/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 Vladimír Vondruš 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 #include #include #include #include /** @todo remove once AbstractImporter is -free */ #include #include #include #include #ifdef CORRADE_TARGET_APPLE #include #include /* 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 #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 void construct(); #ifndef MAGNUM_TARGET_GLES2 template void constructUniformBuffers(); #endif template void constructMove(); #ifndef MAGNUM_TARGET_GLES2 template void constructMoveUniformBuffers(); #endif #ifndef MAGNUM_TARGET_GLES2 template void constructUniformBuffersInvalid(); #endif #ifndef MAGNUM_TARGET_GLES2 template void setUniformUniformBuffersEnabled(); template void bindBufferUniformBuffersNotEnabled(); #endif template void setTextureMatrixNotEnabled(); #ifndef MAGNUM_TARGET_GLES2 template void bindTextureTransformBufferNotEnabled(); #endif #ifndef MAGNUM_TARGET_GLES2 template void setWrongDrawOffset(); #endif void renderSetup(); void renderTeardown(); template void renderDefaults2D(); template void renderDefaults3D(); template void render2D(); template void render3D(); #ifndef MAGNUM_TARGET_GLES2 void renderMulti2D(); void renderMulti3D(); #endif private: PluginManager::Manager _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::construct<2>, &DistanceFieldVectorGLTest::construct<3>}, Containers::arraySize(ConstructData)); #ifndef MAGNUM_TARGET_GLES2 addInstancedTests({ &DistanceFieldVectorGLTest::constructUniformBuffers<2>, &DistanceFieldVectorGLTest::constructUniformBuffers<3>}, Containers::arraySize(ConstructUniformBuffersData)); #endif addTests({ &DistanceFieldVectorGLTest::constructMove<2>, &DistanceFieldVectorGLTest::constructMove<3>, #ifndef MAGNUM_TARGET_GLES2 &DistanceFieldVectorGLTest::constructMoveUniformBuffers<2>, &DistanceFieldVectorGLTest::constructMoveUniformBuffers<3>, #endif }); #ifndef MAGNUM_TARGET_GLES2 addInstancedTests({ &DistanceFieldVectorGLTest::constructUniformBuffersInvalid<2>, &DistanceFieldVectorGLTest::constructUniformBuffersInvalid<3>}, Containers::arraySize(ConstructUniformBuffersInvalidData)); #endif addTests({ #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::renderDefaults2D, #ifndef MAGNUM_TARGET_GLES2 &DistanceFieldVectorGLTest::renderDefaults2D, #endif &DistanceFieldVectorGLTest::renderDefaults3D, #ifndef MAGNUM_TARGET_GLES2 &DistanceFieldVectorGLTest::renderDefaults3D, #endif }, &DistanceFieldVectorGLTest::renderSetup, &DistanceFieldVectorGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &DistanceFieldVectorGLTest::render2D, #ifndef MAGNUM_TARGET_GLES2 &DistanceFieldVectorGLTest::render2D, #endif &DistanceFieldVectorGLTest::render3D, #ifndef MAGNUM_TARGET_GLES2 &DistanceFieldVectorGLTest::render3D, #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 void DistanceFieldVectorGLTest::construct() { setTestCaseTemplateName(Utility::format("{}", dimensions)); auto&& data = ConstructData[testCaseInstanceId()]; setTestCaseDescription(data.name); DistanceFieldVectorGL 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(); } #ifndef MAGNUM_TARGET_GLES2 template 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()) 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()) CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported."); #elif !defined(MAGNUM_TARGET_WEBGL) if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported."); #else if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported."); #endif } DistanceFieldVectorGL 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(); } #endif template void DistanceFieldVectorGLTest::constructMove() { setTestCaseTemplateName(Utility::format("{}", dimensions)); DistanceFieldVectorGL a{DistanceFieldVectorGL::Flag::TextureTransformation}; const GLuint id = a.id(); CORRADE_VERIFY(id); MAGNUM_VERIFY_NO_GL_ERROR(); DistanceFieldVectorGL b{std::move(a)}; CORRADE_COMPARE(b.id(), id); CORRADE_COMPARE(b.flags(), DistanceFieldVectorGL::Flag::TextureTransformation); CORRADE_VERIFY(!a.id()); DistanceFieldVectorGL c{NoCreate}; c = std::move(b); CORRADE_COMPARE(c.id(), id); CORRADE_COMPARE(c.flags(), DistanceFieldVectorGL::Flag::TextureTransformation); CORRADE_VERIFY(!b.id()); } #ifndef MAGNUM_TARGET_GLES2 template void DistanceFieldVectorGLTest::constructMoveUniformBuffers() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif DistanceFieldVectorGL a{DistanceFieldVectorGL::Flag::UniformBuffers, 2, 5}; const GLuint id = a.id(); CORRADE_VERIFY(id); MAGNUM_VERIFY_NO_GL_ERROR(); DistanceFieldVectorGL b{std::move(a)}; CORRADE_COMPARE(b.id(), id); CORRADE_COMPARE(b.flags(), DistanceFieldVectorGL::Flag::UniformBuffers); CORRADE_COMPARE(b.materialCount(), 2); CORRADE_COMPARE(b.drawCount(), 5); CORRADE_VERIFY(!a.id()); DistanceFieldVectorGL c{NoCreate}; c = std::move(b); CORRADE_COMPARE(c.id(), id); CORRADE_COMPARE(c.flags(), DistanceFieldVectorGL::Flag::UniformBuffers); CORRADE_COMPARE(c.materialCount(), 