/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 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 #include #include #include #include "Magnum/Image.h" #include "Magnum/ImageView.h" #include "Magnum/PixelFormat.h" #include "Magnum/DebugTools/CompareImage.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Framebuffer.h" #include "Magnum/GL/Mesh.h" #include "Magnum/GL/OpenGLTester.h" #include "Magnum/GL/Renderer.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/Matrix4.h" #include "Magnum/MeshTools/Compile.h" #include "Magnum/MeshTools/Transform.h" #include "Magnum/Primitives/Plane.h" #include "Magnum/Primitives/UVSphere.h" #include "Magnum/Shaders/PhongGL.h" #include "Magnum/Trade/AbstractImporter.h" #include "Magnum/Trade/ImageData.h" #include "Magnum/Trade/MeshData.h" #ifndef MAGNUM_TARGET_GLES2 #include #include "Magnum/GL/MeshView.h" #include "Magnum/MeshTools/Concatenate.h" #include "Magnum/MeshTools/GenerateIndices.h" #include "Magnum/Primitives/Cone.h" #include "Magnum/Shaders/Generic.h" #include "Magnum/Shaders/Phong.h" #endif #include "configure.h" namespace Magnum { namespace Shaders { namespace Test { namespace { struct PhongGLTest: GL::OpenGLTester { explicit PhongGLTest(); void construct(); #ifndef MAGNUM_TARGET_GLES2 void constructUniformBuffers(); #endif void constructMove(); #ifndef MAGNUM_TARGET_GLES2 void constructMoveUniformBuffers(); #endif void constructTextureTransformationNotTextured(); #ifndef MAGNUM_TARGET_GLES2 void constructUniformBuffersInvalid(); #endif #ifndef MAGNUM_TARGET_GLES2 void setUniformUniformBuffersEnabled(); void bindBufferUniformBuffersNotEnabled(); #endif void bindTexturesNotEnabled(); void setAlphaMaskNotEnabled(); void setTextureMatrixNotEnabled(); #ifndef MAGNUM_TARGET_GLES2 void bindTextureTransformBufferNotEnabled(); #endif #ifndef MAGNUM_TARGET_GLES2 void setObjectIdNotEnabled(); #endif void setWrongLightCount(); void setWrongLightId(); #ifndef MAGNUM_TARGET_GLES2 void setWrongDrawOffset(); #endif void renderSetup(); void renderTeardown(); template void renderDefaults(); template void renderColored(); template void renderSinglePixelTextured(); template void renderTextured(); template void renderTexturedNormal(); template void renderVertexColor(); template void renderShininess(); void renderAlphaSetup(); void renderAlphaTeardown(); template void renderAlpha(); #ifndef MAGNUM_TARGET_GLES2 void renderObjectIdSetup(); void renderObjectIdTeardown(); template void renderObjectId(); #endif template void renderLights(); /* This tests something that's irrelevant to UBOs */ void renderLightsSetOneByOne(); /* This tests just the algorithm, not affected by UBOs */ void renderLowLightAngle(); template void renderZeroLights(); template void renderInstanced(); #ifndef MAGNUM_TARGET_GLES2 void renderMulti(); #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 on: - Mesa Intel - Mesa AMD . Mesa llvmpipe - SwiftShader ES2/ES3 - ARM Mali (Huawei P10) ES2/ES3 (except instancing) - WebGL 1 / 2 (on Mesa Intel) (except instancing) - NVidia Windows (except instancing) - Intel Windows (except instancing) - AMD on macOS (except instancing) - iPhone 6 w/ iOS 12.4 (except instancing) */ constexpr struct { const char* name; PhongGL::Flags flags; UnsignedInt lightCount; } ConstructData[]{ {"", {}, 1}, {"ambient texture", PhongGL::Flag::AmbientTexture, 1}, {"diffuse texture", PhongGL::Flag::DiffuseTexture, 1}, {"diffuse texture + texture transform", PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureTransformation, 1}, {"specular texture", PhongGL::Flag::SpecularTexture, 1}, {"normal texture", PhongGL::Flag::NormalTexture, 1}, {"normal texture + separate bitangents", PhongGL::Flag::NormalTexture|PhongGL::Flag::Bitangent, 1}, {"separate bitangents alone", PhongGL::Flag::Bitangent, 1}, {"ambient + diffuse texture", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture, 1}, {"ambient + specular texture", PhongGL::Flag::AmbientTexture|PhongGL::Flag::SpecularTexture, 1}, {"diffuse + specular texture", PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture, 1}, {"ambient + diffuse + specular texture", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture, 1}, {"ambient + diffuse + specular + normal texture", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture, 1}, {"alpha mask", PhongGL::Flag::AlphaMask, 1}, {"alpha mask + diffuse texture", PhongGL::Flag::AlphaMask|PhongGL::Flag::DiffuseTexture, 1}, {"vertex colors", PhongGL::Flag::VertexColor, 1}, {"vertex colors + diffuse texture", PhongGL::Flag::VertexColor|PhongGL::Flag::DiffuseTexture, 1}, #ifndef MAGNUM_TARGET_GLES2 {"object ID", PhongGL::Flag::ObjectId, 1}, {"instanced object ID", PhongGL::Flag::InstancedObjectId, 1}, {"object ID + alpha mask + specular texture", PhongGL::Flag::ObjectId|PhongGL::Flag::AlphaMask|PhongGL::Flag::SpecularTexture, 1}, #endif {"five lights", {}, 5}, {"zero lights", {}, 0}, {"instanced transformation", PhongGL::Flag::InstancedTransformation, 3}, {"instanced specular texture offset", PhongGL::Flag::SpecularTexture|PhongGL::Flag::InstancedTextureOffset, 3}, {"instanced normal texture offset", PhongGL::Flag::NormalTexture|PhongGL::Flag::InstancedTextureOffset, 3} }; #ifndef MAGNUM_TARGET_GLES2 constexpr struct { const char* name; PhongGL::Flags flags; UnsignedInt lightCount, materialCount, drawCount; } ConstructUniformBuffersData[]{ {"classic fallback", {}, 1, 1, 1}, {"", PhongGL::Flag::UniformBuffers, 1, 1, 1}, /* SwiftShader has 256 uniform vectors at most, per-3D-draw is 4+4, per-material 4, per-light 4 plus 4 for projection */ {"multiple lights, materials, draws", PhongGL::Flag::UniformBuffers, 8, 8, 24}, {"zero lights", PhongGL::Flag::UniformBuffers, 0, 16, 24}, {"ambient + diffuse + specular texture", PhongGL::Flag::UniformBuffers|PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture, 1, 1, 1}, {"ambient + diffuse + specular texture + texture transformation", PhongGL::Flag::UniformBuffers|PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::TextureTransformation, 1, 1, 1}, {"normal texture", PhongGL::Flag::UniformBuffers|PhongGL::Flag::NormalTexture, 1, 1, 1}, {"normal texture + separate bitangents", PhongGL::Flag::UniformBuffers|PhongGL::Flag::NormalTexture|PhongGL::Flag::Bitangent, 1, 1, 1}, {"alpha mask", PhongGL::Flag::UniformBuffers|PhongGL::Flag::AlphaMask, 1, 1, 1}, {"object ID", PhongGL::Flag::UniformBuffers|PhongGL::Flag::ObjectId, 1, 1, 1} }; constexpr struct { const char* name; PhongGL::Flags flags; UnsignedInt lightCount, materialCount, drawCount; const char* message; } ConstructUniformBuffersInvalidData[]{ {"zero draws", PhongGL::Flag::UniformBuffers, 1, 1, 0, "draw count can't be zero"}, {"zero materials", PhongGL::Flag::UniformBuffers, 1, 0, 1, "material count can't be zero"}, }; #endif using namespace Math::Literals; const struct { const char* name; Deg rotation; Color3 lightColor1, lightColor2; Float lightPosition1, lightPosition2; } RenderColoredData[]{ {"", {}, 0x993366_rgbf, 0x669933_rgbf, -3.0f, 3.0f}, {"flip lights", {}, 0x669933_rgbf, 0x993366_rgbf, 3.0f, -3.0f}, {"rotated", 45.0_degf, 0x993366_rgbf, 0x669933_rgbf, -3.0f, 3.0f} }; constexpr struct { const char* name; bool multiBind; } RenderSinglePixelTexturedData[]{ {"", false}, {"multi bind", true} }; const struct { const char* name; const char* expected; PhongGL::Flags flags; Matrix3 textureTransformation; } RenderTexturedData[]{ {"all", "textured.tga", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture, {}}, {"ambient", "textured-ambient.tga", PhongGL::Flag::AmbientTexture, {}}, {"diffuse", "textured-diffuse.tga", PhongGL::Flag::DiffuseTexture, {}}, {"diffuse transformed", "textured-diffuse-transformed.tga", PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureTransformation, Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}) }, {"specular", "textured-specular.tga", PhongGL::Flag::SpecularTexture, {}} }; /* MSVC 2015 doesn't like constexpr here due to the angles */ const struct { const char* name; const char* expected; bool multiBind; Deg rotation; Float scale; Vector4 tangent; Vector3 bitangent; PhongGL::Tangent4::Components tangentComponents; bool flipNormalY; PhongGL::Flags flags; } RenderTexturedNormalData[]{ {"", "textured-normal.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"multi bind", "textured-normal.tga", true, {}, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"rotated 90°", "textured-normal.tga", false, 90.0_degf, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"rotated -90°", "textured-normal.tga", false, -90.0_degf, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"0.5 scale", "textured-normal0.5.tga", false, {}, 0.5f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"0.0 scale", "textured-normal0.0.tga", false, {}, 0.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, /* The fourth component, if missing, gets automatically filled up to 1, so this should work */ {"implicit bitangent direction", "textured-normal.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, 0.0f}, {}, PhongGL::Tangent4::Components::Three, false, {}}, {"separate bitangents", "textured-normal.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, PhongGL::Tangent4::Components::Three, false, PhongGL::Flag::Bitangent}, {"right-handed, flipped Y", "textured-normal-left.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, 1.0f}, {}, PhongGL::Tangent4::Components::Four, true, {}}, {"left-handed", "textured-normal-left.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, -1.0f}, {}, PhongGL::Tangent4::Components::Four, false, {}}, {"left-handed, separate bitangents", "textured-normal-left.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, PhongGL::Tangent4::Components::Three, false, PhongGL::Flag::Bitangent}, {"left-handed, flipped Y", "textured-normal.tga", false, {}, 1.0f, {1.0f, 0.0f, 0.0f, -1.0f}, {}, PhongGL::Tangent4::Components::Four, true, {}} }; const struct { const char* name; const char* expected; Float shininess; Color4 specular; } RenderShininessData[] { {"80", "shininess80.tga", 80.0f, 0xffffff_rgbf}, {"10", "shininess10.tga", 10.0f, 0xffffff_rgbf}, {"0", "shininess0.tga", 0.0f, 0xffffff_rgbf}, {"0.001", "shininess0.tga", 0.001f, 0xffffff_rgbf}, {"black specular", "shininess-black-specular.tga", 80.0f, 0x000000_rgbf} }; const struct { const char* name; const char* expected; bool blending; PhongGL::Flags flags; Float threshold; const char* ambientTexture; const char* diffuseTexture; Color4 ambientColor; Color4 diffuseColor; } RenderAlphaData[] { /* All those deliberately have a non-white diffuse in order to match the expected data from textured() */ {"none, separate", "PhongTestFiles/textured-diffuse.