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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com>
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 <sstream>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/StridedArrayView.h>
#include <Corrade/Containers/String.h>
#include <Corrade/Containers/StringIterable.h>
#include <Corrade/Containers/StringStl.h> /** @todo remove once AbstractImporter is <string>-free */
#include <Corrade/PluginManager/Manager.h>
#include <Corrade/Utility/DebugStl.h>
#include <Corrade/Utility/Format.h>
#include <Corrade/Utility/Path.h>
#include <Corrade/Utility/System.h>
#ifdef CORRADE_TARGET_APPLE
#include <Corrade/Containers/Pair.h>
#include <Corrade/Utility/System.h> /* isSandboxed() */
#endif
#include "Magnum/Image.h"
#include "Magnum/ImageView.h"
#include "Magnum/PixelFormat.h"
#include "Magnum/DebugTools/CompareImage.h"
#include "Magnum/GL/OpenGLTester.h"
#include "Magnum/GL/Framebuffer.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/GL/Renderbuffer.h"
#include "Magnum/GL/RenderbufferFormat.h"
#include "Magnum/GL/Texture.h"
#include "Magnum/GL/TextureFormat.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Matrix3.h"
#include "Magnum/Math/Matrix4.h"
#include "Magnum/MeshTools/Compile.h"
#include "Magnum/Primitives/Plane.h"
#include "Magnum/Primitives/Square.h"
#include "Magnum/Shaders/DistanceFieldVectorGL.h"
#include "Magnum/Trade/AbstractImporter.h"
#include "Magnum/Trade/ImageData.h"
#include "Magnum/Trade/MeshData.h"
#ifndef MAGNUM_TARGET_GLES2
#include <Corrade/Utility/FormatStl.h>
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/MeshView.h"
#include "Magnum/MeshTools/Concatenate.h"
#include "Magnum/MeshTools/GenerateIndices.h"
#include "Magnum/Primitives/Circle.h"
#include "Magnum/Primitives/Cone.h"
#include "Magnum/Primitives/Plane.h"
#include "Magnum/Primitives/Square.h"
#include "Magnum/Primitives/UVSphere.h"
#include "Magnum/Shaders/DistanceFieldVector.h"
#include "Magnum/Shaders/Generic.h"
#endif
#include "configure.h"
namespace Magnum { namespace Shaders { namespace Test { namespace {
struct DistanceFieldVectorGLTest: GL::OpenGLTester {
explicit DistanceFieldVectorGLTest();
template<UnsignedInt dimensions> void construct();
template<UnsignedInt dimensions> void constructAsync();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructUniformBuffers();
template<UnsignedInt dimensions> void constructUniformBuffersAsync();
#endif
template<UnsignedInt dimensions> void constructMove();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructMoveUniformBuffers();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructUniformBuffersInvalid();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void setUniformUniformBuffersEnabled();
template<UnsignedInt dimensions> void bindBufferUniformBuffersNotEnabled();
#endif
template<UnsignedInt dimensions> void setTextureMatrixNotEnabled();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void bindTextureTransformBufferNotEnabled();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void setWrongDrawOffset();
#endif
void renderSetup();
void renderTeardown();
template<DistanceFieldVectorGL2D::Flag flag = DistanceFieldVectorGL2D::Flag{}> void renderDefaults2D();
template<DistanceFieldVectorGL3D::Flag flag = DistanceFieldVectorGL3D::Flag{}> void renderDefaults3D();
template<DistanceFieldVectorGL2D::Flag flag = DistanceFieldVectorGL2D::Flag{}> void render2D();
template<DistanceFieldVectorGL3D::Flag flag = DistanceFieldVectorGL3D::Flag{}> void render3D();
#ifndef MAGNUM_TARGET_GLES2
void renderMulti2D();
void renderMulti3D();
#endif
private:
PluginManager::Manager<Trade::AbstractImporter> _manager{"nonexistent"};
std::string _testDir;
GL::Renderbuffer _color{NoCreate};
#ifndef MAGNUM_TARGET_GLES2
GL::Renderbuffer _objectId{NoCreate};
#endif
GL::Framebuffer _framebuffer{NoCreate};
};
/*
Rendering tests done:
[B] base
[O] UBOs + draw offset
[M] multidraw
Mesa Intel BOM
ES2 xx
ES3 BOx
Mesa AMD B
Mesa llvmpipe B
SwiftShader ES2 Bxx
ES3 B
ANGLE ES2 xx
ES3 BOM
ARM Mali (Huawei P10) ES2 Bxx
ES3 BOx
WebGL (on Mesa Intel) 1.0 Bxx
2.0 BOM
NVidia
Intel Windows
AMD macOS x
Intel macOS BOx
iPhone 6 w/ iOS 12.4 ES3 B x
*/
using namespace Math::Literals;
constexpr struct {
const char* name;
DistanceFieldVectorGL2D::Flags flags;
} ConstructData[]{
{"", {}},
{"texture transformation", DistanceFieldVectorGL2D::Flag::TextureTransformation}
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
DistanceFieldVectorGL2D::Flags flags;
UnsignedInt materialCount, drawCount;
} ConstructUniformBuffersData[]{
{"classic fallback", {}, 1, 1},
{"", DistanceFieldVectorGL2D::Flag::UniformBuffers, 1, 1},
{"texture transformation", DistanceFieldVectorGL2D::Flag::UniformBuffers|DistanceFieldVectorGL2D::Flag::TextureTransformation, 1, 1},
/* SwiftShader has 256 uniform vectors at most, per-draw is 4+1 in 3D case
and 3+1 in 2D, per-material 4 */