2); CORRADE_COMPARE(c.drawCount(), 5); CORRADE_VERIFY(!b.id()); } #endif #ifndef MAGNUM_TARGET_GLES2 template void DistanceFieldVectorGLTest::constructUniformBuffersInvalid() { auto&& data = ConstructUniformBuffersInvalidData[testCaseInstanceId()]; setTestCaseDescription(data.name); setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif std::ostringstream out; Error redirectError{&out}; DistanceFieldVectorGL{data.flags, data.materialCount, data.drawCount}; CORRADE_COMPARE(out.str(), Utility::formatString( "Shaders::DistanceFieldVectorGL: {}\n", data.message)); } #endif #ifndef MAGNUM_TARGET_GLES2 template void DistanceFieldVectorGLTest::setUniformUniformBuffersEnabled() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif std::ostringstream out; Error redirectError{&out}; DistanceFieldVectorGL shader{DistanceFieldVectorGL::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 void DistanceFieldVectorGLTest::bindBufferUniformBuffersNotEnabled() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; GL::Buffer buffer; DistanceFieldVectorGL 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 void DistanceFieldVectorGLTest::setTextureMatrixNotEnabled() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; DistanceFieldVectorGL 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 void DistanceFieldVectorGLTest::bindTextureTransformBufferNotEnabled() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) 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 shader{DistanceFieldVectorGL::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 void DistanceFieldVectorGLTest::setWrongDrawOffset() { setTestCaseTemplateName(Utility::format("{}", dimensions)); #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif std::ostringstream out; Error redirectError{&out}; DistanceFieldVectorGL{DistanceFieldVectorGL::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 void DistanceFieldVectorGLTest::renderDefaults2D() { #ifndef MAGNUM_TARGET_GLES2 if(flag == DistanceFieldVectorGL2D::Flag::UniformBuffers) { setTestCaseTemplateName("Flag::UniformBuffers"); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D texture; Containers::Optional 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Path::join(_testDir, "VectorTestFiles/defaults-distancefield.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void DistanceFieldVectorGLTest::renderDefaults3D() { #ifndef MAGNUM_TARGET_GLES2 if(flag == DistanceFieldVectorGL3D::Flag::UniformBuffers) { setTestCaseTemplateName("Flag::UniformBuffers"); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D texture; Containers::Optional 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Path::join(_testDir, "VectorTestFiles/defaults-distancefield.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template 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()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D texture; Containers::Optional 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 pixels = Containers::arrayCast(rendered.pixels()); 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 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()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D texture; Containers::Optional 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 pixels = Containers::arrayCast(rendered.pixels()); 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()) 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()) CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported."); #elif !defined(MAGNUM_TARGET_WEBGL) if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported."); #else if(!GL::Context::current().isExtensionSupported()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); Containers::Optional 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 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 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 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 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), 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()) 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()) CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported."); #elif !defined(MAGNUM_TARGET_WEBGL) if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported."); #else if(!GL::Context::current().isExtensionSupported()) 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 importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); Containers::Optional 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 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 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 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 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(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Path::join({_testDir, "VectorTestFiles", data.expected3D}), (DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold})); } #endif }}}} CORRADE_TEST_MAIN(Magnum::Shaders::Test::DistanceFieldVectorGLTest)