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture, 0.0f, "alpha-texture.tga", "diffuse-texture.tga", 0xffffffff_rgbaf, 0x9999ff00_rgbaf}, {"none, combined", "PhongTestFiles/textured-diffuse.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture, 0.0f, "diffuse-alpha-texture.tga", "diffuse-alpha-texture.tga", 0x000000ff_rgbaf, 0x9999ff00_rgbaf}, {"blending, separate", "PhongTestFiles/textured-diffuse-alpha.tga", true, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture, 0.0f, "alpha-texture.tga", "diffuse-texture.tga", 0xffffffff_rgbaf, 0x9999ff00_rgbaf}, {"blending, combined", "PhongTestFiles/textured-diffuse-alpha.tga", true, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture, 0.0f, "diffuse-alpha-texture.tga", "diffuse-alpha-texture.tga", 0x000000ff_rgbaf, 0x9999ff00_rgbaf}, {"masking 0.0, separate", "PhongTestFiles/textured-diffuse.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::AlphaMask, 0.0f, "alpha-texture.tga", "diffuse-texture.tga", 0xffffffff_rgbaf, 0x9999ff00_rgbaf}, {"masking 0.5, separate", "PhongTestFiles/textured-diffuse-alpha-mask0.5.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::AlphaMask, 0.5f, "alpha-texture.tga", "diffuse-texture.tga", 0xffffffff_rgbaf, 0x9999ff00_rgbaf}, {"masking 0.5, combined", "PhongTestFiles/textured-diffuse-alpha-mask0.5.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::AlphaMask, 0.5f, "diffuse-alpha-texture.tga", "diffuse-alpha-texture.tga", 0x000000ff_rgbaf, 0x9999ff00_rgbaf}, {"masking 1.0, separate", "TestFiles/alpha-mask1.0.tga", false, PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::AlphaMask, 1.0f, "alpha-texture.tga", "diffuse-texture.tga", 0xffffffff_rgbaf, 0x9999ff00_rgbaf} }; #ifndef MAGNUM_TARGET_GLES2 constexpr struct { const char* name; PhongGL::Flags flags; UnsignedInt uniformId; UnsignedInt instanceCount; UnsignedInt expected; } RenderObjectIdData[] { {"", /* Verify that it can hold 16 bits at least */ PhongGL::Flag::ObjectId, 48526, 0, 48526}, {"instanced, first instance", PhongGL::Flag::InstancedObjectId, 13524, 1, 24526}, {"instanced, second instance", PhongGL::Flag::InstancedObjectId, 13524, 2, 62347} }; #endif const struct { const char* name; const char* file; Vector4 position; Color3 specularColor, lightSpecularColor; Float intensity; Float range; Containers::Array> picks; } RenderLightsData[] { {"directional", "light-directional.tga", {1.0f, -1.5f, 0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, Constants::inf(), {InPlaceInit, { /* Ambient isn't affected by light direction, otherwise it's a dot product of a normalized direction */ {{40, 40}, 0x222222_rgb + 0xff8080_rgb*dot(Vector3{1.0f, -1.5f, 0.5f}.normalized(), Vector3::zAxis())}, /* and it's the same across the whole surface */ {{70, 70}, 0x222222_rgb + 0xff8080_rgb*dot(Vector3{1.0f, -1.5f, 0.5f}.normalized(), Vector3::zAxis())}, }}}, /* These two should produce the same output as the *normalized* dot product is the same */ {"directional, from the other side", "light-directional.tga", {-1.0f, 1.5f, 0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, Constants::inf(), {}}, {"directional, scaled direction", "light-directional.tga", {10.0f, -15.0f, 5.0f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, Constants::inf(), {}}, /* Range should have no effect either, especially zero range should not cause any NaNs */ {"directional, range=0.1", "light-directional.tga", {1.0f, -1.5f, 0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 1.0f, {}}, {"directional, range=0", "light-directional.tga", {1.0f, -1.5f, 0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 1.0f, {}}, /* Light from the other side doesn't contribute anything */ {"directional, from back", "light-none.tga", {-1.0f, 1.5f, -0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, Constants::inf(), {InPlaceInit, { /* Only ambient color left */ {{40, 40}, 0x222222_rgb} }}}, /* This is the same as above, except that twice the intensity causes it to be 2x brighter */ {"directional, intensity=2", "light-directional-intensity2.tga", {1.0f, -1.5f, 0.5f, 0.0f}, Color3{1.0f}, Color3{1.0f}, 2.0f, 1.0f, {InPlaceInit, { {{40, 40}, 0x222222_rgb + 0xff8080_rgb*dot(Vector3{1.0f, -1.5f, 0.5f}.normalized(), Vector3::zAxis())*2.0f} }}}, {"point", "light-point.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, Constants::inf(), {InPlaceInit, { /* The range is inf, so it doesn't get fully ambient even at the edge */ {{8, 71}, 0x2c2727_rgb}, /* Closest to the light */ {{63, 16}, 0x222222_rgb + 0xff8080_rgb/(1 + 0.75f*0.75f)}, /* Specular highlight */ {{60, 19}, 0xc47575_rgb} }}}, {"point, specular material color", "light-point-specular-color.tga", {0.75f, -0.75f, -0.75f, 1.0f}, 0x80ff80_rgbf, Color3{1.0f}, 1.0f, Constants::inf(), {InPlaceInit, { /* Colored specular highlight */ {{60, 19}, 0xc27573_rgb} }}}, {"point, specular light color", "light-point-specular-color.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, 0x80ff80_rgbf, 1.0f, Constants::inf(), {InPlaceInit, { /* Colored specular highlight */ {{60, 19}, 0xc27573_rgb} }}}, {"point, attenuated specular", "light-point-attenuated-specular.tga", {1.0f, -1.0f, -0.25f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 2.5f, {InPlaceInit, { /* Specular highlight shouldn't be brighter than the attenuated intensity */ {{57, 22}, 0xa68787_rgb} }}}, {"point, range=1.5, specular color", "light-point-range1.5.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, 0x80ff80_rgbf, 1.0f, 1.5f, {InPlaceInit, { /* Color goes back to ambient at distance = 1.5 */ {{59, 60}, 0x222222_rgb}, {{29, 50}, 0x222222_rgb}, {{19, 14}, 0x222222_rgb}, /* But the center and specular stays ~ the same */ {{63, 16}, 0xb16a6a_rgb}, {{60, 19}, 0xad6a69_rgb} }}}, {"point, intensity=10, range=1.0", "light-point-intensity10-range1.0.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 10.0f, 1.0f, {}}, /* Range ends right at the surface, so no contribution */ {"point, range=0.75", "light-none.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 0.75f, {}}, /* Zero range should not cause any NaNs, so the ambient contribution is still there */ {"point, range=0.0", "light-none.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 0.0f, {}}, /* Distance is 0, which means the direction is always prependicular and thus contributes nothing */ {"point, distance=0", "light-none.tga", {0.75f, -0.75f, -0.75f, 1.0f}, Color3{1.0f}, Color3{1.0f}, 1.0f, 0.0f, {}} }; constexpr struct { const char* name; const char* file; PhongGL::Flags flags; Float maxThreshold, meanThreshold; } RenderInstancedData[] { {"diffuse", "instanced.tga", {}, #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* AMD has one off pixel; SwiftShader a bit more */ 96.34f, 0.113f, #else /* WebGL 1 doesn't have 8bit renderbuffer storage */ 96.34f, 0.113f, #endif }, {"diffuse + normal", "instanced-normal.tga", PhongGL::Flag::NormalTexture, #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* AMD has one off pixel, llvmpipe more */ 96.0f, 0.333f, #else /* WebGL 1 doesn't have 8bit renderbuffer storage */ 96.0f, 0.333f, #endif } }; #ifndef MAGNUM_TARGET_GLES2 constexpr struct { const char* name; const char* expected; PhongGL::Flags flags; UnsignedInt lightCount, materialCount, drawCount; UnsignedInt uniformIncrement; Float maxThreshold, meanThreshold; } RenderMultiData[] { {"bind with offset, colored", "multidraw.tga", {}, 2, 1, 1, 16, 0.0f, 0.0f}, {"bind with offset, textured", "multidraw-textured.tga", PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture, 2, 1, 1, 16, 0.0f, 0.0f}, {"draw offset, colored", "multidraw.tga", {}, 4, 2, 3, 1, 0.0f, 0.0f}, {"draw offset, textured", "multidraw-textured.tga", PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture, 4, 2, 3, 1, 0.0f, 0.0f} }; #endif PhongGLTest::PhongGLTest() { addInstancedTests({&PhongGLTest::construct}, Containers::arraySize(ConstructData)); #ifndef MAGNUM_TARGET_GLES2 addInstancedTests({&PhongGLTest::constructUniformBuffers}, Containers::arraySize(ConstructUniformBuffersData)); #endif addTests({ &PhongGLTest::constructMove, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::constructMoveUniformBuffers, #endif &PhongGLTest::constructTextureTransformationNotTextured}); #ifndef MAGNUM_TARGET_GLES2 addInstancedTests({ &PhongGLTest::constructUniformBuffersInvalid}, Containers::arraySize(ConstructUniformBuffersInvalidData)); #endif addTests({ #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::setUniformUniformBuffersEnabled, &PhongGLTest::bindBufferUniformBuffersNotEnabled, #endif &PhongGLTest::bindTexturesNotEnabled, &PhongGLTest::setAlphaMaskNotEnabled, &PhongGLTest::setTextureMatrixNotEnabled, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::bindTextureTransformBufferNotEnabled, #endif #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::setObjectIdNotEnabled, #endif &PhongGLTest::setWrongLightCount, &PhongGLTest::setWrongLightId, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::setWrongDrawOffset #endif }); /* MSVC needs explicit type due to default template args */ addTests({ &PhongGLTest::renderDefaults, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderDefaults #endif }, &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderColored, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderColored #endif }, Containers::arraySize(RenderColoredData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderSinglePixelTextured, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderSinglePixelTextured #endif }, Containers::arraySize(RenderSinglePixelTexturedData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderTextured, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderTextured #endif }, Containers::arraySize(RenderTexturedData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderTexturedNormal, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderTexturedNormal #endif }, Containers::arraySize(RenderTexturedNormalData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addTests({ &PhongGLTest::renderVertexColor, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderVertexColor, #endif &PhongGLTest::renderVertexColor, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderVertexColor, #endif }, &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderShininess, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderShininess, #endif }, Containers::arraySize(RenderShininessData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderAlpha, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderAlpha #endif }, Containers::arraySize(RenderAlphaData), &PhongGLTest::renderAlphaSetup, &PhongGLTest::renderAlphaTeardown); #ifndef MAGNUM_TARGET_GLES2 /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderObjectId, &PhongGLTest::renderObjectId}, Containers::arraySize(RenderObjectIdData), &PhongGLTest::renderObjectIdSetup, &PhongGLTest::renderObjectIdTeardown); #endif /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderLights, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderLights, #endif }, Containers::arraySize(RenderLightsData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); addTests({&PhongGLTest::renderLightsSetOneByOne, &PhongGLTest::renderLowLightAngle}, &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); /* MSVC needs explicit type due to default template args */ addTests({ &PhongGLTest::renderZeroLights, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderZeroLights #endif }, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderObjectIdSetup, &PhongGLTest::renderObjectIdTeardown #else &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown #endif ); /* MSVC needs explicit type due to default template args */ addInstancedTests({ &PhongGLTest::renderInstanced, #ifndef MAGNUM_TARGET_GLES2 &PhongGLTest::renderInstanced, #endif }, Containers::arraySize(RenderInstancedData), &PhongGLTest::renderSetup, &PhongGLTest::renderTeardown); #ifndef MAGNUM_TARGET_GLES2 addInstancedTests({&PhongGLTest::renderMulti}, Containers::arraySize(RenderMultiData), &PhongGLTest::renderObjectIdSetup, &PhongGLTest::renderObjectIdTeardown); #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::Directory::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::Directory::path(Utility::Directory::executableLocation()); } else #endif { _testDir = SHADERS_TEST_DIR; } } void PhongGLTest::construct() { auto&& data = ConstructData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES if((data.flags & PhongGL::Flag::ObjectId) && !GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported."); #endif PhongGL shader{data.flags, data.lightCount}; CORRADE_COMPARE(shader.flags(), data.flags); CORRADE_COMPARE(shader.lightCount(), data.lightCount); CORRADE_VERIFY(shader.id()); { #ifdef CORRADE_TARGET_APPLE 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 void PhongGLTest::constructUniformBuffers() { auto&& data = ConstructUniformBuffersData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES if((data.flags & PhongGL::Flag::UniformBuffers) && !GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); if((data.flags & PhongGL::Flag::ObjectId) && !GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported."); #endif PhongGL shader{data.flags, data.lightCount, data.materialCount, data.drawCount}; CORRADE_COMPARE(shader.flags(), data.flags); CORRADE_COMPARE(shader.lightCount(), data.lightCount); CORRADE_COMPARE(shader.materialCount(), data.materialCount); CORRADE_COMPARE(shader.drawCount(), data.drawCount); CORRADE_VERIFY(shader.id()); { #ifdef CORRADE_TARGET_APPLE 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 void PhongGLTest::constructMove() { PhongGL a{PhongGL::Flag::AlphaMask, 3}; const GLuint id = a.id(); CORRADE_VERIFY(id); MAGNUM_VERIFY_NO_GL_ERROR(); PhongGL b{std::move(a)}; CORRADE_COMPARE(b.id(), id); CORRADE_COMPARE(b.flags(), PhongGL::Flag::AlphaMask); CORRADE_COMPARE(b.lightCount(), 3); CORRADE_VERIFY(!a.id()); PhongGL c{NoCreate}; c = std::move(b); CORRADE_COMPARE(c.id(), id); CORRADE_COMPARE(c.flags(), PhongGL::Flag::AlphaMask); CORRADE_COMPARE(c.lightCount(), 3); CORRADE_VERIFY(!b.id()); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::constructMoveUniformBuffers() { #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif PhongGL a{PhongGL::Flag::UniformBuffers, 3, 2, 5}; const GLuint id = a.id(); CORRADE_VERIFY(id); MAGNUM_VERIFY_NO_GL_ERROR(); PhongGL b{std::move(a)}; CORRADE_COMPARE(b.id(), id); CORRADE_COMPARE(b.flags(), PhongGL::Flag::UniformBuffers); CORRADE_COMPARE(b.lightCount(), 3); CORRADE_COMPARE(b.materialCount(), 2); CORRADE_COMPARE(b.drawCount(), 5); CORRADE_VERIFY(!a.id()); PhongGL c{NoCreate}; c = std::move(b); CORRADE_COMPARE(c.id(), id); CORRADE_COMPARE(c.flags(), PhongGL::Flag::UniformBuffers); CORRADE_COMPARE(c.lightCount(), 3); CORRADE_COMPARE(c.materialCount(), 2); CORRADE_COMPARE(c.drawCount(), 5); CORRADE_VERIFY(!b.id()); } #endif void PhongGLTest::constructTextureTransformationNotTextured() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL{PhongGL::Flag::TextureTransformation}; CORRADE_COMPARE(out.str(), "Shaders::PhongGL: texture transformation enabled but the shader is not textured\n"); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::constructUniformBuffersInvalid() { auto&& data = ConstructUniformBuffersInvalidData[testCaseInstanceId()]; setTestCaseDescription(data.name); #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}; PhongGL{data.flags, data.lightCount, data.materialCount, data.drawCount}; CORRADE_COMPARE(out.str(), Utility::formatString( "Shaders::PhongGL: {}\n", data.message)); } #endif #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::setUniformUniformBuffersEnabled() { #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}; PhongGL shader{PhongGL::Flag::UniformBuffers}; shader.setAmbientColor({}) .setDiffuseColor({}) .setNormalTextureScale({}) .setSpecularColor({}) .setShininess({}) .setAlphaMask({}) .setObjectId({}) .setTransformationMatrix({}) .setNormalMatrix({}) .setProjectionMatrix({}) .setTextureMatrix({}) .setLightPositions(std::initializer_list{}) .setLightPosition(0, Vector4{}) .setLightColors(std::initializer_list{}) .setLightColor(0, Color3{}) .setLightSpecularColors({}) .setLightSpecularColor(0, {}) .setLightRanges({}) .setLightRange(0, {}); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setAmbientColor(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setDiffuseColor(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setNormalTextureScale(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setSpecularColor(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setShininess(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setAlphaMask(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setObjectId(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setTransformationMatrix(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setNormalMatrix(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setProjectionMatrix(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setTextureMatrix(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightPositions(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightPosition(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightColors(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightColor(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightSpecularColors(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightSpecularColor(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightRanges(): the shader was created with uniform buffers enabled\n" "Shaders::PhongGL::setLightRange(): the shader was created with uniform buffers enabled\n"); } void PhongGLTest::bindBufferUniformBuffersNotEnabled() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; GL::Buffer buffer; PhongGL shader; shader.bindProjectionBuffer(buffer) .bindProjectionBuffer(buffer, 0, 16) .bindTransformationBuffer(buffer) .bindTransformationBuffer(buffer, 0, 16) .bindDrawBuffer(buffer) .bindDrawBuffer(buffer, 0, 16) .bindTextureTransformationBuffer(buffer) .bindTextureTransformationBuffer(buffer, 0, 16) .bindMaterialBuffer(buffer) .bindMaterialBuffer(buffer, 0, 16) .bindLightBuffer(buffer) .bindLightBuffer(buffer, 0, 16) .setDrawOffset(0); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled\n" "Shaders::PhongGL::setDrawOffset(): the shader was not created with uniform buffers enabled\n"); } #endif void PhongGLTest::bindTexturesNotEnabled() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; GL::Texture2D texture; PhongGL shader; shader.bindAmbientTexture(texture) .bindDiffuseTexture(texture) .bindSpecularTexture(texture) .bindNormalTexture(texture) .setNormalTextureScale(0.5f) .bindTextures(&texture, &texture, &texture, &texture); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled\n" "Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled\n" "Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled\n" "Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled\n" "Shaders::PhongGL::setNormalTextureScale(): the shader was not created with normal texture enabled\n" "Shaders::PhongGL::bindTextures(): the shader was not created with any textures enabled\n"); } void PhongGLTest::setAlphaMaskNotEnabled() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL shader; shader.setAlphaMask(0.75f); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setAlphaMask(): the shader was not created with alpha mask enabled\n"); } void PhongGLTest::setTextureMatrixNotEnabled() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL shader; shader.setTextureMatrix({}); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setTextureMatrix(): the shader was not created with texture transformation enabled\n"); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::bindTextureTransformBufferNotEnabled() { #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}; PhongGL shader{PhongGL::Flag::UniformBuffers}; shader.bindTextureTransformationBuffer(buffer) .bindTextureTransformationBuffer(buffer, 0, 16); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n" "Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n"); } #endif #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::setObjectIdNotEnabled() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL shader; shader.setObjectId(33376); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setObjectId(): the shader was not created with object ID enabled\n"); } #endif void PhongGLTest::setWrongLightCount() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL{{}, 5} .setLightColors({Color3{}}) .setLightPositions({Vector4{}}) .setLightRanges({0.0f}); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setLightColors(): expected 5 items