{"multiple materials, draws", DistanceFieldVectorGL2D::Flag::UniformBuffers, 16, 48},
{"multidraw with all the things", DistanceFieldVectorGL2D::Flag::MultiDraw|DistanceFieldVectorGL2D::Flag::TextureTransformation, 16, 48}
};
constexpr struct {
const char* name;
DistanceFieldVectorGL2D::Flags flags;
UnsignedInt materialCount, drawCount;
const char* message;
} ConstructUniformBuffersInvalidData[]{
{"zero draws", DistanceFieldVectorGL2D::Flag::UniformBuffers, 1, 0,
"draw count can't be zero"},
{"zero materials", DistanceFieldVectorGL2D::Flag::UniformBuffers, 0, 1,
"material count can't be zero"},
};
#endif
const struct {
const char* name;
DistanceFieldVectorGL2D::Flags flags;
Matrix3 textureTransformation;
Color4 color, outlineColor;
Float outlineRangeStart, outlineRangeEnd, smoothness;
const char* file2D;
const char* file3D;
bool flip;
} RenderData[] {
{"texture transformation", DistanceFieldVectorGL2D::Flag::TextureTransformation,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}),
0xffffff_rgbf, 0x00000000_rgbaf, 0.5f, 1.0f, 0.04f,
"defaults-distancefield.tga", "defaults-distancefield.tga", true},
{"smooth0.1", {}, {}, 0xffff99_rgbf, 0x9999ff_rgbf, 0.5f, 1.0f, 0.1f,
"smooth0.1-2D.tga", "smooth0.1-3D.tga", false},
{"smooth0.2", {}, {}, 0xffff99_rgbf, 0x9999ff_rgbf, 0.5f, 1.0f, 0.2f,
"smooth0.2-2D.tga", "smooth0.2-3D.tga", false},
{"outline", {}, {}, 0xffff99_rgbf, 0x9999ff_rgbf, 0.6f, 0.45f, 0.05f,
"outline2D.tga", "outline3D.tga", false}
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
const char* expected2D;
const char* expected3D;
DistanceFieldVectorGL2D::Flags flags;
UnsignedInt materialCount, drawCount;
UnsignedInt uniformIncrement;
Float maxThreshold, meanThreshold;
} RenderMultiData[] {
{"bind with offset", "multidraw2D-distancefield.tga", "multidraw3D-distancefield.tga",
{}, 1, 1, 16,
/* Minor differences on ARM Mali */
1.67f, 0.012f},
{"draw offset", "multidraw2D-distancefield.tga", "multidraw3D-distancefield.tga",
{}, 2, 3, 1,
/* Minor differences on ARM Mali */
1.67f, 0.012f},
{"multidraw", "multidraw2D-distancefield.tga", "multidraw3D-distancefield.tga",
DistanceFieldVectorGL2D::Flag::MultiDraw, 2, 3, 1,
/* Minor differences on ARM Mali */
1.67f, 0.012f},
};
#endif
DistanceFieldVectorGLTest::DistanceFieldVectorGLTest() {
addInstancedTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::construct<2>,
&DistanceFieldVectorGLTest::construct<3>},
Containers::arraySize(ConstructData));
addTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::constructAsync<2>,
&DistanceFieldVectorGLTest::constructAsync<3>});
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::constructUniformBuffers<2>,
&DistanceFieldVectorGLTest::constructUniformBuffers<3>},
Containers::arraySize(ConstructUniformBuffersData));
addTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::constructUniformBuffersAsync<2>,
&DistanceFieldVectorGLTest::constructUniformBuffersAsync<3>});
#endif
addTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::constructMove<2>,
&DistanceFieldVectorGLTest::constructMove<3>,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::constructMoveUniformBuffers<2>,
&DistanceFieldVectorGLTest::constructMoveUniformBuffers<3>,
#endif
});
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::constructUniformBuffersInvalid<2>,
&DistanceFieldVectorGLTest::constructUniformBuffersInvalid<3>},
Containers::arraySize(ConstructUniformBuffersInvalidData));
#endif
addTests<DistanceFieldVectorGLTest>({
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::setUniformUniformBuffersEnabled<2>,
&DistanceFieldVectorGLTest::setUniformUniformBuffersEnabled<3>,
&DistanceFieldVectorGLTest::bindBufferUniformBuffersNotEnabled<2>,
&DistanceFieldVectorGLTest::bindBufferUniformBuffersNotEnabled<3>,
#endif
&DistanceFieldVectorGLTest::setTextureMatrixNotEnabled<2>,
&DistanceFieldVectorGLTest::setTextureMatrixNotEnabled<3>,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::bindTextureTransformBufferNotEnabled<2>,
&DistanceFieldVectorGLTest::bindTextureTransformBufferNotEnabled<3>,
#endif
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::setWrongDrawOffset<2>,
&DistanceFieldVectorGLTest::setWrongDrawOffset<3>
#endif
});
/* MSVC needs explicit type due to default template args */
addTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::renderDefaults2D,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::renderDefaults2D<DistanceFieldVectorGL2D::Flag::UniformBuffers>,
#endif
&DistanceFieldVectorGLTest::renderDefaults3D,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::renderDefaults3D<DistanceFieldVectorGL3D::Flag::UniformBuffers>,
#endif
},
&DistanceFieldVectorGLTest::renderSetup,
&DistanceFieldVectorGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<DistanceFieldVectorGLTest>({
&DistanceFieldVectorGLTest::render2D,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::render2D<DistanceFieldVectorGL2D::Flag::UniformBuffers>,
