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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include <sstream>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/StridedArrayView.h>
#include <Corrade/Containers/StringView.h>
#include <Corrade/PluginManager/Manager.h>
#include <Corrade/TestSuite/Compare/Numeric.h>
#include <Corrade/Utility/DebugStl.h>
#include <Corrade/Utility/Directory.h>
#include <Corrade/Utility/FormatStl.h>
#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/Math/Swizzle.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 "Magnum/GL/MeshView.h"
#include "Magnum/GL/TextureArray.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 constructInvalid();
#ifndef MAGNUM_TARGET_GLES2
void constructUniformBuffersInvalid();
#endif
#ifndef MAGNUM_TARGET_GLES2
void setUniformUniformBuffersEnabled();
void bindBufferUniformBuffersNotEnabled();
#endif
void bindTexturesInvalid();
#ifndef MAGNUM_TARGET_GLES2
void bindTextureArraysInvalid();
#endif
void setAlphaMaskNotEnabled();
void setSpecularDisabled();
void setTextureMatrixNotEnabled();
void setNormalTextureScaleNotEnabled();
#ifndef MAGNUM_TARGET_GLES2
void setTextureLayerNotArray();
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<PhongGL::Flag flag = PhongGL::Flag{}> void renderDefaults();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderColored();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderSinglePixelTextured();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderTextured();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderTexturedNormal();
template<class T, PhongGL::Flag flag = PhongGL::Flag{}> void renderVertexColor();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderShininess();
void renderAlphaSetup();
void renderAlphaTeardown();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderAlpha();
#ifndef MAGNUM_TARGET_GLES2
void renderObjectIdSetup();
void renderObjectIdTeardown();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderObjectId();
#endif
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderLights();
/* This tests something that's irrelevant to UBOs */
void renderLightsSetOneByOne();
/* This tests just the algorithm, not affected by UBOs */
void renderLowLightAngle();
#ifndef MAGNUM_TARGET_GLES2
void renderLightCulling();
#endif
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderZeroLights();
template<PhongGL::Flag flag = PhongGL::Flag{}> void renderInstanced();
#ifndef MAGNUM_TARGET_GLES2
void renderMulti();
#endif
private:
PluginManager::Manager<Trade::AbstractImporter> _manager{"nonexistent"};
std::string _testDir;
GL::Renderbuffer _color{NoCreate};
#ifndef MAGNUM_TARGET_GLES2
GL::Renderbuffer _objectId{NoCreate};
#endif
GL::Framebuffer _framebuffer{NoCreate};
};
/*
Rendering tests done:
[B] base
[A] alpha mask
[D] object ID
[L] point lights
[I] instancing
[O] UBOs + draw offset
[M] multidraw
[L] texture arrays
Mesa Intel BADLIOML
ES2 xxx
ES3 BADL Ox
Mesa AMD BAD
Mesa llvmpipe BAD
SwiftShader ES2 BADL xxx
ES3 BADL
ANGLE ES2 xxx
ES3 BADL OM
ARM Mali (Huawei P10) ES2 BAD xxx
ES3 BADL Ox
WebGL (on Mesa Intel) 1.0 BAD xxx
2.0 BADL OM
NVidia BAD
Intel Windows BAD
AMD macOS BAD
Intel macOS BADL Ox
iPhone 6 w/ iOS 12.4 ES3 BAD x
*/
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},
#ifndef MAGNUM_TARGET_GLES2
{"ambient + diffuse + specular + normal texture arrays", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::TextureArrays, 1},
{"ambient + diffuse + specular + normal texture arrays + texture transformation", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::TextureArrays|PhongGL::Flag::TextureTransformation, 1},
#endif
{"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},
/* This is fine, InstancedObjectId isn't (check in ConstructInvalidData) */
{"object ID + separate bitangent", PhongGL::Flag::ObjectId|PhongGL::Flag::Bitangent, 1},
{"instanced object ID", PhongGL::Flag::InstancedObjectId, 1},
{"object ID + alpha mask + specular texture", PhongGL::Flag::ObjectId|PhongGL::Flag::AlphaMask|PhongGL::Flag::SpecularTexture, 1},
{"object ID texture", PhongGL::Flag::ObjectIdTexture, 1},
{"instanced object ID texture array + texture transformation", PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::InstancedObjectId|PhongGL::Flag::TextureArrays|PhongGL::Flag::TextureTransformation, 1},
{"object ID texture + diffuse texture", PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::DiffuseTexture, 1},
{"object ID texture, zero lights", PhongGL::Flag::ObjectIdTexture, 0},
#endif
{"no specular", PhongGL::Flag::NoSpecular, 1},
{"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
/* InstancedObjectId|Bitangent is disallowed (checked in
ConstructInvalidData), but this should work */
