Vladimír Vondruš
86a5a63af9
Test: most tests now pass on Zink as well.
...
Just adding a bunch of extension checks that I thought I would never
need again.
6 years ago
Vladimír Vondruš
8b0ad005d8
Shaders: properly skip a test if image plugins are not available.
6 years ago
Vladimír Vondruš
97e3e2a8fe
MeshTools,Shaders: make the rendering tests pass on llvmpipe.
6 years ago
Michael Tao
e5a6f543a0
Shaders: ambient also changes color with VertexColor in Phong.
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Also adapt the test to explicitly check for this.
6 years ago
Vladimír Vondruš
65a2ced2a7
Make this compile and test cleanly with CORRADE_NO_ASSERT defined.
6 years ago
Vladimír Vondruš
13c1fcdbfc
Shaders: forgot to list this file.
...
Made the WebGL test fail.
6 years ago
Vladimír Vondruš
55685ea382
Shaders: implement instancing in Phong.
6 years ago
Vladimír Vondruš
a1f1f66c04
Shaders: implement instancing in Flat.
6 years ago
Vladimír Vondruš
c9ea6aba2e
Shaders: grumble.
6 years ago
Vladimír Vondruš
9da27ce8dd
Shaders: ensure test description is set before skipping it.
6 years ago
Vladimír Vondruš
e3841ade7e
Shaders: object and primitive ID visualization in MeshVisualizer.
6 years ago
Vladimír Vondruš
60968779da
Shaders: avoid using deprecated functionality in a test.
6 years ago
Vladimír Vondruš
46d492fcc9
Shaders: list forgotten MeshVisualizer test files.
6 years ago
Vladimír Vondruš
6b0d29bec2
Shaders: turn a construction test into an instanced one.
...
Got more cases to test for.
6 years ago
Vladimír Vondruš
02525527a4
Shaders: ability to render instanced object ID in Flat/Phong.
6 years ago
Vladimír Vondruš
171e8a5301
Shaders: remove MeshVisualizer default behavior.
...
It was rendering everything with a plain color, which is rather useless.
Moreover it wasn't consistent with TBN visualization where you might
actually want only the lines rendered and not the triangle.
6 years ago
Vladimír Vondruš
6299ece980
Shaders: test MeshVisualizer TBN direction defaults.
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Now possible, with compile() supporting the new attribs and primitives
generating them.
Finally out of this cyclic dependency hell, yay.
6 years ago
Vladimír Vondruš
1b21e4e7ba
Primitives: switch to an enum set for texturable primitives.
...
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
6 years ago
Vladimír Vondruš
5b569942b8
Shaders: tangent space visualization in MeshVisualizer3D.
6 years ago
Vladimír Vondruš
c880e6293a
Shaders: enable noperspective in MeshVisualizer properly.
...
This makes existing tests slightly broken, which is good (if it
wouldn't, the thresholds would be too huge). Since the addition of ES3.2
geometry shaders (which broke this) happened long before there were
rendering tests for shaders, this breakage wasn't caught until now. Of
course proper tests would include the perspective case from the previous
commit since the very beginning, but that's hard to do when you're
testing long after the code was written.
The test files are now RLE-encoded, which makes them significantly
smaller (tho I assume Git would further compress both anyway). Not
updating existing files to RLE yet to avoid repo history bloat, doing
that the next time they get changed.
6 years ago
Vladimír Vondruš
73b6d1084a
Shaders: test perspective interpolation in MeshVisualizer wireframe.
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Broken, sigh.
6 years ago
Vladimír Vondruš
74c75178de
Shaders: add a 2D variant of MeshVisualizer.
6 years ago
Vladimír Vondruš
1a53976447
Shaders: delete duplicate code also in shader tests.
...
Half done in 2d1d9f4b29 , but these got
forgotten.
6 years ago
Vladimír Vondruš
f3a92c2afb
Shaders: rethink generic attribute allocation from scratch.
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This adds binormals, object IDs and instanced transformation, but has to
break existing locations in order to provide new guarantees.