#endif
&DistanceFieldVectorGLTest::render3D,
#ifndef MAGNUM_TARGET_GLES2
&DistanceFieldVectorGLTest::render3D<DistanceFieldVectorGL3D::Flag::UniformBuffers>,
#endif
},
Containers::arraySize(RenderData),
&DistanceFieldVectorGLTest::renderSetup,
&DistanceFieldVectorGLTest::renderTeardown);
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests({&DistanceFieldVectorGLTest::renderMulti2D,
&DistanceFieldVectorGLTest::renderMulti3D},
Containers::arraySize(RenderMultiData),
&DistanceFieldVectorGLTest::renderSetup,
&DistanceFieldVectorGLTest::renderTeardown);
#endif
/* Load the plugins directly from the build tree. Otherwise they're either
static and already loaded or not present in the build tree */
#ifdef ANYIMAGEIMPORTER_PLUGIN_FILENAME
CORRADE_INTERNAL_ASSERT_OUTPUT(_manager.load(ANYIMAGEIMPORTER_PLUGIN_FILENAME) & PluginManager::LoadState::Loaded);
#endif
#ifdef TGAIMPORTER_PLUGIN_FILENAME
CORRADE_INTERNAL_ASSERT_OUTPUT(_manager.load(TGAIMPORTER_PLUGIN_FILENAME) & PluginManager::LoadState::Loaded);
#endif
#ifdef CORRADE_TARGET_APPLE
if(Utility::System::isSandboxed()
#if defined(CORRADE_TARGET_IOS) && defined(CORRADE_TESTSUITE_TARGET_XCTEST)
/** @todo Fix this once I persuade CMake to run XCTest tests properly */
&& std::getenv("SIMULATOR_UDID")
#endif
) {
_testDir = Utility::Path::split(*Utility::Path::executableLocation()).first();
} else
#endif
{
_testDir = SHADERS_TEST_DIR;
}
}
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::construct() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
auto&& data = ConstructData[testCaseInstanceId()];
setTestCaseDescription(data.name);
DistanceFieldVectorGL<dimensions> shader{data.flags};
CORRADE_COMPARE(shader.flags(), data.flags);
CORRADE_VERIFY(shader.id());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructAsync() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
typename DistanceFieldVectorGL<dimensions>::CompileState state = DistanceFieldVectorGL<dimensions>::compile(DistanceFieldVectorGL2D::Flag::TextureTransformation);
CORRADE_COMPARE(state.flags(), DistanceFieldVectorGL2D::Flag::TextureTransformation);
while(!state.isLinkFinished())
Utility::System::sleep(100);
DistanceFieldVectorGL<dimensions> shader{std::move(state)};
CORRADE_COMPARE(shader.flags(), DistanceFieldVectorGL2D::Flag::TextureTransformation);
CORRADE_VERIFY(shader.isLinkFinished());
CORRADE_VERIFY(shader.id());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructUniformBuffers() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
auto&& data = ConstructUniformBuffersData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if((data.flags & DistanceFieldVectorGL2D::Flag::UniformBuffers) && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
if(data.flags >= DistanceFieldVectorGL2D::Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shader_draw_parameters>())
CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported.");
#elif !defined(MAGNUM_TARGET_WEBGL)
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::multi_draw>())
CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported.");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::WEBGL::multi_draw>())
CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported.");
#endif
}
DistanceFieldVectorGL<dimensions> shader{data.flags, data.materialCount, data.drawCount};
CORRADE_COMPARE(shader.flags(), data.flags);
CORRADE_COMPARE(shader.materialCount(), data.materialCount);
CORRADE_COMPARE(shader.drawCount(), data.drawCount);
CORRADE_VERIFY(shader.id());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructUniformBuffersAsync() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
typename DistanceFieldVectorGL<dimensions>::CompileState state = DistanceFieldVectorGL<dimensions>::compile(DistanceFieldVectorGL2D::Flag::UniformBuffers, 16, 48);
CORRADE_COMPARE(state.flags(), DistanceFieldVectorGL2D::Flag::UniformBuffers);
CORRADE_COMPARE(state.materialCount(), 16);
CORRADE_COMPARE(state.drawCount(), 48);
while(!state.isLinkFinished())
Utility::System::sleep(100);
DistanceFieldVectorGL<dimensions> shader{std::move(state)};
CORRADE_COMPARE(shader.flags(), DistanceFieldVectorGL2D::Flag::UniformBuffers);
CORRADE_COMPARE(shader.materialCount(), 16);
CORRADE_COMPARE(shader.drawCount(), 48);
CORRADE_VERIFY(shader.isLinkFinished());
CORRADE_VERIFY(shader.id());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#endif
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructMove() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
DistanceFieldVectorGL<dimensions> a{DistanceFieldVectorGL<dimensions>::Flag::TextureTransformation};
const GLuint id = a.id();
CORRADE_VERIFY(id);
MAGNUM_VERIFY_NO_GL_ERROR();
DistanceFieldVectorGL<dimensions> b{std::move(a)};
CORRADE_COMPARE(b.id(), id);
CORRADE_COMPARE(b.flags(), DistanceFieldVectorGL<dimensions>::Flag::TextureTransformation);
CORRADE_VERIFY(!a.id());
