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Shaders: don't hardcode viewport size in MeshVisualizer test that much.

pull/610/head
Vladimír Vondruš 4 years ago
parent
commit
60527a0ed9
  1. 20
      src/Magnum/Shaders/Test/MeshVisualizerGLTest.cpp

20
src/Magnum/Shaders/Test/MeshVisualizerGLTest.cpp

@ -2504,7 +2504,7 @@ template<MeshVisualizerGL2D::Flag flag> void MeshVisualizerGLTest::renderDefault
} }
/** @todo make this unnecessary */ /** @todo make this unnecessary */
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(flag == MeshVisualizerGL2D::Flag{}) { if(flag == MeshVisualizerGL2D::Flag{}) {
shader.draw(circle); shader.draw(circle);
@ -2601,7 +2601,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderDefault
} }
/** @todo make this unnecessary */ /** @todo make this unnecessary */
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(flag == MeshVisualizerGL3D::Flag{}) { if(flag == MeshVisualizerGL3D::Flag{}) {
shader.draw(sphere); shader.draw(sphere);
@ -3204,7 +3204,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderDefault
MeshVisualizerGL3D::Flag::BitangentFromTangentDirection| MeshVisualizerGL3D::Flag::BitangentFromTangentDirection|
MeshVisualizerGL3D::Flag::NormalDirection|flag}; MeshVisualizerGL3D::Flag::NormalDirection|flag};
/** @todo make this unnecessary */ /** @todo make this unnecessary */
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(flag == MeshVisualizerGL3D::Flag{}) { if(flag == MeshVisualizerGL3D::Flag{}) {
shader.draw(sphere); shader.draw(sphere);
@ -3301,7 +3301,7 @@ template<MeshVisualizerGL2D::Flag flag> void MeshVisualizerGLTest::renderWirefra
} else circle = MeshTools::compile(circleData); } else circle = MeshTools::compile(circleData);
MeshVisualizerGL2D shader{data.flags|MeshVisualizerGL2D::Flag::Wireframe|flag}; MeshVisualizerGL2D shader{data.flags|MeshVisualizerGL2D::Flag::Wireframe|flag};
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(flag == MeshVisualizerGL2D::Flag{}) { if(flag == MeshVisualizerGL2D::Flag{}) {
shader shader
@ -3430,7 +3430,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderWirefra
} else sphere = MeshTools::compile(sphereData); } else sphere = MeshTools::compile(sphereData);
MeshVisualizerGL3D shader{data.flags|MeshVisualizerGL3D::Flag::Wireframe|flag}; MeshVisualizerGL3D shader{data.flags|MeshVisualizerGL3D::Flag::Wireframe|flag};
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(flag == MeshVisualizerGL3D::Flag{}) { if(flag == MeshVisualizerGL3D::Flag{}) {
shader shader
@ -3612,7 +3612,7 @@ template<MeshVisualizerGL2D::Flag flag> void MeshVisualizerGLTest::renderObjectV
MeshVisualizerGL2D shader{flags}; MeshVisualizerGL2D shader{flags};
shader shader
/* Shouldn't assert (nor warn) when wireframe is not enabled */ /* Shouldn't assert (nor warn) when wireframe is not enabled */
.setViewportSize({80, 80}) .setViewportSize(Vector2{RenderSize})
.bindColorMapTexture(_colorMapTexture); .bindColorMapTexture(_colorMapTexture);
GL::Texture2D texture{NoCreate}; GL::Texture2D texture{NoCreate};
@ -3799,7 +3799,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderObjectV
MeshVisualizerGL3D shader{flags}; MeshVisualizerGL3D shader{flags};
shader shader
/* Shouldn't assert (nor warn) when wireframe is not enabled */ /* Shouldn't assert (nor warn) when wireframe is not enabled */
.setViewportSize({80, 80}) .setViewportSize(Vector2{RenderSize})
.bindColorMapTexture(_colorMapTexture); .bindColorMapTexture(_colorMapTexture);
GL::Texture2D texture{NoCreate}; GL::Texture2D texture{NoCreate};
@ -3944,7 +3944,7 @@ void MeshVisualizerGLTest::renderWireframe3DPerspective() {
MeshVisualizerGL3D{MeshVisualizerGL3D::Flag::Wireframe} MeshVisualizerGL3D{MeshVisualizerGL3D::Flag::Wireframe}
.setWireframeWidth(8.0f) .setWireframeWidth(8.0f)
.setWireframeColor(0xff0000_rgbf) .setWireframeColor(0xff0000_rgbf)
.setViewportSize({80, 80}) .setViewportSize(Vector2{RenderSize})
.setTransformationMatrix( .setTransformationMatrix(
Matrix4::translation({0.0f, 0.5f, -3.5f})* Matrix4::translation({0.0f, 0.5f, -3.5f})*
Matrix4::rotationX(-60.0_degf)* Matrix4::rotationX(-60.0_degf)*
@ -4073,7 +4073,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderTangent
if(data.secondPassFlags) { if(data.secondPassFlags) {
MeshVisualizerGL3D{data.secondPassFlags} MeshVisualizerGL3D{data.secondPassFlags}
/** @todo make this unnecessary */ /** @todo make this unnecessary */
.setViewportSize({80, 80}) .setViewportSize(Vector2{RenderSize})
.setTransformationMatrix(transformation) .setTransformationMatrix(transformation)
.setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f))
.setColor(0xffff99_rgbf) .setColor(0xffff99_rgbf)
@ -4083,7 +4083,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderTangent
MeshVisualizerGL3D shader{data.flags|flag}; MeshVisualizerGL3D shader{data.flags|flag};
/** @todo make this unnecessary */ /** @todo make this unnecessary */
shader.setViewportSize({80, 80}); shader.setViewportSize(Vector2{RenderSize});
if(data.flags & (MeshVisualizerGL3D::Flag::PrimitiveId|MeshVisualizerGL3D::Flag::ObjectId|MeshVisualizerGL3D::Flag::VertexId)) if(data.flags & (MeshVisualizerGL3D::Flag::PrimitiveId|MeshVisualizerGL3D::Flag::ObjectId|MeshVisualizerGL3D::Flag::VertexId))
shader.bindColorMapTexture(_colorMapTexture); shader.bindColorMapTexture(_colorMapTexture);

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