but got 1\n" "Shaders::PhongGL::setLightPositions(): expected 5 items but got 1\n" "Shaders::PhongGL::setLightRanges(): expected 5 items but got 1\n"); } void PhongGLTest::setWrongLightId() { #ifdef CORRADE_NO_ASSERT CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions"); #endif std::ostringstream out; Error redirectError{&out}; PhongGL{{}, 3} .setLightColor(3, Color3{}) .setLightPosition(3, Vector4{}) .setLightRange(3, 0.0f); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setLightColor(): light ID 3 is out of bounds for 3 lights\n" "Shaders::PhongGL::setLightPosition(): light ID 3 is out of bounds for 3 lights\n" "Shaders::PhongGL::setLightRange(): light ID 3 is out of bounds for 3 lights\n"); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::setWrongDrawOffset() { #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}; PhongGL{PhongGL::Flag::UniformBuffers, 1, 2, 5} .setDrawOffset(5); CORRADE_COMPARE(out.str(), "Shaders::PhongGL::setDrawOffset(): draw offset 5 is out of bounds for 5 draws\n"); } #endif constexpr Vector2i RenderSize{80, 80}; void PhongGLTest::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 PhongGLTest::renderTeardown() { _framebuffer = GL::Framebuffer{NoCreate}; _color = GL::Renderbuffer{NoCreate}; } template void PhongGLTest::renderDefaults() { #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32)); PhongGL shader{flag}; if(flag == PhongGL::Flag{}) { shader.draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{} }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{} }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{} }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{} }}; shader .bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has 6 different pixels on the edges and a bunch of small rounding errors */ const Float maxThreshold = 31.0f, meanThreshold = 0.122f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 31.0f, meanThreshold = 4.142f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/defaults.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderColored() { auto&& data = RenderColoredData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32)); PhongGL shader{flag, 2}; if(flag == PhongGL::Flag{}) { shader .setLightColors({data.lightColor1, data.lightColor2}) .setLightPositions({{data.lightPosition1, -3.0f, 2.0f, 0.0f}, {data.lightPosition2, -3.0f, 2.0f, 0.0f}}) .setAmbientColor(0x330033_rgbf) .setDiffuseColor(0xccffcc_rgbf) .setSpecularColor(0x6666ff_rgbf) .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(data.rotation)) .setNormalMatrix(Matrix4::rotationY(data.rotation).normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{} .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{} .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(data.rotation)) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{} .setNormalMatrix(Matrix4::rotationY(data.rotation).normalMatrix()) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(0x330033_rgbf) .setDiffuseColor(0xccffcc_rgbf) .setSpecularColor(0x6666ff_rgbf) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{} .setPosition({data.lightPosition1, -3.0f, 2.0f, 0.0f}) .setColor(data.lightColor1), PhongLightUniform{} .setPosition({data.lightPosition2, -3.0f, 2.0f, 0.0f}) .setColor(data.lightColor2) }}; shader .bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has some minor rounding differences (max = 1). ARM Mali G71 and Apple A8 has bigger rounding differences. */ const Float maxThreshold = 8.34f, meanThreshold = 0.100f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 15.34f, meanThreshold = 3.33f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/colored.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } constexpr GL::TextureFormat TextureFormatRGB = #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) GL::TextureFormat::RGB8 #else GL::TextureFormat::RGB #endif ; constexpr GL::TextureFormat TextureFormatRGBA = #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) GL::TextureFormat::RGBA8 #else GL::TextureFormat::RGBA #endif ; template void PhongGLTest::renderSinglePixelTextured() { auto&& data = RenderSinglePixelTexturedData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates)); const Color4ub ambientData[]{ 0x330033_rgb }; ImageView2D ambientImage{PixelFormat::RGBA8Unorm, Vector2i{1}, ambientData}; GL::Texture2D ambient; ambient.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGBA, Vector2i{1}) .setSubImage(0, {}, ambientImage); const Color4ub diffuseData[]{ 0xccffcc_rgb }; ImageView2D diffuseImage{PixelFormat::RGBA8Unorm, Vector2i{1}, diffuseData}; GL::Texture2D diffuse; diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGBA, Vector2i{1}) .setSubImage(0, {}, diffuseImage); const Color4ub specularData[]{ 0x6666ff_rgb }; ImageView2D specularImage{PixelFormat::RGBA8Unorm, Vector2i{1}, specularData}; GL::Texture2D specular; specular.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGBA, Vector2i{1}) .setSubImage(0, {}, specularImage); PhongGL shader{PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|flag, 2}; if(data.multiBind) shader.bindTextures(&ambient, &diffuse, &specular, nullptr); else shader .bindAmbientTexture(ambient) .bindDiffuseTexture(diffuse) .bindSpecularTexture(specular); if(flag == PhongGL::Flag{}) { shader.setLightColors({0x993366_rgbf, 0x669933_rgbf}) .setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}, { 3.0f, -3.0f, 2.0f, 0.0f}}) .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{} .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{} .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{} }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} /* Has to be set because the default is black regardless of whether the texture is present or not (it has no way to know) */ .setAmbientColor(0xffffff_rgbf) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{} .setPosition({-3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x993366_rgbf), PhongLightUniform{} .setPosition({ 3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x669933_rgbf) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has some minor rounding differences (max = 1). ARM Mali G71 and Apple A8 has bigger rounding differences. */ const Float maxThreshold = 7.67f, meanThreshold = 0.100f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 15.34f, meanThreshold = 3.33f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/colored.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderTextured() { auto&& data = RenderTexturedData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates)); PhongGL shader{data.flags|flag, 2}; Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D ambient; if(data.flags & PhongGL::Flag::AmbientTexture) { Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/ambient-texture.tga")) && (image = importer->image2D(0))); ambient.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); shader.bindAmbientTexture(ambient); } /* If no diffuse texture is present, dial down the default diffuse color so ambient/specular is visible */ GL::Texture2D diffuse; if(data.flags & PhongGL::Flag::DiffuseTexture) { Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0))); diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); shader.bindDiffuseTexture(diffuse); } GL::Texture2D specular; if(data.flags & PhongGL::Flag::SpecularTexture) { Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/specular-texture.tga")) && (image = importer->image2D(0))); specular.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); shader.bindSpecularTexture(specular); } if(flag == PhongGL::Flag{}) { if(data.textureTransformation != Matrix3{}) shader.setTextureMatrix(data.textureTransformation); if(data.flags & PhongGL::Flag::AmbientTexture) /* Colorized. Case without a color (where it should be white) is tested in renderSinglePixelTextured() */ shader.setAmbientColor(0xff9999_rgbf); if(data.flags & PhongGL::Flag::DiffuseTexture) /* Colorized. Case without a color (where it should be white) is tested in renderSinglePixelTextured() */ shader.setDiffuseColor(0x9999ff_rgbf); else shader.setDiffuseColor(0x333333_rgbf); if(data.flags & PhongGL::Flag::SpecularTexture) /* Colorized. Case without a color (where it should be white) is tested in renderSinglePixelTextured() */ shader.setSpecularColor(0x99ff99_rgbf); /* Using default (white) light colors to have the texture data visible better */ shader.setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}, { 3.0f, -3.0f, 2.0f, 0.0f}}) .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)) .setNormalMatrix((Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix( (Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix() ) }}; GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, { TextureTransformationUniform{} .setTextureMatrix(data.textureTransformation) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition({-3.0f, -3.0f, 2.0f, 0.0f}), PhongLightUniform{}.setPosition({3.0f, -3.0f, 2.0f, 0.0f}) }}; PhongMaterialUniform materialUniformData[1]; if(data.flags & PhongGL::Flag::AmbientTexture) materialUniformData->setAmbientColor(0xff9999_rgbf); if(data.flags & PhongGL::Flag::DiffuseTexture) materialUniformData->setDiffuseColor(0x9999ff_rgbf); else materialUniformData->setDiffuseColor(0x333333_rgbf); if(data.flags & PhongGL::Flag::SpecularTexture) materialUniformData->setSpecularColor(0x99ff99_rgbf); GL::Buffer materialUniform{materialUniformData}; if(data.textureTransformation != Matrix3{}) shader.bindTextureTransformationBuffer(textureTransformationUniform); shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has few rounding errors at the edges (giving a large max error), but that's basically it. Apple A8 has more. */ const Float maxThreshold = 227.0f, meanThreshold = 0.202f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's a bit worse */ const Float maxThreshold = 227.0f, meanThreshold = 3.434f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join({_testDir, "PhongTestFiles", data.expected}), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderTexturedNormal() { auto&& data = RenderTexturedNormalData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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."); Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); /* Normal texture. Flip normal Y, if requested */ Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/normal-texture.tga")) && (image = importer->image2D(0))); if(data.flipNormalY) for(auto row: image->mutablePixels()) for(Color3ub& pixel: row) pixel.y() = 255 - pixel.y(); GL::Texture2D normal; normal.