DistanceFieldVectorGL<dimensions> c{NoCreate};
c = std::move(b);
CORRADE_COMPARE(c.id(), id);
CORRADE_COMPARE(c.flags(), DistanceFieldVectorGL<dimensions>::Flag::TextureTransformation);
CORRADE_VERIFY(!b.id());
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructMoveUniformBuffers() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
DistanceFieldVectorGL<dimensions> a{DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers, 2, 5};
const GLuint id = a.id();
CORRADE_VERIFY(id);
MAGNUM_VERIFY_NO_GL_ERROR();
DistanceFieldVectorGL<dimensions> b{std::move(a)};
CORRADE_COMPARE(b.id(), id);
CORRADE_COMPARE(b.flags(), DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers);
CORRADE_COMPARE(b.materialCount(), 2);
CORRADE_COMPARE(b.drawCount(), 5);
CORRADE_VERIFY(!a.id());
DistanceFieldVectorGL<dimensions> c{NoCreate};
c = std::move(b);
CORRADE_COMPARE(c.id(), id);
CORRADE_COMPARE(c.flags(), DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers);
CORRADE_COMPARE(c.materialCount(), 2);
CORRADE_COMPARE(c.drawCount(), 5);
CORRADE_VERIFY(!b.id());
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::constructUniformBuffersInvalid() {
auto&& data = ConstructUniformBuffersInvalidData[testCaseInstanceId()];
setTestCaseDescription(data.name);
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
DistanceFieldVectorGL<dimensions>{data.flags, data.materialCount, data.drawCount};
CORRADE_COMPARE(out.str(), Utility::formatString(
"Shaders::DistanceFieldVectorGL: {}\n", data.message));
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::setUniformUniformBuffersEnabled() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
DistanceFieldVectorGL<dimensions> shader{DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers};
shader.setTransformationProjectionMatrix({})
.setTextureMatrix({})
.setColor({})
.setOutlineColor({})
.setOutlineRange({}, {})
.setSmoothness({});
CORRADE_COMPARE(out.str(),
"Shaders::DistanceFieldVectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setColor(): the shader was created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setOutlineColor(): the shader was created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setOutlineRange(): the shader was created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setSmoothness(): the shader was created with uniform buffers enabled\n");
}
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::bindBufferUniformBuffersNotEnabled() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
std::ostringstream out;
Error redirectError{&out};
GL::Buffer buffer;
DistanceFieldVectorGL<dimensions> shader;
shader.bindTransformationProjectionBuffer(buffer)
.bindTransformationProjectionBuffer(buffer, 0, 16)
.bindDrawBuffer(buffer)
.bindDrawBuffer(buffer, 0, 16)
.bindTextureTransformationBuffer(buffer)
.bindTextureTransformationBuffer(buffer, 0, 16)
.bindMaterialBuffer(buffer)
.bindMaterialBuffer(buffer, 0, 16)
.setDrawOffset(0);
CORRADE_COMPARE(out.str(),
"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::DistanceFieldVectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled\n");
}
#endif
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::setTextureMatrixNotEnabled() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
std::ostringstream out;
Error redirectError{&out};
DistanceFieldVectorGL<dimensions> shader;
shader.setTextureMatrix({});
CORRADE_COMPARE(out.str(),
"Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled\n");
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::bindTextureTransformBufferNotEnabled() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
GL::Buffer buffer{GL::Buffer::TargetHint::Uniform};
DistanceFieldVectorGL<dimensions> shader{DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers};
shader.bindTextureTransformationBuffer(buffer)
.bindTextureTransformationBuffer(buffer, 0, 16);
CORRADE_COMPARE(out.str(),
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n"
"Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n");
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void DistanceFieldVectorGLTest::setWrongDrawOffset() {
setTestCaseTemplateName(Utility::format("{}", dimensions));
CORRADE_SKIP_IF_NO_ASSERT();
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
DistanceFieldVectorGL<dimensions>{DistanceFieldVectorGL<dimensions>::Flag::UniformBuffers, 2, 5}
.setDrawOffset(5);
CORRADE_COMPARE(out.str(),
"Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset 5 is out of bounds for 5 draws\n");
}
#endif
constexpr Vector2i RenderSize{80, 80};
void DistanceFieldVectorGLTest::renderSetup() {
/* Pick a color that's directly representable on RGBA4 as well to reduce
artifacts */
GL::Renderer::setClearColor(0x111111_rgbf);
GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);
_color = GL::Renderbuffer{};
_color.setStorage(
#if !defined(MAGNUM_TARGET_GLES2) || !defined(MAGNUM_TARGET_WEBGL)
