoordinates', function() { var camera = createCamera(); camera.frustum.near = 1.0; var canvas = context.canvas; var width = canvas.clientWidth; var height = canvas.clientHeight; var vp = new BoundingRectangle(0.0, 0.0, width, height); context.uniformState.viewport = vp; context.uniformState.update(createFrameState(context, camera)); var fs = 'void main() { ' + ' float z = czm_projection[3][2] / czm_projection[2][2];' + ' float x = z / czm_projection[0][0];' + ' float y = z / czm_projection[1][1];' + ' vec3 pointEC = vec3(x, y, z);' + ' vec4 fragCoord = vec4(0.0, 0.0, 0.0, -z);' + ' vec4 actual = czm_windowToEyeCoordinates(fragCoord);' + ' vec3 diff = actual.xyz - pointEC;' + ' gl_FragColor = vec4(all(lessThan(diff, vec3(czm_epsilon6))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); fs = 'void main() { ' + ' float z = czm_projection[3][2] / czm_projection[2][2];' + ' float x = z / czm_projection[0][0];' + ' float y = z / czm_projection[1][1];' + ' vec3 pointEC = vec3(x, y, z);' + ' vec4 actual = czm_windowToEyeCoordinates(vec2(0.0, 0.0), 0.0);' + ' vec3 diff = actual.xyz - pointEC;' + ' gl_FragColor = vec4(all(lessThan(diff, vec3(czm_epsilon6))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_planeDistance', function() { var fs = 'void main() { ' + ' vec4 plane = vec4(1.0, 0.0, 0.0, 0.0); ' + ' vec3 point = vec3(1.0, 0.0, 0.0); ' + ' float expected = 1.0; ' + ' float actual = czm_planeDistance(plane, point); ' + ' gl_FragColor = vec4(actual == expected); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); fs = 'void main() { ' + ' vec4 plane = vec4(1.0, 0.0, 0.0, 0.0); ' + ' vec3 point = vec3(1.0, 0.0, 0.0); ' + ' float expected = 1.0; ' + ' float actual = czm_planeDistance(plane.xyz, plane.w, point); ' + ' gl_FragColor = vec4(actual == expected); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_lineDistance', function() { var fs = 'void main() { ' + ' vec2 point1 = vec2(0.0, 0.0); ' + ' vec2 point2 = vec2(1.0, 0.0); ' + ' vec2 point = vec2(0.5, 1.0); ' + ' float expected = 1.0; ' + ' float actual = czm_lineDistance(point1, point2, point); ' + ' gl_FragColor = vec4(actual == expected); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_tangentToEyeSpaceMatrix', function() { var fs = 'void main() { ' + ' vec3 tangent = vec3(1.0, 0.0, 0.0); ' + ' vec3 bitangent = vec3(0.0, 1.0, 0.0); ' + ' vec3 normal = vec3(0.0, 0.0, 1.0); ' + ' mat3 expected = mat3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0); ' + ' mat3 actual = czm_tangentToEyeSpaceMatrix(normal, tangent, bitangent); ' + ' gl_FragColor = vec4(actual == expected); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_translateRelativeToEye', function() { var camera = createCamera({ offset : new Cartesian3(1.0, 2.0, 3.0) }); context.uniformState.update(createFrameState(context, camera)); var p = new Cartesian3(6.0, 5.0, 4.0); var encoded = EncodedCartesian3.fromCartesian(p); var uniformMap = { u_high : function() { return encoded.high; }, u_low : function() { return encoded.low; } }; var fs = 'uniform vec3 u_high;' + 'uniform vec3 u_low;' + 'void main() { ' + ' vec4 p = czm_translateRelativeToEye(u_high, u_low);' + ' gl_FragColor = vec4(p == vec4(5.0, 3.0, 1.0, 1.0)); ' + '}'; expect({ context : context, fragmentShader : fs, uniformMap : uniformMap }).contextToRender(); }); it('has czm_antialias', function() { var fs = 'void main() {' + ' vec4 color0 = vec4(1.0, 0.0, 0.0, 1.0);' + ' vec4 color1 = vec4(0.0, 1.0, 0.0, 1.0);' + ' vec4 result = czm_antialias(color0, color1, color1, 0.5);' + ' gl_FragColor = vec4(result == color1);' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('czm_pointAlongRay: point at ray origin', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)), 0.0) == vec3(0.