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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_Simple_Triangle, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Just draws a simple triangle, using normal pipeline. Basic test that can be used "
"for any dead-simple tests that don't require any particular API use";
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);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_STATIC_DRAW);
ConfigureDefaultVAO();
GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
// make a simple texture so that the structured data includes texture initial states
GLuint tex = MakeTexture();
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 4, 4);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
float textureColourData[4 * 4 * 4];
for(int i = 0; i < 4 * 4; ++i)
{
for(int c = 0; c < 4; ++c)
textureColourData[i * 4 + c] = col[c];
}
GLuint texMS = MakeTexture();
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texMS);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA16F, 4, 4, GL_TRUE);
while(Running())
{
glClearBufferfv(GL_COLOR, 0, col);
glBindTexture(GL_TEXTURE_2D, tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_FLOAT, textureColourData);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texMS);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();
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