GL::RenderbufferFormat::RGBA8,
#else
GL::RenderbufferFormat::RGBA4,
#endif
RenderSize);
_framebuffer = GL::Framebuffer{{{}, RenderSize}};
_framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, _color)
.clear(GL::FramebufferClear::Color)
.bind();
}
void DistanceFieldVectorGLTest::renderTeardown() {
_framebuffer = GL::Framebuffer{NoCreate};
_color = GL::Renderbuffer{NoCreate};
}
constexpr GL::TextureFormat TextureFormatR =
#ifndef MAGNUM_TARGET_GLES2
GL::TextureFormat::R8
#else
GL::TextureFormat::Luminance
#endif
;
template<DistanceFieldVectorGL2D::Flag flag> void DistanceFieldVectorGLTest::renderDefaults2D() {
#ifndef MAGNUM_TARGET_GLES2
if(flag == DistanceFieldVectorGL2D::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
}
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh square = MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
DistanceFieldVectorGL2D shader{flag};
shader.bindVectorTexture(texture);
if(flag == DistanceFieldVectorGL2D::Flag{}) {
shader.draw(square);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == DistanceFieldVectorGL2D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform2D{}
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorDrawUniform{}
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorMaterialUniform{}
}};
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.draw(square);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
/* Should be almost the same as Shaders::Vector output, but due to various
differences in the SDF output and too sharp default shininess it can't
be exact */
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join(_testDir, "VectorTestFiles/defaults.tga"),
(DebugTools::CompareImageToFile{_manager, 201.0f, 6.1f}));
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences on edges, ARM Mali off-by-one in
all channels. Apple A8 & llvmpipe off-by-more. */
const Float maxThreshold = 32.0f, meanThreshold = 0.583f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 17.0f, meanThreshold = 0.480f;
#endif
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join(_testDir, "VectorTestFiles/defaults-distancefield.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<DistanceFieldVectorGL3D::Flag flag> void DistanceFieldVectorGLTest::renderDefaults3D() {
#ifndef MAGNUM_TARGET_GLES2
if(flag == DistanceFieldVectorGL3D::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
}
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh plane = MeshTools::compile(Primitives::planeSolid(Primitives::PlaneFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
DistanceFieldVectorGL3D shader{flag};
shader.bindVectorTexture(texture);
if(flag == DistanceFieldVectorGL3D::Flag{}) {
shader.draw(plane);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == DistanceFieldVectorGL3D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform3D{}
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorDrawUniform{}
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorMaterialUniform{}
}};
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.draw(plane);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
/* Should be almost the same as Shaders::Vector output, but due to various
differences in the SDF output and too sharp default shininess it can't
be exact */
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join(_testDir, "VectorTestFiles/defaults.tga"),
(DebugTools::CompareImageToFile{_manager, 201.0f, 6.1f}));
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences on edges, ARM Mali off-by-one in
all channels. Apple A8 and llvmpipe off-by-more. */
const Float maxThreshold = 32.0f, meanThreshold = 0.583f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 17.0f, meanThreshold = 0.480f;
#endif
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join(_testDir, "VectorTestFiles/defaults-distancefield.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<DistanceFieldVectorGL2D::Flag flag> void DistanceFieldVectorGLTest::render2D() {
auto&& data = RenderData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES2
if(flag == DistanceFieldVectorGL2D::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
}
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh square = MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
DistanceFieldVectorGL2D shader{data.flags|flag};
shader.bindVectorTexture(texture);
if(flag == DistanceFieldVectorGL2D::Flag{}) {
if(data.textureTransformation != Matrix3{})
shader.setTextureMatrix(data.textureTransformation);
else shader.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f}));
shader.setColor(data.color)
.setOutlineColor(data.outlineColor)
.setOutlineRange(data.outlineRangeStart, data.outlineRangeEnd)
.setSmoothness(data.smoothness)
.draw(square);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == DistanceFieldVectorGL2D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
data.textureTransformation == Matrix3{} ?
