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from pathlib import Path
from unittest import TestCase
from moderngl_window import resources
from moderngl_window.meta import DataDescription
from moderngl_window.opengl import program
resources.register_dir((Path(__file__).parent / 'fixtures/resources').resolve())
class ShaderSourceTestCase(TestCase):
maxDiff = None
def test_no_version(self):
"""Missing #version statement should raise a shader error"""
with self.assertRaises(program.ShaderError):
program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
in vec2 in_pos;
out vec2 out_pos;
void main() {
out_pos = in_pos;
}
"""
)
def test_no_version_first_line(self):
"""A shader should always start have a #version statement on the first line"""
with self.assertRaises(program.ShaderError):
program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
in vec2 in_pos;
out vec2 out_pos;
# version 330
void main() {
out_pos = in_pos;
}
"""
)
def test_version_strip(self):
"""Make sure we can start with blank lines before #version"""
program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
#version 330
in vec2 in_pos;
out vec2 out_pos;
void main() {
out_pos = in_pos;
}
"""
)
def test_define(self):
"""inject a define value"""
shader = program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
#version 330
in vec2 in_pos;
out vec2 out_pos;
#define NUM_THINGS 16
#define SCALE = 1.0
void main() {
out_pos = in_pos * SCALE;
}
""",
defines={'NUM_THINGS': '100', 'SCALE': '2.0'}
)
self.assertTrue("#define NUM_THINGS 100" in shader.source)
self.assertTrue("#define SCALE 2.0" in shader.source)
def test_define_compute(self):
"""Injecting defines in compute shader"""
shader = program.ShaderSource(
program.COMPUTE_SHADER,
"compute.glsl",
"""
#version 430
#define TEST 0
#define THING 0
layout (local_size_x = 1, local_size_y = 1) in;
layout (std430, binding = 1) buffer Input {
float v1[4];
};
layout (std430, binding = 2) buffer Output {
float v2[4];
};
uniform float mul;
uniform vec4 add;
void main() {
v2[0] = v1[3] * mul + add.x;
v2[1] = v1[2] * mul + add.y;
v2[2] = v1[1] * mul + add.z;
v2[3] = v1[0] * mul + add.w;
}
""",
defines={'TEST': 12, 'THING': '23'},
)
self.assertTrue("#define TEST 12" in shader.source)
self.assertTrue("#define THING 23" in shader.source)
def test_out_attributes(self):
"""Ensure out attributes are proprely parsed"""
shader = program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
#version 330
out vec2 out_pos;
out vec2 out_vel;
void main() {
out_pos = vec2(1.0);
out_vel = vec2(1.0);
}
""",
)
assert shader.find_out_attribs() == ['out_pos', 'out_vel']
# With layout qualifiers
shader = program.ShaderSource(
program.VERTEX_SHADER,
"test.glsl",
"""
#version 330
layout(location = 0) out vec2 out_pos;
layout(location = 1) out vec2 out_vel;
void main() {
out_pos = vec2(1.0);
out_vel = vec2(1.0);
}
""",
)
assert shader.find_out_attribs() == ['out_pos', 'out_vel']
def test_include(self):
"""Test #include preprocessors (recursive)"""
def load_source(path):
return path, resources.data.load(DataDescription(path, kind='text'))
path = 'programs/include_test.glsl'
source = load_source(path)[1]
source_vs = program.ShaderSource(program.VERTEX_SHADER, path, source, defines={'TEST': '100'})
source_vs.handle_includes(load_source)
self.assertEqual(source_vs.source, INCLUDE_RESULT)
self.assertEqual(source_vs.source_list[0].name, 'programs/include_test.glsl')
self.assertEqual(source_vs.source_list[0].id, 0)
self.assertEqual(source_vs.source_list[1].name, 'programs/includes/blend_functions.glsl')
self.assertEqual(source_vs.source_list[1].id, 1)
self.assertEqual(source_vs.source_list[2].name, 'programs/includes/utils.glsl')
self.assertEqual(source_vs.source_list[2].id, 2)
self.assertEqual(source_vs.source_list[3].name, 'programs/includes/utils_1.glsl')
self.assertEqual(source_vs.source_list[3].id, 3)
self.assertEqual(source_vs.source_list[4].name, 'programs/includes/utils_2.glsl')
self.assertEqual(source_vs.source_list[4].id, 4)
def test_include_circular(self):
"""Ensure circular includes are detected"""
def load_source(path):
return path, resources.data.load(DataDescription(path, kind='text'))
path = 'programs/include_test_circular.glsl'
_, source = load_source(path)
source = program.ShaderSource(program.VERTEX_SHADER, path, source)
with self.assertRaises(program.ShaderError):
source.handle_includes(load_source)
INCLUDE_RESULT = """#version 330
#define VERTEX_SHADER 1
#line 2
vec3 blendMultiply(vec3 base, vec3 blend) {
return base * blend;
}
vec3 blendMultiply(vec3 base, vec3 blend, float opacity) {
return (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));
}
// Utils 1
#define TEST 100
// Utils 2
#define TEST 100
#define TEST 100
#if defined VERTEX_SHADER
in vec3 in_position;
void main() {
gl_Position = vec4(in_position, 1.0);
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
#endif"""
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