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); GL::Mesh plane = MeshTools::compile(Primitives::planeSolid( Primitives::PlaneFlag::TextureCoordinates)); /* Add tangents / bitangents of desired component count. Unused components are set to zero to ensure the shader doesn't use them. */ const struct TangentBitangent { Vector4 tangent; Vector3 bitangent; } tangentBitangent{data.tangent, data.bitangent}; GL::Buffer tangents; tangents.setData(Containers::Array{DirectInit, 4, tangentBitangent}); plane.addVertexBuffer(tangents, 0, sizeof(TangentBitangent), GL::DynamicAttribute{Shaders::PhongGL::Tangent4{data.tangentComponents}}); plane.addVertexBuffer(std::move(tangents), sizeof(Vector4), sizeof(TangentBitangent), GL::DynamicAttribute{Shaders::PhongGL::Bitangent{}}); /* Rotating the view a few times (together with light positions). If the tangent transformation in the shader is correct, it should result in exactly the same images. */ PhongGL shader{PhongGL::Flag::NormalTexture|data.flags|flag, 2}; if(data.multiBind) shader.bindTextures(nullptr, nullptr, nullptr, &normal); else shader.bindNormalTexture(normal); if(flag == PhongGL::Flag{}) { /* Verify the default is working properly */ if(data.scale != 1.0f) shader.setNormalTextureScale(data.scale); shader.setLightPositions({ Matrix4::rotationZ(data.rotation)*Vector4{-3.0f, -3.0f, 2.0f, 0.0f}, Matrix4::rotationZ(data.rotation)*Vector4{ 3.0f, -3.0f, 2.0f, 0.0f}}) .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.35f))* Matrix4::rotationZ(data.rotation)* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)) .setNormalMatrix((Matrix4::rotationZ(data.rotation)* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setDiffuseColor(0x999999_rgbf) .draw(plane); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.35f))* Matrix4::rotationZ(data.rotation)* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix( (Matrix4::rotationZ(data.rotation)* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix() ) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setDiffuseColor(0x999999_rgbf) .setNormalTextureScale(data.scale) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition(Matrix4::rotationZ(data.rotation)*Vector4{-3.0f, -3.0f, 2.0f, 0.0f}), PhongLightUniform{}.setPosition(Matrix4::rotationZ(data.rotation)*Vector4{3.0f, -3.0f, 2.0f, 0.0f}) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(plane); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); Image2D actual = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}); Containers::StridedArrayView2D pixels = /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(actual.pixels()); /* Rotate pixels back to upright position so we can compare with the 0° file and ensure the tangent calculation is transformation invariant */ if(data.rotation == -90.0_degf) pixels = pixels.flipped<0>().transposed<0, 1>(); else if(data.rotation == 90.0_degf) pixels = pixels.flipped<1>().transposed<0, 1>(); else CORRADE_COMPARE(data.rotation, 0.0_degf); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* One pixel in the center didn't survive the transformation. But that's okay. Due to the density of the normal map, SwiftShader has an overally consistent off-by-a-bit error. AMD macOS drivers have one pixel off due to a rounding error on the edge. Apple A8 has a slightly larger overall difference; llvmpipe is off also. */ const Float maxThreshold = 191.0f, meanThreshold = 0.918f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 191.0f, meanThreshold = 3.017f; #endif CORRADE_COMPARE_WITH(pixels, Utility::Directory::join({_testDir, "PhongTestFiles", data.expected}), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderVertexColor() { #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::Flag::UniformBuffers) { setTestCaseTemplateName({T::Size == 3 ? "Color3" : "Color4", "Flag::UniformBuffers"}); #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); #endif } else #endif { setTestCaseTemplateName(T::Size == 3 ? "Color3" : "Color4"); } if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); Trade::MeshData sphereData = Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates); /* Highlight the pole vertices and the middle rings */ Containers::Array colorData{DirectInit, sphereData.vertexCount(), 0x999999_rgbf}; for(std::size_t i = 0; i != 3*33 + 1; ++i) colorData[sphereData.vertexCount() - i - 1] = 0xff0000_rgbf*5.0f; for(std::size_t i = 6*33; i != 9*33; ++i) colorData[i + 1] = 0xffff99_rgbf*1.5f; GL::Buffer colors; colors.setData(colorData); GL::Mesh sphere = MeshTools::compile(sphereData); sphere.addVertexBuffer(colors, 0, GL::Attribute{}); Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D diffuse; Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0))); diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); PhongGL shader{PhongGL::Flag::DiffuseTexture|PhongGL::Flag::VertexColor|flag, 2}; shader.bindDiffuseTexture(diffuse); if(flag == PhongGL::Flag{}) { shader .setLightPositions({{-3.0f, -3.0f, 0.0f, 0.0f}, { 3.0f, -3.0f, 0.0f, 0.0f}}) .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)) .setNormalMatrix((Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setAmbientColor(0x111111_rgbf) .setDiffuseColor(0x9999ff_rgbf) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix( (Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix() ) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition({-3.0f, -3.0f, 0.0f, 0.0f}), PhongLightUniform{}.setPosition({ 3.0f, -3.0f, 0.0f, 0.0f}) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(0x111111_rgbf) .setDiffuseColor(0x9999ff_rgbf) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has some minor differences on the edges, Apple A8 a bit more */ const Float maxThreshold = 115.4f, meanThreshold = 0.167f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's worse */ const Float maxThreshold = 115.4f, meanThreshold = 3.254f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/vertexColor.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderShininess() { auto&& data = RenderShininessData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32)); PhongGL shader{flag}; if(flag == PhongGL::Flag{}) { shader .setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}}) .setDiffuseColor(0xff3333_rgbf) .setSpecularColor(data.specular) .setShininess(data.shininess) .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f)) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{} }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition({-3.0f, -3.0f, 2.0f, 0.0f}) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setDiffuseColor(0xff3333_rgbf) .setSpecularColor(data.specular) .setShininess(data.shininess) }}; shader .bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); { #ifdef CORRADE_TARGET_IOS /* Apple A8 has a large single-pixel difference in the shininess ~= 0 case, but it's not nearly as bad as in the "huge ring" case on Mesa etc. */ const Float maxThreshold = 211.0f, meanThreshold = 0.052f; #elif !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has some minor rounding differences (max = 1.67). ARM Mali G71 has bigger rounding differences. */ const Float maxThreshold = 12.0f, meanThreshold = 0.043f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 16.667f, meanThreshold = 2.583f; #endif #if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) CORRADE_EXPECT_FAIL_IF(data.shininess <= 0.0011f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader), "SwiftShader has a much larger ring for the overflown shininess."); #endif #if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES2) CORRADE_EXPECT_FAIL_IF(data.shininess == 0.0f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::ArmMali), "ARM Mali has a much larger ring for the overflown shininess when it's exactly 0."); #endif #ifndef MAGNUM_TARGET_WEBGL CORRADE_EXPECT_FAIL_IF(data.shininess == 0.0f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::Mesa) && GL::Context::current().rendererString().contains("AMD"), "AMD Mesa drivers have a much larger ring for the overflown shininess when it's exactly 0."); CORRADE_EXPECT_FAIL_IF(data.shininess <= 0.0011f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::Mesa) && GL::Context::current().rendererString().contains("llvmpipe"), "Mesa llvmpipe drivers have a much larger ring for the overflown shininess."); #endif #if defined(CORRADE_TARGET_APPLE) && !defined(CORRADE_TARGET_IOS) CORRADE_EXPECT_FAIL_IF(data.shininess == 0.0f && GL::Context::current().rendererString().contains("AMD"), "AMD on macOS has a much larger ring for the overflown shininess when it's exactly 0."); #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join({_testDir, "PhongTestFiles", data.expected}), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } /* Test the special overflow results as well */ if(false #if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) || (data.shininess <= 0.0011f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)) #endif #ifndef MAGNUM_TARGET_WEBGL || (data.shininess == 0.0f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::Mesa) && GL::Context::current().rendererString().contains("AMD")) #endif #if defined(CORRADE_TARGET_APPLE) && !defined(CORRADE_TARGET_IOS) || (data.shininess == 0.0f && GL::Context::current().rendererString().contains("AMD")) #endif #if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES2) || (data.shininess == 0.0f && (GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::ArmMali)) #endif ) { CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join({_testDir, "PhongTestFiles", "shininess0-overflow.tga"}), /* The threshold = 0.001 case has a slight reddish tone on SwiftShader; ARM Mali has one pixel off */ (DebugTools::CompareImageToFile{_manager, 255.0f, 23.1f})); } } void PhongGLTest::renderAlphaSetup() { renderSetup(); if(RenderAlphaData[testCaseInstanceId()].blending) GL::Renderer::enable(GL::Renderer::Feature::Blending); GL::Renderer::setBlendFunction(GL::Renderer::BlendFunction::SourceAlpha, GL::Renderer::BlendFunction::OneMinusSourceAlpha); GL::Renderer::setBlendEquation(GL::Renderer::BlendEquation::Add); } void PhongGLTest::renderAlphaTeardown() { if(RenderAlphaData[testCaseInstanceId()].blending) GL::Renderer::disable(GL::Renderer::Feature::Blending); renderTeardown(); } template void PhongGLTest::renderAlpha() { auto&& data = RenderAlphaData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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."); Containers::Optional image; Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D ambient; CORRADE_VERIFY(importer->openFile(Utility::Directory::join({_testDir, "TestFiles", data.ambientTexture})) && (image = importer->image2D(0))); ambient.