Matrix3::projection({2.1f, 2.1f}) : Matrix3{}
)
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorDrawUniform{}
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorMaterialUniform{}
.setColor(data.color)
.setOutlineColor(data.outlineColor)
.setOutlineRange(data.outlineRangeStart, data.outlineRangeEnd)
.setSmoothness(data.smoothness)
}};
GL::Buffer textureTransformationlUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(data.textureTransformation)
}};
if(data.flags & DistanceFieldVectorGL2D::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationlUniform);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.draw(square);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
Image2D rendered = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
/* Dropping the alpha channel, as it's always 1.0 */
Containers::StridedArrayView2D<Color3ub> pixels =
Containers::arrayCast<Color3ub>(rendered.pixels<Color4ub>());
if(data.flip) pixels = pixels.flipped<0>().flipped<1>();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences when smoothing, Apple A8 a bit
more, llvmpipe also */
const Float maxThreshold = 32.0f, meanThreshold = 0.942f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 32.0f, meanThreshold = 2.386f;
#endif
CORRADE_COMPARE_WITH(pixels,
Utility::Path::join({_testDir, "VectorTestFiles", data.file2D}),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<DistanceFieldVectorGL3D::Flag flag> void DistanceFieldVectorGLTest::render3D() {
auto&& data = RenderData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES2
if(flag == DistanceFieldVectorGL3D::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
}
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh plane = MeshTools::compile(Primitives::planeSolid(Primitives::PlaneFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
DistanceFieldVectorGL3D shader{data.flags|flag};
shader.bindVectorTexture(texture);
if(flag == DistanceFieldVectorGL3D::Flag{}) {
if(data.textureTransformation != Matrix3{})
shader.setTextureMatrix(data.textureTransformation);
else shader.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::rotationY(-15.0_degf)*
Matrix4::rotationZ(15.0_degf));
shader.setColor(data.color)
.setOutlineColor(data.outlineColor)
.setOutlineRange(data.outlineRangeStart, data.outlineRangeEnd)
.setSmoothness(data.smoothness)
.draw(plane);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == DistanceFieldVectorGL3D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
data.textureTransformation == Matrix3{} ?
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::rotationY(-15.0_degf)*
Matrix4::rotationZ(15.0_degf) : Matrix4{}
)
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorDrawUniform{}
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
DistanceFieldVectorMaterialUniform{}
.setColor(data.color)
.setOutlineColor(data.outlineColor)
.setOutlineRange(data.outlineRangeStart, data.outlineRangeEnd)
.setSmoothness(data.smoothness)
}};
GL::Buffer textureTransformationlUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(data.textureTransformation)
}};
if(data.flags & DistanceFieldVectorGL2D::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationlUniform);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.draw(plane);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
Image2D rendered = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
/* Dropping the alpha channel, as it's always 1.0 */
Containers::StridedArrayView2D<Color3ub> pixels =
Containers::arrayCast<Color3ub>(rendered.pixels<Color4ub>());
if(data.flip) pixels = pixels.flipped<0>().flipped<1>();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences when smoothing plus a bunch of
different pixels on primitive edges, Apple A8 & llvmpipe a bit more. */
const Float maxThreshold = 32.0f, meanThreshold = 0.642f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 32.0f, meanThreshold = 1.613f;
#endif
CORRADE_COMPARE_WITH(pixels,
Utility::Path::join({_testDir, "VectorTestFiles", data.file3D}),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
#ifndef MAGNUM_TARGET_GLES2
void DistanceFieldVectorGLTest::renderMulti2D() {
auto&& data = RenderMultiData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
if(data.flags >= DistanceFieldVectorGL2D::Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shader_draw_parameters>())
CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported.");
#elif !defined(MAGNUM_TARGET_WEBGL)
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::multi_draw>())
CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported.");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::WEBGL::multi_draw>())
CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported.");
#endif
}
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
GL::Texture2D vector;
vector.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R8, image->size())
.setSubImage(0, {}, *image);
/* Circle is a fan, plane is a strip, make it indexed first */
Trade::MeshData circleData = MeshTools::generateIndices(Primitives::circle2DSolid(32,
Primitives::Circle2DFlag::TextureCoordinates));
Trade::MeshData squareData = MeshTools::generateIndices(Primitives::squareSolid(
Primitives::SquareFlag::TextureCoordinates));
Trade::MeshData triangleData = MeshTools::generateIndices(Primitives::circle2DSolid(3,
Primitives::Circle2DFlag::TextureCoordinates));
GL::Mesh mesh = MeshTools::compile(MeshTools::concatenate({circleData, squareData, triangleData}));
GL::MeshView circle{mesh};
circle.setCount(circleData.indexCount());
GL::MeshView square{mesh};
square.setCount(squareData.indexCount())
.setIndexRange(circleData.indexCount());
GL::MeshView triangle{mesh};
triangle.setCount(triangleData.indexCount())
.setIndexRange(circleData.indexCount() + squareData.indexCount());
/* Some drivers have uniform offset alignment as high as 256, which means
the subsequent sets of uniforms have to be aligned to a multiply of it.
