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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Magnum/GL/OpenGLTester.h"
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#include "Magnum/Shaders/Phong.h"
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namespace Magnum { namespace Shaders { namespace Test {
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struct PhongGLTest: GL::OpenGLTester {
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explicit PhongGLTest();
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void construct();
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void constructAmbientTexture();
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void constructDiffuseTexture();
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void constructSpecularTexture();
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void constructAmbientDiffuseTexture();
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void constructAmbientSpecularTexture();
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void constructDiffuseSpecularTexture();
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void constructAmbientDiffuseSpecularTexture();
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void constructMove();
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};
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PhongGLTest::PhongGLTest() {
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addTests({&PhongGLTest::construct,
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&PhongGLTest::constructAmbientTexture,
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&PhongGLTest::constructDiffuseTexture,
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&PhongGLTest::constructSpecularTexture,
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&PhongGLTest::constructAmbientDiffuseTexture,
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&PhongGLTest::constructAmbientSpecularTexture,
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&PhongGLTest::constructDiffuseSpecularTexture,
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&PhongGLTest::constructAmbientDiffuseSpecularTexture,
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&PhongGLTest::constructMove});
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}
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void PhongGLTest::construct() {
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Phong shader;
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructAmbientTexture() {
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Phong shader(Phong::Flag::AmbientTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructDiffuseTexture() {
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Phong shader(Phong::Flag::DiffuseTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructSpecularTexture() {
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Phong shader(Phong::Flag::SpecularTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructAmbientDiffuseTexture() {
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Phong shader(Phong::Flag::AmbientTexture|Phong::Flag::DiffuseTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructAmbientSpecularTexture() {
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Phong shader(Phong::Flag::AmbientTexture|Phong::Flag::SpecularTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructDiffuseSpecularTexture() {
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Phong shader(Phong::Flag::DiffuseTexture|Phong::Flag::SpecularTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructAmbientDiffuseSpecularTexture() {
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Phong shader(Phong::Flag::AmbientTexture|Phong::Flag::DiffuseTexture|Phong::Flag::SpecularTexture);
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{
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#ifdef CORRADE_TARGET_APPLE
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CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
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#endif
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CORRADE_VERIFY(shader.id());
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CORRADE_VERIFY(shader.validate().first);
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}
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}
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void PhongGLTest::constructMove() {
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Phong a;
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const GLuint id = a.id();
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CORRADE_VERIFY(id);
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MAGNUM_VERIFY_NO_GL_ERROR();
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Phong b{std::move(a)};
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CORRADE_COMPARE(b.id(), id);
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CORRADE_VERIFY(!a.id());
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Phong c{NoCreate};
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c = std::move(b);
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CORRADE_COMPARE(c.id(), id);
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CORRADE_VERIFY(!b.id());
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}
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}}}
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CORRADE_TEST_MAIN(Magnum::Shaders::Test::PhongGLTest)
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