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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_test.h"
RD_TEST(GL_Separable_Geometry_Shaders, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Draws using geometry shadess and separable programs created with glCreateShaderProgramv";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
out v2f vertOut;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
void main()
{
gl_Position = vec4(Position.xyz, 1);
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string geom = R"EOSHADER(
in v2f vertIn[3];
out v2f vertOut;
in gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
}
gl_in[];
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(triangles) in;
layout(triangle_strip, max_vertices = 9) out;
void main()
{
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(0.7, 0.0, 0.0, 0.0);
vertOut.col = vertIn[i].col;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(-0.7, 0.0, 0.0, 0.0);
vertOut.col = vec4(1.0)-vertIn[i].col;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(0.0, 0.7, 0.0, 0.0);
vertOut.col = vertIn[i].col.yzxw;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
std::string a = common + vertex;
const char *str = a.c_str();
GLuint vs = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str);
a = common + pixel;
str = a.c_str();
GLuint fs = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &str);
a = common + geom;
str = a.c_str();
GLuint gs = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &str);
GLint status = 0;
char buffer[1024];
glGetProgramiv(gs, GL_LINK_STATUS, &status);
if(status == 0)
{
glGetProgramInfoLog(gs, 1024, NULL, buffer);
TEST_ERROR("Link error: %s", buffer);
}
GLuint pipe = MakePipeline();
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gs);
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glBindProgramPipeline(pipe);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
glDeleteProgram(vs);
glDeleteProgram(fs);
glDeleteProgram(gs);
return 0;
}
};
REGISTER_TEST();
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