6 years ago
Vladimír Vondruš
9a06b3515b
Shaders: implement texture coordinate transformation for all shaders.
...
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.
6 years ago
Vladimír Vondruš
0329721405
Shaders: fix default alpha mask in a zero-light Phong on GLES.
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A corner case of a corner case, of a corner case. Adapted the test to
check the defaults as well.
6 years ago
Vladimír Vondruš
de9c289328
Adapted all code and doc snippets to GL library changes.
6 years ago
Vladimír Vondruš
89d6d6de7c
Shaders: port tests away from MeshDataXD.
6 years ago
Marco Melorio
c632099501
Shaders: inflate rendering test thresholds a bit for the iPhone GPU.
7 years ago
Marco Melorio
2379b8cd09
Fixed shaders tests for iOS
7 years ago
Vladimír Vondruš
7489c4c2d7
Shaders: fix warnings in a test.
7 years ago
Vladimír Vondruš
a018521a8c
CMake: simplify plugin test setup.
...
No matter how broken iOS is in CMake 3.6, $<CONFIG> seems to work there,
so reducing the amount of code and putting the configure into a single
place independently of what generator or what system/build is used.
Compared to current state it always adds Debug/configure.h instead of
putting it directly to the ${CMAKE_CURRENT_BINARY_DIR}, but the
alternative would be some CMake branching again and I just removed that,
so no.
This also prepares everything for plugin libraries being put into a
central place -- the config files don't depend on their location
anymore.
7 years ago
Vladimír Vondruš
a1a59ec4ea
Shaders: assert on the wireframe flag when calling related setters.
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This is to be consistent with other shaders -- failing loudly is better
than habing to spend ages wondering why it doesn't render the thing.
7 years ago
Vladimír Vondruš
9315175a72
Shaders: avoid MeshVisualizer::VertexIndex reusing a generic color slot.
...
Can't really future-proof that, so just adding a lot of comments
everywhere.
7 years ago
Vladimír Vondruš
a0f0015211
Shaders: de-inline uniform setters.
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Reduces includes in the header quite a lot, yay.
7 years ago
Vladimír Vondruš
0e8e6f43e5
Shaders: adjust thresholds for Flat/Phong vertex color WebGL 1 tests.
7 years ago
Vladimír Vondruš
a515bdf297
Shaders: rendering tests for all remaining builtin shaders.
7 years ago
Vladimír Vondruš
2d1d9f4b29
Shaders: simplified [DistanceField]Vector and VertexColor shader tests.
7 years ago
Vladimír Vondruš
cd39463876
Shaders: verify that no GL errors happened during construction.
7 years ago
Vladimír Vondruš
5617cb5199
Shaders: vertex color support in Phong and Flat.
7 years ago
Vladimír Vondruš
a3c8d8ec63
Shaders: allow Phong with zero lights.
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Which makes it equivalent to Flat3D. Useful to reduce complexity in apps
that render models with pre-baked lighting.
7 years ago
Vladimír Vondruš
2d4df60257
Shaders: test for five lights works on ES2, too.
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Ugh.
7 years ago
Vladimír Vondruš
1696ffb177
Shaders: destruct test scaffolding in reverse order.
7 years ago
Vladimír Vondruš
87ac8a8cd2
Shaders: support object ID output in Flat and Phong.
7 years ago
Vladimír Vondruš
b3a455fdaa
Shaders: adapt Flat / Phong to more test results.
7 years ago
Vladimír Vondruš
d932ca3d78
Shaders: whoops, a leftover after pruning depth test from the tests.
7 years ago
Vladimír Vondruš
000833f86b
Shaders: these cheats for getting code coverage are not needed anymore.
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The testing is *real* now.
7 years ago
Vladimír Vondruš
c60ef6039f
Shaders: test Phong normal texture multi-bind as well.
7 years ago
Vladimír Vondruš
fd6bf54769
Shaders: no, these are not expected to fail on macOS.
7 years ago
Vladimír Vondruš
6a5a5496f5
Shaders: properly test all constructor combinations of Flat.
7 years ago