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGBA, image->size()) .setSubImage(0, {}, *image); GL::Texture2D diffuse; CORRADE_VERIFY(importer->openFile(Utility::Directory::join({_testDir, "TestFiles", data.diffuseTexture})) && (image = importer->image2D(0))); diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge); /* In some instances the diffuse texture is just three-component, handle that properly */ if(image->format() == PixelFormat::RGBA8Unorm) diffuse.setStorage(1, TextureFormatRGBA, image->size()); else { CORRADE_COMPARE(image->format(), PixelFormat::RGB8Unorm); diffuse.setStorage(1, TextureFormatRGB, image->size()); } diffuse.setSubImage(0, {}, *image); MAGNUM_VERIFY_NO_GL_ERROR(); GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates)); PhongGL shader{data.flags|flag, 2}; shader.bindTextures(&ambient, &diffuse, nullptr, nullptr); if(flag == PhongGL::Flag{}) { shader.setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}, { 3.0f, -3.0f, 2.0f, 0.0f}}) .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)) .setNormalMatrix((Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setAmbientColor(data.ambientColor) .setDiffuseColor(data.diffuseColor) .setSpecularColor(0xffffff00_rgbaf); /* Test that the default is correct by not setting the threshold if it's equal to the default */ if(data.flags & PhongGL::Flag::AlphaMask && data.threshold != 0.5f) shader.setAlphaMask(data.threshold); /* For proper Z order draw back faces first and then front faces */ GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Front); shader.draw(sphere); GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Back); shader.draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix( (Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix() ) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition({-3.0f, -3.0f, 2.0f, 0.0f}), PhongLightUniform{}.setPosition({3.0f, -3.0f, 2.0f, 0.0f}) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(data.ambientColor) .setDiffuseColor(data.diffuseColor) .setSpecularColor(0xffffff00_rgbaf) .setAlphaMask(data.threshold) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform); /* For proper Z order draw back faces first and then front faces */ GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Front); shader.draw(sphere); GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Back); shader.draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* In some cases (separate vs combined alpha) there are off-by-one errors. That's okay, as we have only 8bit texture precision. SwiftShader has additionally a few minor rounding errors at the edges, Apple A8 a bit more. */ const Float maxThreshold = 189.4f, meanThreshold = 0.385f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 189.4f, meanThreshold = 4.736f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, data.expected), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::renderObjectIdSetup() { GL::Renderer::enable(GL::Renderer::Feature::FaceCulling); _color = GL::Renderbuffer{}; _color.setStorage(GL::RenderbufferFormat::RGBA8, RenderSize); _framebuffer = GL::Framebuffer{{{}, RenderSize}}; _framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, _color) /* Pick a color that's directly representable on RGBA4 as well to reduce artifacts (well, and this needs to be consistent with other tests that *need* to run on WebGL 1) */ .clearColor(0, 0x111111_rgbf) .bind(); /* If we don't have EXT_gpu_shader4, we likely don't have integer framebuffers either (Mesa's Zink), so skip setting up integer attachments to avoid GL errors */ #ifndef MAGNUM_TARGET_GLES if(GL::Context::current().isExtensionSupported()) #endif { _objectId = GL::Renderbuffer{}; _objectId.setStorage(GL::RenderbufferFormat::R32UI, RenderSize); _framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{1}, _objectId) .mapForDraw({ {PhongGL::ColorOutput, GL::Framebuffer::ColorAttachment{0}}, {PhongGL::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}} }) .clearColor(1, Vector4ui{27}); } } void PhongGLTest::renderObjectIdTeardown() { _color = GL::Renderbuffer{NoCreate}; _objectId = GL::Renderbuffer{NoCreate}; _framebuffer = GL::Framebuffer{NoCreate}; } template void PhongGLTest::renderObjectId() { auto&& data = RenderObjectIdData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported."); #endif CORRADE_COMPARE(_framebuffer.checkStatus(GL::FramebufferTarget::Draw), GL::Framebuffer::Status::Complete); GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32)); if(data.instanceCount) sphere .setInstanceCount(data.instanceCount) .addVertexBufferInstanced( GL::Buffer{Containers::arrayView({11002u, 48823u})}, 1, 0, PhongGL::ObjectId{}); PhongGL shader{data.flags|flag, 2}; if(flag == PhongGL::Flag{}) { shader .setLightColors({0x993366_rgbf, 0x669933_rgbf}) .setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}, { 3.0f, -3.0f, 2.0f, 0.0f}}) .setAmbientColor(0x330033_rgbf) .setDiffuseColor(0xccffcc_rgbf) .setSpecularColor(0x6666ff_rgbf) .setTransformationMatrix(Matrix4::translation(Vector3::zAxis(-2.15f))) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setObjectId(data.uniformId) .draw(sphere); } else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f)) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setObjectId(data.uniformId) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{} .setPosition({-3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x993366_rgbf), PhongLightUniform{} .setPosition({3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x669933_rgbf) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(0x330033_rgbf) .setDiffuseColor(0xccffcc_rgbf) .setSpecularColor(0x6666ff_rgbf) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); /* Color output should have no difference -- same as in colored() */ #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* SwiftShader has some minor rounding differences (max = 1). ARM Mali G71 and Apple A8 has bigger rounding differences. */ const Float maxThreshold = 8.34f, meanThreshold = 0.100f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 15.34f, meanThreshold = 3.33f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/colored.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); /* Object ID -- no need to verify the whole image, just check that pixels on known places have expected values. SwiftShader insists that the read format has to be 32bit, so the renderbuffer format is that too to make it the same (ES3 Mesa complains if these don't match). */ _framebuffer.mapForRead(GL::Framebuffer::ColorAttachment{1}); CORRADE_COMPARE(_framebuffer.checkStatus(GL::FramebufferTarget::Read), GL::Framebuffer::Status::Complete); Image2D image = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::R32UI}); MAGNUM_VERIFY_NO_GL_ERROR(); /* Outside of the object, cleared to 27 */ CORRADE_COMPARE(image.pixels()[10][10], 27); /* Inside of the object */ CORRADE_COMPARE(image.pixels()[40][46], data.expected); } #endif template void PhongGLTest::renderLights() { auto&& data = RenderLightsData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh plane = MeshTools::compile(Primitives::planeSolid()); Matrix4 transformation = Matrix4::translation({0.0f, 0.0f, -1.5f}); PhongGL shader{flag, 1}; if(flag == PhongGL::Flag{}) { shader /* Set non-black ambient to catch accidental NaNs -- the render should never be fully black */ .setAmbientColor(0x222222_rgbf) .setSpecularColor(data.specularColor) .setLightPositions({data.position}) .setLightColors({0xff8080_rgbf*data.intensity}) .setLightSpecularColors({data.lightSpecularColor}) .setLightRanges({data.range}) .setShininess(60.0f) .setTransformationMatrix(transformation) .setNormalMatrix(transformation.normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(80.0_degf, 1.0f, 0.1f, 20.0f)) .draw(plane); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(80.0_degf, 1.0f, 0.1f, 20.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix(transformation) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix(transformation.normalMatrix()) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{} .setPosition({data.position}) .setColor(0xff8080_rgbf*data.intensity) .setSpecularColor(data.lightSpecularColor) .setRange(data.range), }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(0x222222_rgbf) .setSpecularColor(data.specularColor) .setShininess(60.0f) }}; shader .bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(plane); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); const Image2D image = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}); /* Analytical output check. Comment this out when image comparison fails for easier debugging. */ for(const auto& pick: data.picks) { CORRADE_ITERATION(pick.first); CORRADE_COMPARE_WITH( image.pixels()[pick.first.y()][pick.first.x()].xyz(), pick.second, TestSuite::Compare::around(0x010101_rgb)); } if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) const Float maxThreshold = 3.0f, meanThreshold = 0.02f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 3.0f, meanThreshold = 0.02f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(image.pixels()), Utility::Directory::join({_testDir, "PhongTestFiles", data.file}), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } void PhongGLTest::renderLightsSetOneByOne() { GL::Mesh plane = MeshTools::compile(Primitives::planeSolid()); Matrix4 transformation = Matrix4::translation({0.0f, 0.0f, -1.5f}); PhongGL{{}, 2} /* Set non-black ambient to catch accidental NaNs -- the render should never be fully black */ .setAmbientColor(0x222222_rgbf) /* First light is directional, from back, so it shouldn't affect the output at all -- we only want to test that the ID is used properly */ .setLightPosition(0, {-1.0f, 1.5f, -0.5f, 0.0f}) .setLightPosition(1, {0.75f, -0.75f, -0.75f, 1.0f}) .setLightColor(0, 0x00ffff_rgbf) .setLightColor(1, 0xff8080_rgbf) .setLightSpecularColor(0, 0x0000ff_rgbf) .setLightSpecularColor(1, 0x80ff80_rgbf) .setLightRange(0, Constants::inf()) .setLightRange(1, 1.5f) .setShininess(60.0f) .setTransformationMatrix(transformation) .setNormalMatrix(transformation.normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(80.0_degf, 