The data.uniformIncrement is set high enough to ensure that, in the
non-offset-bind case this value is 1. */
Containers::Array<DistanceFieldVectorMaterialUniform> materialData{data.uniformIncrement + 1};
materialData[0*data.uniformIncrement] = DistanceFieldVectorMaterialUniform{}
.setColor(0x00ff00_rgbf);
materialData[1*data.uniformIncrement] = DistanceFieldVectorMaterialUniform{}
.setColor(0x990000_rgbf)
.setOutlineColor(0xff0000_rgbf)
.setOutlineRange(0.6f, 0.4f);
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, materialData};
Containers::Array<TransformationProjectionUniform2D> transformationProjectionData{2*data.uniformIncrement + 1};
transformationProjectionData[0*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({-1.25f, -1.25f})
);
transformationProjectionData[1*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({ 1.25f, -1.25f})
);
transformationProjectionData[2*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({ 0.00f, 1.25f})
);
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, transformationProjectionData};
Containers::Array<TextureTransformationUniform> textureTransformationData{2*data.uniformIncrement + 1};
textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation({0.5f, 0.5f})*
Matrix3::rotation(180.0_degf)*
Matrix3::translation({-0.5f, -0.5f})
);
textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation(Vector2::xAxis(1.0f))*
Matrix3::scaling(Vector2::xScale(-1.0f))
);
textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(Matrix3{});
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData};
Containers::Array<DistanceFieldVectorDrawUniform> drawData{2*data.uniformIncrement + 1};
/* Material offsets are zero if we have single draw, as those are done with
UBO offset bindings instead. */
drawData[0*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 0);
drawData[1*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 1);
drawData[2*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 0);
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, drawData};
DistanceFieldVectorGL2D shader{DistanceFieldVectorGL2D::Flag::UniformBuffers|DistanceFieldVectorGL2D::Flag::TextureTransformation|data.flags, data.materialCount, data.drawCount};
shader.bindVectorTexture(vector);
/* Just one draw, rebinding UBOs each time */
if(data.drawCount == 1) {
shader.bindMaterialBuffer(materialUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
0*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
0*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(circle);
shader.bindMaterialBuffer(materialUniform,
1*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
1*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
1*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
1*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(square);
shader.bindMaterialBuffer(materialUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
2*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
2*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
2*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(triangle);
/* Otherwise using the draw offset / multidraw */
} else {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.bindTextureTransformationBuffer(textureTransformationUniform);
if(data.flags >= DistanceFieldVectorGL2D::Flag::MultiDraw)
shader.draw({circle, square, triangle});
else {
shader.setDrawOffset(0)
.draw(circle);
shader.setDrawOffset(1)
.draw(square);
shader.setDrawOffset(2)
.draw(triangle);
}
}
/*
- Circle lower left, green, upside down
- Square lower right, dark red with red outline, mirrored
- Triangle up center, green
*/
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join({_testDir, "VectorTestFiles", data.expected2D}),
(DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold}));
}
void DistanceFieldVectorGLTest::renderMulti3D() {
auto&& data = RenderMultiData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
if(data.flags >= DistanceFieldVectorGL2D::Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shader_draw_parameters>())
CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported.");
#elif !defined(MAGNUM_TARGET_WEBGL)
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::multi_draw>())
CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported.");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::WEBGL::multi_draw>())
CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported.");
#endif
}
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Path::join(_testDir, "TestFiles/vector-distancefield.tga")) && (image = importer->image2D(0)));
GL::Texture2D vector;
vector.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R8, image->size())
.setSubImage(0, {}, *image);
Trade::MeshData sphereData = Primitives::uvSphereSolid(16, 32,
Primitives::UVSphereFlag::TextureCoordinates);
/* Plane is a strip, make it indexed first */
Trade::MeshData planeData = MeshTools::generateIndices(Primitives::planeSolid(
Primitives::PlaneFlag::TextureCoordinates));
Trade::MeshData coneData = Primitives::coneSolid(1, 32, 1.0f,
Primitives::ConeFlag::TextureCoordinates);
GL::Mesh mesh = MeshTools::compile(MeshTools::concatenate({sphereData, planeData, coneData}));
GL::MeshView sphere{mesh};
sphere.setCount(sphereData.indexCount());
GL::MeshView plane{mesh};
plane.setCount(planeData.indexCount())
.setIndexRange(sphereData.indexCount());
GL::MeshView cone{mesh};
cone.setCount(coneData.indexCount())
.setIndexRange(sphereData.indexCount() + planeData.indexCount());
/* Some drivers have uniform offset alignment as high as 256, which means
the subsequent sets of uniforms have to be aligned to a multiply of it.