{"object ID + normal texture with bitangent from tangent", PhongGL::Flag::InstancedObjectId|PhongGL::Flag::NormalTexture, 1}
#endif
};
#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},
{"multiple lights, materials, draws + light culling", PhongGL::Flag::UniformBuffers|PhongGL::Flag::LightCulling, 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},
{"ambient + diffuse + specular texture array + texture transformation", PhongGL::Flag::UniformBuffers|PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::TextureArrays|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},
{"object ID texture", PhongGL::Flag::ObjectIdTexture, 1, 1, 1},
{"instanced object ID texture array + texture transformation", PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::InstancedObjectId|PhongGL::Flag::TextureArrays|PhongGL::Flag::TextureTransformation, 1, 1, 1},
{"object ID texture + diffuse texture", PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::DiffuseTexture, 1, 1, 1},
{"no specular", PhongGL::Flag::UniformBuffers|PhongGL::Flag::NoSpecular, 1, 1, 1},
{"multidraw with all the things", PhongGL::Flag::MultiDraw|PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::AmbientTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::TextureArrays|PhongGL::Flag::AlphaMask|PhongGL::Flag::ObjectId|PhongGL::Flag::InstancedTextureOffset|PhongGL::Flag::InstancedTransformation|PhongGL::Flag::InstancedObjectId|PhongGL::Flag::LightCulling, 8, 16, 24}
};
#endif
constexpr struct {
const char* name;
PhongGL::Flags flags;
const char* message;
} ConstructInvalidData[] {
{"texture transformation but not textured",
/* ObjectId shares bits with ObjectIdTexture but should still trigger
the assert */
PhongGL::Flag::TextureTransformation
#ifndef MAGNUM_TARGET_GLES2
|PhongGL::Flag::ObjectId
#endif
,
"texture transformation enabled but the shader is not textured"},
#ifndef MAGNUM_TARGET_GLES2
{"texture arrays but not textured",
/* ObjectId shares bits with ObjectIdTexture but should still trigger
the assert */
PhongGL::Flag::TextureArrays|PhongGL::Flag::ObjectId,
"texture arrays enabled but the shader is not textured"},
{"conflicting bitangent and instanced object id attribute",
PhongGL::Flag::Bitangent|PhongGL::Flag::InstancedObjectId,
"Bitangent attribute binding conflicts with the ObjectId attribute, use a Tangent4 attribute with instanced object ID rendering instead"},
#endif
{"specular texture but no specular",
PhongGL::Flag::SpecularTexture|PhongGL::Flag::NoSpecular,
"specular texture requires the shader to not have specular disabled"}
};
#ifndef MAGNUM_TARGET_GLES2
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"},
{"texture arrays but no transformation", PhongGL::Flag::UniformBuffers|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureArrays, 1, 1, 1,
"texture arrays require texture transformation enabled as well if uniform buffers are used"},
{"light culling but no UBOs", PhongGL::Flag::LightCulling, 1, 1, 1,
"light culling requires uniform buffers to be enabled"}
};
#endif
constexpr struct {
const char* name;
PhongGL::Flags flags;
const char* message;
} BindTexturesInvalidData[]{
{"not textured",
PhongGL::Flags{}
#ifndef MAGNUM_TARGET_GLES2
/* ObjectId shares bits with ObjectIdTexture but should still
trigger the assert */
|PhongGL::Flag::ObjectId
#endif
,
"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"
#ifndef MAGNUM_TARGET_GLES2
"Shaders::PhongGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled\n"
#endif
"Shaders::PhongGL::bindTextures(): the shader was not created with any textures enabled\n"},
#ifndef MAGNUM_TARGET_GLES2
{"array", PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
"Shaders::PhongGL::bindAmbientTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"
"Shaders::PhongGL::bindDiffuseTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"
"Shaders::PhongGL::bindSpecularTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"
"Shaders::PhongGL::bindNormalTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"
"Shaders::PhongGL::bindObjectIdTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"
"Shaders::PhongGL::bindTextures(): the shader was created with texture arrays enabled, use a Texture2DArray instead\n"}
#endif
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
PhongGL::Flags flags;
const char* message;
} BindTextureArraysInvalidData[]{
{"not textured",
/* ObjectId shares bits with ObjectIdTexture but should still trigger
the assert */
PhongGL::Flag::ObjectId,
"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::bindObjectIdTexture(): the shader was not created with object ID texture enabled\n"},
{"not array",
PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::NormalTexture|PhongGL::Flag::ObjectIdTexture,
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead\n"