1.0f, 0.1f, 20.0f)) .draw(plane); MAGNUM_VERIFY_NO_GL_ERROR(); const Image2D image = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) const Float maxThreshold = 3.0f, meanThreshold = 0.02f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 3.0f, meanThreshold = 0.02f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(image.pixels()), Utility::Directory::join({_testDir, "PhongTestFiles/light-point-range1.5.tga"}), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } void PhongGLTest::renderLowLightAngle() { GL::Mesh plane = MeshTools::compile(Primitives::planeSolid()); Matrix4 transformation = Matrix4::translation({0.0f, 0.0f, -2.0f})* Matrix4::rotationX(-75.0_degf)* Matrix4::scaling(Vector3::yScale(10.0f)); /* The light position is at the camera location, so the most light should be there and not at some other place. This is a repro case for a bug where lightDirection = normalize(lightPosition - transformedPosition) in the vertex shader, where the incorrect normalization caused the fragment-interpolated light direction being incorrect, most visible with long polygons and low light angles. */ PhongGL{{}, 1} .setLightPositions({{0.0f, 0.1f, 0.0f, 1.0f}}) .setShininess(200) .setTransformationMatrix(transformation) .setNormalMatrix(transformation.normalMatrix()) .setProjectionMatrix(Matrix4::perspectiveProjection(80.0_degf, 1.0f, 0.1f, 20.0f)) .draw(plane); MAGNUM_VERIFY_NO_GL_ERROR(); if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) const Float maxThreshold = 63.0f, meanThreshold = 0.36f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 63.0f, meanThreshold = 0.36f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), Utility::Directory::join(_testDir, "PhongTestFiles/low-light-angle.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); } template void PhongGLTest::renderZeroLights() { if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) || !(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded)) CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found."); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates)); /* Enable also Object ID, if supported */ PhongGL::Flags flags = PhongGL::Flag::AmbientTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::AlphaMask; #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_GLES if(GL::Context::current().isExtensionSupported()) #endif { flags |= PhongGL::Flag::ObjectId; } #endif PhongGL shader{flags|flag, 0}; Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); GL::Texture2D ambient; Containers::Optional ambientImage; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-alpha-texture.tga")) && (ambientImage = importer->image2D(0))); ambient.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGBA, ambientImage->size()) .setSubImage(0, {}, *ambientImage); shader.bindAmbientTexture(ambient); if(flag == PhongGL::Flag{}) { shader .setAmbientColor(0x9999ff_rgbf) .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)) .setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) /* Keep alpha mask at the default 0.5 to test the default */ /* Passing a zero-sized light position / color array, shouldn't assert */ .setLightPositions(Containers::ArrayView{}) .setLightColors(Containers::ArrayView{}) /* Using a bogus normal matrix -- it's not used so it should be okay. Same for all other unused values, they should get ignored. */ .setNormalMatrix(Matrix3x3{Math::ZeroInit}) .setDiffuseColor(0xfa9922_rgbf) .setSpecularColor(0xfa9922_rgbf) .setShininess(0.2f) .setNormalTextureScale(-0.3f); #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_GLES if(GL::Context::current().isExtensionSupported()) #endif { shader.setObjectId(65534); } #endif /* For proper Z order draw back faces first and then front faces */ GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Front); shader.draw(sphere); GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Back); shader.draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{} /* Using a bogus normal matrix -- it's not used so it should be okay. */ .setNormalMatrix(Matrix3x3{Math::ZeroInit}) .setObjectId(65534) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setAmbientColor(0x9999ff_rgbf) /* Same for all other unused values, they should get ignored */ .setDiffuseColor(0xfa9922_rgbf) .setSpecularColor(0xfa9922_rgbf) .setShininess(0.2f) .setNormalTextureScale(-0.3f) }}; /* Not binding any light buffer as it's not needed */ shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform); /* For proper Z order draw back faces first and then front faces */ GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Front); shader.draw(sphere); GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Back); shader.draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); MAGNUM_VERIFY_NO_GL_ERROR(); #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) /* Compared to FlatGLTest::renderAlpha3D(0.5), there's a bit more different pixels on the edges, caused by matrix multiplication being done in the shader and not on the CPU side. Apple A8 sprinkles a bunch of tiny differences here and there. */ const Float maxThreshold = 139.0f, meanThreshold = 0.421f; #else /* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */ const Float maxThreshold = 139.0f, meanThreshold = 2.896f; #endif CORRADE_COMPARE_WITH( /* Dropping the alpha channel, as it's always 1.0 */ Containers::arrayCast(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels()), /* Should be equivalent to masked Flat3D */ Utility::Directory::join(_testDir, "FlatTestFiles/textured3D-alpha-mask0.5.tga"), (DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold})); #ifndef MAGNUM_TARGET_GLES2 /* Object ID -- no need to verify the whole image, just check that pixels on known places have expected values. SwiftShader insists that the read format has to be 32bit, so the renderbuffer format is that too to make it the same (ES3 Mesa complains if these don't match). */ #ifndef MAGNUM_TARGET_GLES if(GL::Context::current().isExtensionSupported()) #endif { _framebuffer.mapForRead(GL::Framebuffer::ColorAttachment{1}); CORRADE_COMPARE(_framebuffer.checkStatus(GL::FramebufferTarget::Read), GL::Framebuffer::Status::Complete); Image2D image = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::R32UI}); MAGNUM_VERIFY_NO_GL_ERROR(); /* Outside of the object, cleared to 27 */ CORRADE_COMPARE(image.pixels()[10][10], 27); /* Inside of the object. Verify that it can hold 16 bits at least. */ CORRADE_COMPARE(image.pixels()[40][46], 65534); } #endif } template void PhongGLTest::renderInstanced() { auto&& data = RenderInstancedData[testCaseInstanceId()]; setTestCaseDescription(data.name); #ifndef MAGNUM_TARGET_GLES2 if(flag == PhongGL::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 #ifndef MAGNUM_TARGET_GLES if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ARB::instanced_arrays::string() << "is not supported."); #elif defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_WEBGL if(!GL::Context::current().isExtensionSupported() && !GL::Context::current().isExtensionSupported() && !GL::Context::current().isExtensionSupported()) CORRADE_SKIP("GL_{ANGLE,EXT,NV}_instanced_arrays is not supported"); #else if(!GL::Context::current().isExtensionSupported()) CORRADE_SKIP(GL::Extensions::ANGLE::instanced_arrays::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 sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates| Primitives::UVSphereFlag::Tangents)); /* Three spheres, each in a different location, differently rotated to ensure the normal matrix is properly used as well. */ struct { Matrix4 transformation; Matrix3x3 normal; Color3 color; Vector2 textureOffset; } instanceData[] { {Matrix4::translation({-1.25f, -1.25f, 0.0f})* Matrix4::rotationX(90.0_degf), {}, 0xff3333_rgbf, {0.0f, 0.0f}}, {Matrix4::translation({ 1.25f, -1.25f, 0.0f})* Matrix4::rotationY(90.0_degf), {}, 0x33ff33_rgbf, {1.0f, 0.0f}}, {Matrix4::translation({ 0.0f, 1.0f, 1.0f})* Matrix4::rotationZ(90.0_degf), {}, 0x9999ff_rgbf, {0.5f, 1.0f}} }; for(auto& instance: instanceData) instance.normal = instance.transformation.normalMatrix(); sphere .addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0, PhongGL::TransformationMatrix{}, PhongGL::NormalMatrix{}, PhongGL::Color3{}, PhongGL::TextureOffset{}) .setInstanceCount(3); Containers::Pointer importer = _manager.loadAndInstantiate("AnyImageImporter"); CORRADE_VERIFY(importer); Containers::Optional image; CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0))); GL::Texture2D diffuse; diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/normal-texture.tga")) && (image = importer->image2D(0))); GL::Texture2D normal; normal.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, TextureFormatRGB, image->size()) .setSubImage(0, {}, *image); PhongGL shader{PhongGL::Flag::DiffuseTexture| PhongGL::Flag::VertexColor| PhongGL::Flag::InstancedTransformation| PhongGL::Flag::InstancedTextureOffset|data.flags|flag, 2}; shader.bindDiffuseTexture(diffuse); if(data.flags & PhongGL::Flag::NormalTexture) shader.bindNormalTexture(normal); if(flag == PhongGL::Flag{}) { shader .setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}, { 3.0f, -3.0f, 2.0f, 0.0f}}) .