The data.uniformIncrement is set high enough to ensure that, in the
non-offset-bind case this value is 1. */
Containers::Array<DistanceFieldVectorMaterialUniform> materialData{data.uniformIncrement + 1};
materialData[0*data.uniformIncrement] = DistanceFieldVectorMaterialUniform{}
.setColor(0x00ff00_rgbf);
materialData[1*data.uniformIncrement] = DistanceFieldVectorMaterialUniform{}
.setColor(0x990000_rgbf)
.setOutlineColor(0xff0000_rgbf)
.setOutlineRange(0.6f, 0.4f);
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, materialData};
Containers::Array<TransformationProjectionUniform3D> transformationProjectionData{2*data.uniformIncrement + 1};
transformationProjectionData[0*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({-1.25f, -1.25f, 0.0f})*
Matrix4::rotationY(180.0_degf) /* so the texture is visible */
);
transformationProjectionData[1*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({ 1.25f, -1.25f, 0.0f})
);
transformationProjectionData[2*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({ 0.0f, 1.0f, 1.0f})*
Matrix4::rotationY(180.0_degf) /* so the texture is visible */
);
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, transformationProjectionData};
Containers::Array<TextureTransformationUniform> textureTransformationData{2*data.uniformIncrement + 1};
textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation({0.5f, 0.5f})*
Matrix3::rotation(180.0_degf)*
Matrix3::translation({-0.5f, -0.5f})
);
textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation(Vector2::xAxis(1.0f))*
Matrix3::scaling(Vector2::xScale(-1.0f))
);
textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(Matrix3{});
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData};
Containers::Array<DistanceFieldVectorDrawUniform> drawData{2*data.uniformIncrement + 1};
/* Material offsets are zero if we have single draw, as those are done with
UBO offset bindings instead. */
drawData[0*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 0);
drawData[1*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 1);
drawData[2*data.uniformIncrement] = DistanceFieldVectorDrawUniform{}
.setMaterialId(data.drawCount == 1 ? 0 : 0);
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, drawData};
DistanceFieldVectorGL3D shader{DistanceFieldVectorGL3D::Flag::UniformBuffers|DistanceFieldVectorGL3D::Flag::TextureTransformation|data.flags, data.materialCount, data.drawCount};
shader.bindVectorTexture(vector);
/* Just one draw, rebinding UBOs each time */
if(data.drawCount == 1) {
shader.bindMaterialBuffer(materialUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
0*data.uniformIncrement*sizeof(TransformationProjectionUniform3D),
sizeof(TransformationProjectionUniform3D));
shader.bindDrawBuffer(drawUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
0*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(sphere);
shader.bindMaterialBuffer(materialUniform,
1*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
1*data.uniformIncrement*sizeof(TransformationUniform3D),
sizeof(TransformationUniform3D));
shader.bindDrawBuffer(drawUniform,
1*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
1*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(plane);
shader.bindMaterialBuffer(materialUniform,
0*data.uniformIncrement*sizeof(DistanceFieldVectorMaterialUniform),
sizeof(DistanceFieldVectorMaterialUniform));
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
2*data.uniformIncrement*sizeof(TransformationUniform3D),
sizeof(TransformationUniform3D));
shader.bindDrawBuffer(drawUniform,
2*data.uniformIncrement*sizeof(DistanceFieldVectorDrawUniform),
sizeof(DistanceFieldVectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
2*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(cone);
/* Otherwise using the draw offset / multidraw */
} else {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.bindTextureTransformationBuffer(textureTransformationUniform);
if(data.flags >= DistanceFieldVectorGL3D::Flag::MultiDraw)
shader.draw({sphere, plane, cone});
else {
shader.setDrawOffset(0)
.draw(sphere);
shader.setDrawOffset(1)
.draw(plane);
shader.setDrawOffset(2)
.draw(cone);
}
}
/*
- Sphere lower left, green, upside down
- Plane lower right, dark red with red outline, mirrored
- Cone up center, green
*/
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Path::join({_testDir, "VectorTestFiles", data.expected3D}),
(DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold}));
}
#endif
}}}}
CORRADE_TEST_MAIN(Magnum::Shaders::Test::DistanceFieldVectorGLTest)