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('czm_pointAlongRay: point in front of ray origin', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)), 2.0) == vec3(2.0, 0.0, 0.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('czm_pointAlongRay: point behind ray origin', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(0.0, 1.0, 0.0)), -2.0) == vec3(0.0, -2.0, 0.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_octDecode(vec2)', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(all(lessThanEqual(abs(czm_octDecode(vec2(128.0, 128.0)) - vec3(0.0, 0.0, 1.0)), vec3(0.01)))); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_octDecode(float)', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(all(lessThanEqual(abs(czm_octDecode(32896.0) - vec3(0.0, 0.0, 1.0)), vec3(0.01)))); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_octDecode(vec2, vec3, vec3, vec3)', function() { var fs = 'void main() { ' + ' vec3 a, b, c;' + ' czm_octDecode(vec2(8454016.0, 8421631.0), a, b, c);' + ' bool decoded = all(lessThanEqual(abs(a - vec3(1.0, 0.0, 0.0)), vec3(0.01)));' + ' decoded = decoded && all(lessThanEqual(abs(b - vec3(0.0, 1.0, 0.0)), vec3(0.01)));' + ' decoded = decoded && all(lessThanEqual(abs(c - vec3(0.0, 0.0, 1.0)), vec3(0.01)));' + ' gl_FragColor = vec4(decoded);' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_decompressTextureCoordinates', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_decompressTextureCoordinates(8386559.0) == vec2(0.4998779, 0.4998779)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has signNotZero : float', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_signNotZero(0.0) == 1.0, ' + ' czm_signNotZero(5.0) == 1.0, ' + ' czm_signNotZero(-5.0) == -1.0, 1.0); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has signNotZero : vec2', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_signNotZero(vec2(0.0, 0.0)) == vec2(1.0, 1.0), ' + ' czm_signNotZero(vec2(1.0, 1.0)) == vec2(1.0, 1.0), ' + ' czm_signNotZero(vec2(-1.0, -1.0)) == vec2(-1.0, -1.0), ' + ' czm_signNotZero(vec2(-1.0, 0.0)) == vec2(-1.0, 1.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has signNotZero : vec3', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_signNotZero(vec3(0.0, 0.0, 0.0)) == vec3(1.0, 1.0, 1.0), ' + ' czm_signNotZero(vec3(1.0, 1.0, 1.0)) == vec3(1.0, 1.0, 1.0), ' + ' czm_signNotZero(vec3(-1.0, -1.0, -1.0)) == vec3(-1.0, -1.0, -1.0), ' + ' czm_signNotZero(vec3(-1.0, 0.0, 1.0)) == vec3(-1.0, 1.0, 1.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has signNotZero : vec4', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_signNotZero(vec4(0.0, 0.0, 0.0, 0.0)) == vec4(1.0), ' + ' czm_signNotZero(vec4(1.0, 1.0, 1.0, 1.0)) == vec4(1.0), ' + ' czm_signNotZero(vec4(-1.0, -1.0, -1.0, -1.0)) == vec4(-1.0), ' + ' czm_signNotZero(vec4(-1.0, 0.0, 1.0, -10.0)) == vec4(-1.0, 1.0, 1.0, -1.0)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_cosineAndSine in all 4 quadrants', function() { var fs = 'bool isBounded(float