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-1.75f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)* Matrix4::scaling(Vector3{0.4f})) .setNormalMatrix((Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix()) .setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)) .setTextureMatrix(Matrix3::scaling(Vector2{0.5f})) .setDiffuseColor(0xffff99_rgbf) .draw(sphere); } #ifndef MAGNUM_TARGET_GLES2 else if(flag == PhongGL::Flag::UniformBuffers) { GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, { TransformationUniform3D{}.setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-1.75f))* Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)* Matrix4::scaling(Vector3{0.4f}) ) }}; GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, { PhongDrawUniform{}.setNormalMatrix( (Matrix4::rotationY(-15.0_degf)* Matrix4::rotationX(15.0_degf)).normalMatrix() ) }}; GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, { PhongMaterialUniform{} .setDiffuseColor(0xffff99_rgbf) }}; GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, { TextureTransformationUniform{} .setTextureMatrix(Matrix3::scaling(Vector2{0.5f})) }}; GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, { PhongLightUniform{}.setPosition(Vector4{-3.0f, -3.0f, 2.0f, 0.0f}), PhongLightUniform{}.setPosition(Vector4{3.0f, -3.0f, 2.0f, 0.0f}) }}; shader.bindProjectionBuffer(projectionUniform) .bindTransformationBuffer(transformationUniform) .bindTextureTransformationBuffer(textureTransformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform) .draw(sphere); } #endif else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); 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::Directory::join({_testDir, "PhongTestFiles", data.file}), (DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold})); } #ifndef MAGNUM_TARGET_GLES2 void PhongGLTest::renderMulti() { 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 GL::Texture2D diffuse; if(data.flags & PhongGL::Flag::DiffuseTexture) { 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::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0))); diffuse.setMinificationFilter(GL::SamplerFilter::Linear) .setMagnificationFilter(GL::SamplerFilter::Linear) .setWrapping(GL::SamplerWrapping::ClampToEdge) .setStorage(1, GL::TextureFormat::RGB8, image->size()) .setSubImage(0, {}, *image); } Trade::MeshData sphereData = Primitives::uvSphereSolid(16, 32, Primitives::UVSphereFlag::TextureCoordinates| Primitives::UVSphereFlag::Tangents); /* Plane is a strip, make it indexed first */ Trade::MeshData planeData = MeshTools::generateIndices(Primitives::planeSolid( Primitives::PlaneFlag::TextureCoordinates| Primitives::PlaneFlag::Tangents)); Trade::MeshData coneData = Primitives::coneSolid(1, 32, 1.0f, Primitives::ConeFlag::TextureCoordinates| Primitives::ConeFlag::Tangents); 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()); GL::Buffer projectionUniform{GL::Buffer::TargetHint::Uniform, { ProjectionUniform3D{}.setProjectionMatrix( Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f) ) }}; /* 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] = PhongMaterialUniform{} .setDiffuseColor(data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0x00ffff_rgbf); materialData[1*data.uniformIncrement] = PhongMaterialUniform{} .setDiffuseColor(data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0xffff00_rgbf); GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, materialData}; /* The shader has two lights hardcoded, so make sure the buffer can fit 2 items enough even though the last draw needs just one light. Not a problem on desktop, but WebGL complains. */ Containers::Array lightData{2*data.uniformIncrement + 2}; lightData[0*data.uniformIncrement] = PhongLightUniform{} .setPosition(Vector4{0.0f, 0.0f, 1.0f, 0.0f}) .setColor(data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0x00ffff_rgbf); lightData[1*data.uniformIncrement + 0] = PhongLightUniform{} .setPosition(Vector4{-3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x999999_rgbf) .setSpecularColor(0xff0000_rgbf); lightData[1*data.uniformIncrement + 1] = PhongLightUniform{} .setPosition(Vector4{3.0f, -3.0f, 2.0f, 0.0f}) .setColor(0x999999_rgbf) .setSpecularColor(0x00ff00_rgbf); /* This will put the light to position 4 in case data.uniformIncrement is 1 and to an offset aligned to 256 if it's higher */ lightData[2*data.uniformIncrement + 1/data.uniformIncrement] = PhongLightUniform{} .setPosition(Vector4{0.0f, 0.0f, 1.0f, 0.0f}) .setColor(data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0xff00ff_rgbf); GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, lightData}; Containers::Array transformationData{2*data.uniformIncrement + 1}; transformationData[0*data.uniformIncrement] = TransformationUniform3D{} .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::scaling(Vector3{0.4f})* Matrix4::translation({-1.25f, -1.25f, 0.0f})* /* to test the normal matrix is applied properly */ Matrix4::rotationX(90.0_degf) ); transformationData[1*data.uniformIncrement] = TransformationUniform3D{} .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::scaling(Vector3{0.4f})* Matrix4::translation({ 1.25f, -1.25f, 0.0f}) ); transformationData[2*data.uniformIncrement] = TransformationUniform3D{} .setTransformationMatrix( Matrix4::translation(Vector3::zAxis(-2.15f))* Matrix4::scaling(Vector3{0.4f})* Matrix4::translation({ 0.0f, 1.0f, 1.0f}) ); GL::Buffer transformationUniform{GL::Buffer::TargetHint::Uniform, transformationData}; Containers::Array textureTransformationData{2*data.uniformIncrement + 1}; textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{} .setTextureMatrix( Matrix3::scaling(Vector2{0.5f})* Matrix3::translation({0.0f, 0.0f}) ); textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{} .setTextureMatrix( Matrix3::scaling(Vector2{0.5f})* Matrix3::translation({1.0f, 0.0f}) ); textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{} .setTextureMatrix( Matrix3::scaling(Vector2{0.5f})* Matrix3::translation({0.5f, 1.0f}) ); GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData}; Containers::Array drawData{2*data.uniformIncrement + 1}; /* Material / light offsets are zero if we have single draw, as those are done with UBO offset bindings instead. */ drawData[0*data.uniformIncrement] = PhongDrawUniform{} .setMaterialId(data.drawCount == 1 ? 0 : 1) .setLightOffsetCount(data.drawCount == 1 ? 0 : 1, 2) .setNormalMatrix(transformationData[0*data.uniformIncrement].transformationMatrix.normalMatrix()) .setObjectId(1211); drawData[1*data.uniformIncrement] = PhongDrawUniform{} .setMaterialId(data.drawCount == 1 ? 0 : 0) .setLightOffsetCount(data.drawCount == 1 ? 0 : 3, 1) .setNormalMatrix(transformationData[1*data.uniformIncrement].transformationMatrix.normalMatrix()) .setObjectId(5627); drawData[2*data.uniformIncrement] = PhongDrawUniform{} .setMaterialId(data.drawCount == 1 ? 0 : 1) .setLightOffsetCount(data.drawCount == 1 ? 0 : 0, 1) .setNormalMatrix(transformationData[2*data.uniformIncrement].transformationMatrix.normalMatrix()) .setObjectId(36363); GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, drawData}; PhongGL shader{PhongGL::Flag::UniformBuffers|PhongGL::Flag::ObjectId|data.flags, data.lightCount, data.materialCount, data.drawCount}; shader.bindProjectionBuffer(projectionUniform); if(data.flags & PhongGL::Flag::DiffuseTexture) shader.bindDiffuseTexture(diffuse); /* Just one draw, rebinding UBOs each time */ if(data.drawCount == 1) { shader.bindMaterialBuffer(materialUniform, 1*data.uniformIncrement*sizeof(PhongMaterialUniform), sizeof(PhongMaterialUniform)); shader.bindLightBuffer(lightUniform, 1*data.uniformIncrement*sizeof(PhongLightUniform), 2*sizeof(PhongLightUniform)); shader.bindTransformationBuffer(transformationUniform, 0*data.uniformIncrement*sizeof(TransformationUniform3D), sizeof(TransformationUniform3D)); shader.bindDrawBuffer(drawUniform, 0*data.uniformIncrement*sizeof(PhongDrawUniform), sizeof(PhongDrawUniform)); if(data.flags & PhongGL::Flag::TextureTransformation) shader.bindTextureTransformationBuffer(textureTransformationUniform, 0*data.uniformIncrement*sizeof(TextureTransformationUniform), sizeof(TextureTransformationUniform)); shader.draw(sphere); shader.bindMaterialBuffer(materialUniform, 0*data.uniformIncrement*sizeof(PhongMaterialUniform), sizeof(PhongMaterialUniform)); shader.bindLightBuffer(lightUniform, 2*data.uniformIncrement*sizeof(PhongLightUniform), 2*sizeof(PhongLightUniform)); shader.bindTransformationBuffer(transformationUniform, 1*data.uniformIncrement*sizeof(TransformationUniform3D), sizeof(TransformationUniform3D)); shader.bindDrawBuffer(drawUniform, 1*data.uniformIncrement*sizeof(PhongDrawUniform), sizeof(PhongDrawUniform)); if(data.flags & PhongGL::Flag::TextureTransformation) shader.bindTextureTransformationBuffer(textureTransformationUniform, 1*data.uniformIncrement*sizeof(TextureTransformationUniform), sizeof(TextureTransformationUniform)); shader.draw(plane); shader.bindMaterialBuffer(materialUniform, 1*data.uniformIncrement*sizeof(PhongMaterialUniform), sizeof(PhongMaterialUniform)); shader.bindLightBuffer(lightUniform, 0*data.uniformIncrement*sizeof(PhongLightUniform), 2*sizeof(PhongLightUniform)); shader.bindTransformationBuffer(transformationUniform, 2*data.uniformIncrement*sizeof(TransformationUniform3D), sizeof(TransformationUniform3D)); shader.bindDrawBuffer(drawUniform, 2*data.uniformIncrement*sizeof(PhongDrawUniform), sizeof(PhongDrawUniform)); if(data.flags & PhongGL::Flag::TextureTransformation) shader.bindTextureTransformationBuffer(textureTransformationUniform, 2*data.uniformIncrement*sizeof(TextureTransformationUniform), sizeof(TextureTransformationUniform)); shader.draw(cone); /* Otherwise using the draw offset */ } else { shader.bindTransformationBuffer(transformationUniform) .bindDrawBuffer(drawUniform) .bindMaterialBuffer(materialUniform) .bindLightBuffer(lightUniform); if(data.flags & PhongGL::Flag::TextureTransformation) shader.bindTextureTransformationBuffer(textureTransformationUniform); shader.setDrawOffset(0) .draw(sphere); shader.setDrawOffset(1) .draw(plane); shader.setDrawOffset(2) .draw(cone); } /* Colored case: - Sphere should be lower left, yellow with a white light with red and green highlight on bottom left and right part - Plane lower right, cyan with a magenta light so blue - Cone up center, yellow with a cyan light so green Textured case: - Sphere should have bottom left numbers, so light 7881, rotated (78 visible) - Plane bottom right, 1223 - Cone 6778 */ 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::Directory::join({_testDir, "PhongTestFiles", data.expected}), (DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold})); /* Object ID -- no need to verify the whole image, just check that pixels on known places have expected values. SwiftShader insists that the read format has to be 32bit, so the renderbuffer format is that too to make it the same (ES3 Mesa complains if these don't match). */ #ifndef MAGNUM_TARGET_GLES if(GL::Context::current().isExtensionSupported()) #endif { _framebuffer.mapForRead(GL::Framebuffer::ColorAttachment{1}); CORRADE_COMPARE(_framebuffer.checkStatus(GL::FramebufferTarget::Read), GL::Framebuffer::Status::Complete); Image2D image = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::R32UI}); MAGNUM_VERIFY_NO_GL_ERROR(); CORRADE_COMPARE(image.pixels()[5][5], 27); /* Outside */ CORRADE_COMPARE(image.pixels()[24][24], 1211); /* Sphere */ CORRADE_COMPARE(image.pixels()[24][56], 5627); /* Plane */ CORRADE_COMPARE(image.pixels()[56][40], 36363); /* Circle */ } } #endif }}}} CORRADE_TEST_MAIN(Magnum::Shaders::Test::PhongGLTest)