value, float min, float max) { ' + ' return ((value < max) && (value > min)); ' + '}' + 'void main() { ' + ' gl_FragColor = vec4(isBounded(czm_cosineAndSine(czm_piOverFour).x, 0.707106, 0.707107) && isBounded(czm_cosineAndSine(czm_piOverFour).y, 0.707106, 0.707107), ' + ' isBounded(czm_cosineAndSine(czm_pi - czm_piOverFour).x, -0.707107, -0.707106) && isBounded(czm_cosineAndSine(czm_pi - czm_piOverFour).y, 0.707106, 0.707107), ' + ' isBounded(czm_cosineAndSine(-czm_piOverFour).x, 0.707106, 0.707107) && isBounded(czm_cosineAndSine(-czm_piOverFour).y, -0.707107, -0.707106), ' + ' isBounded(czm_cosineAndSine(-czm_pi + czm_piOverFour).x, -0.707107, -0.707106) && isBounded(czm_cosineAndSine(-czm_pi + czm_piOverFour).y, -0.707107, -0.707106)); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('can calculate nearFarScalar', function() { var fs = 'vec4 testNearFarScalar = vec4(10.0, 1.0, 20.0, 0.0);' + 'void main() { ' + ' gl_FragColor = vec4(czm_nearFarScalar(testNearFarScalar, 5.0 * 5.0) == 1.0, ' + ' czm_nearFarScalar(testNearFarScalar, 10.0 * 10.0) == 1.0, ' + ' czm_nearFarScalar(testNearFarScalar, 20.0 * 20.0) == 0.0, ' + ' czm_nearFarScalar(testNearFarScalar, 50.0 * 50.0) == 0.0); ' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_cascadeColor', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(all(equal(czm_cascadeColor(vec4(0.5)), vec4(1.0, 0.5, 1.0, 2.0))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_approximateSphericalCoordinates', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(all(equal(czm_approximateSphericalCoordinates(vec3(1.0, 0.0, 0.0)), vec2(0.0, 0.0))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_transformPlane', function() { var fs = 'void main() { ' + ' mat4 uniformScale2 = mat4(2.0, 0.0, 0.0, 0.0,' + ' 0.0, 2.0, 0.0, 0.0,' + ' 0.0, 0.0, 2.0, 0.0,' + ' 0.0, 0.0, 0.0, 1.0);' + ' gl_FragColor = vec4(all(equal(czm_transformPlane(vec4(1.0, 0.0, 0.0, 10.0), uniformScale2), vec4(1.0, 0.0, 0.0, 20.0))));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_unpackFloat', function() { var packed = Cartesian4.packFloat(1); var vec4 = 'vec4(' + packed.x + ', ' + packed.y + ', ' + packed.z + ', ' + packed.w + ')'; var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_unpackFloat(' + vec4 + '));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_branchFreeTernary', function() { var fs = 'void main() { ' + ' gl_FragColor = vec4(czm_branchFreeTernary(true, 1.0, 0.0));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); fs = 'void main() { ' + ' gl_FragColor = vec4(czm_branchFreeTernary(true, vec2(1.0), vec2(0.0)), 1.0, 1.0);' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); fs = 'void main() { ' + ' gl_FragColor = vec4(czm_branchFreeTernary(true, vec3(1.0), vec3(0.0)), 1.0);' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); fs = 'void main() { ' + ' gl_FragColor = czm_branchFreeTernary(true, vec4(1.0), vec4(0.0));' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has czm_fastApproximateAtan', function() { var fsAtan = 'void main() { ' + ' gl_FragColor = vec4(czm_fastApproximateAtan(0.0) == 0.0);' + '}'; expect({ context : context, fragmentShader : fsAtan }).contextToRender(); var fsAtan2 = 'void main() { ' + ' gl_FragColor = vec4(czm_fastApproximateAtan(1.0, 0.0) == 0.0);' + '}'; expect({ context : context, fragmentShader : fsAtan2 }).contextToRender(); }); }, 'WebGL');