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead\n"
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead\n"
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead\n"
"Shaders::PhongGL::bindObjectIdTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead\n"}
};
#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;
PhongGL::Flags flags;
Int layer;
bool multiBind;
} RenderSinglePixelTexturedData[]{
{"", {}, 0, false},
{"multi bind", {}, 0, true},
#ifndef MAGNUM_TARGET_GLES2
{"array, first layer", PhongGL::Flag::TextureArrays, 0, false},
{"array, arbitrary layer", PhongGL::Flag::TextureArrays, 6, false},
#endif
};
const struct {
const char* name;
const char* expected;
PhongGL::Flags flags;
Matrix3 textureTransformation;
Int layer;
} RenderTexturedData[]{
{"all", "textured.tga",
PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture,
{}, 0},
{"ambient", "textured-ambient.tga", PhongGL::Flag::AmbientTexture,
{}, 0},
{"diffuse", "textured-diffuse.tga", PhongGL::Flag::DiffuseTexture,
{}, 0},
{"diffuse transformed", "textured-diffuse-transformed.tga",
PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureTransformation,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}), 0},
{"specular", "textured-specular.tga", PhongGL::Flag::SpecularTexture,
{}, 0},
#ifndef MAGNUM_TARGET_GLES2
{"all, array, first layer", "textured.tga",
PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::TextureArrays,
{}, 0},
{"all, array, arbitrary layer", "textured.tga",
PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|PhongGL::Flag::TextureArrays,
{}, 6},
{"diffuse, array, texture transformation, arbitrary layer", "textured-diffuse-transformed.tga",
PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureArrays|PhongGL::Flag::TextureTransformation,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}), 6},
#endif
};
/* 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;
Int layer;
} RenderTexturedNormalData[]{
{"", "textured-normal.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false, {}, 0},
{"multi bind", "textured-normal.tga", true, {}, 1.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false, {}, 0},
#ifndef MAGNUM_TARGET_GLES2
{"texture arrays, first layer", "textured-normal.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false,
PhongGL::Flag::TextureArrays, 0},
{"texture arrays, arbitrary layer", "textured-normal.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false,
PhongGL::Flag::TextureArrays, 6},
#endif
{"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},
{"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},
{"0.5 scale", "textured-normal0.5.tga", false, {}, 0.5f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false, {}, 0},
{"0.0 scale", "textured-normal0.0.tga", false, {}, 0.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, false, {}, 0},
/* 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, {}, 0},
{"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, 0},
{"right-handed, flipped Y", "textured-normal-left.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, 1.0f}, {},
PhongGL::Tangent4::Components::Four, true, {}, 0},
{"left-handed", "textured-normal-left.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, -1.0f}, {},
PhongGL::Tangent4::Components::Four, false, {}, 0},
{"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, 0},
{"left-handed, flipped Y", "textured-normal.tga", false, {}, 1.0f,
{1.0f, 0.0f, 0.0f, -1.0f}, {},
PhongGL::Tangent4::Components::Four, true, {}, 0},
};
const struct {
const char* name;
const char* expected;
PhongGL::Flags flags;
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-no-specular.tga",
{}, 80.0f, 0x000000_rgbf},
{"no specular", "shininess-no-specular.tga",
PhongGL::Flag::NoSpecular, 80.0f, 0xffffff_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}
/* texture arrays are orthogonal to this, no need to be tested here */
};
const struct {
const char* name;
const char* file;
Vector4 position;
Color3 specularColor, lightSpecularColor;
Float intensity;
Float range;
Containers::Array<std::pair<Vector2i, Color3ub>> 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 perpendicular 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, {}}
};
#ifndef MAGNUM_TARGET_GLES2
const struct {
const char* name;
UnsignedInt expected[4];
PhongGL::Flags flags;
Matrix3 textureTransformation;
Int layer;
} RenderObjectIdData[]{
{"",
{40006, 40006, 40006, 40006},
{}, {}, 0},
{"textured",
{40106, 40206, 40306, 40406},
PhongGL::Flag::ObjectIdTexture, {}, 0},
{"textured, texture transformation",
{40406, 40306, 40206, 40106},
PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureTransformation,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}), 0},
{"texture array, first layer",
{40106, 40206, 40306, 40406},
PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
{}, 0},
{"texture array, arbitrary layer",
{40106, 40206, 40306, 40406},
PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
{}, 6},
{"texture array, texture transformation, arbitrary layer",
{40406, 40306, 40206, 40106},
PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureTransformation|PhongGL::Flag::TextureArrays,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}), 6},
};
#endif
constexpr struct {
const char* name;
const char* expected;
UnsignedInt expectedId[3];
PhongGL::Flags flags;
Float maxThreshold, meanThreshold;
} RenderInstancedData[] {
{"diffuse color",
"instanced.tga", {},
{},
/* Minor differences on SwiftShader */
81.0f, 0.06f},
#ifndef MAGNUM_TARGET_GLES2
{"diffuse color + object ID",
"instanced.tga", {1000, 1000, 1000},
PhongGL::Flag::ObjectId,
/* Minor differences on SwiftShader */
81.0f, 0.06f},
{"diffuse color + instanced object ID",
"instanced.tga", {1211, 5627, 36363},
PhongGL::Flag::InstancedObjectId,
/* Minor differences on SwiftShader */
81.0f, 0.06f},
{"diffuse color + textured object ID",
"instanced.tga", {3000, 4000, 5000},
PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::InstancedTextureOffset,
/* Minor differences on SwiftShader */
81.0f, 0.06f},
{"diffuse color + instanced textured object ID",
"instanced.tga", {3211, 8627, 40363},
PhongGL::Flag::InstancedObjectId|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::InstancedTextureOffset,
/* Minor differences on SwiftShader */
81.0f, 0.06f},
{"diffuse color + instanced texture array object ID",
"instanced.tga", {3211, 8627, 40363},
PhongGL::Flag::InstancedObjectId|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::InstancedTextureOffset|PhongGL::Flag::TextureArrays,
/* Minor differences on SwiftShader */
81.0f, 0.06f},
#endif
{"diffuse texture",
"instanced-textured.tga", {},
PhongGL::Flag::DiffuseTexture|PhongGL::Flag::InstancedTextureOffset,
/* Minor differences on SwiftShader */
112.0f, 0.09f},
/** @todo test normal when there's usable texture */
#ifndef MAGNUM_TARGET_GLES2
{"diffuse texture array",
"instanced-textured.tga", {},
PhongGL::Flag::DiffuseTexture|PhongGL::Flag::InstancedTextureOffset|PhongGL::Flag::TextureArrays,
/* Some difference at the UV edge (texture is wrapping in the 2D case
while the 2D array has a black area around); minor differences on
SwiftShader */
112.0f, 0.099f}
#endif
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
const char* expected;
UnsignedInt expectedId[3];
PhongGL::Flags flags;
UnsignedInt lightCount, materialCount, drawCount;
UnsignedInt uniformIncrement;
Float maxThreshold, meanThreshold;
} RenderMultiData[] {
{"bind with offset, colored",
"multidraw.tga", {},
{},
2, 1, 1, 16,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"bind with offset, colored + object ID",
"multidraw.tga", {1211, 5627, 36363},
PhongGL::Flag::ObjectId,
2, 1, 1, 16,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"bind with offset, colored + textured object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture,
2, 1, 1, 16,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"bind with offset, colored + textured array object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
2, 1, 1, 16,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"bind with offset, textured",
"multidraw-textured.tga", {},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture,
2, 1, 1, 16,
/* Minor differences on ARM Mali */
4.67f, 0.02f},
{"bind with offset, texture array",
"multidraw-textured.tga", {},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureArrays,
2, 1, 1, 16,
/* Some difference at the UV edge (texture is wrapping in the 2D case
while the 2D array has a black area around) */
50.34f, 0.131f},
{"draw offset, colored",
"multidraw.tga", {},
{},
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"draw offset, colored + object ID",
"multidraw.tga", {1211, 5627, 36363},
PhongGL::Flag::ObjectId,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"draw offset, colored + textured object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"draw offset, colored + textured array object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"draw offset, textured",
"multidraw-textured.tga", {},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
4.67f, 0.02f},
{"draw offset, texture array",
"multidraw-textured.tga", {},
PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureArrays,
4, 2, 3, 1,
/* Some difference at the UV edge (texture is wrapping in the 2D case
while the 2D array has a black area around) */
50.34f, 0.131f},
{"multidraw, colored",
"multidraw.tga", {},
PhongGL::Flag::MultiDraw,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"multidraw, colored + object ID",
"multidraw.tga", {1211, 5627, 36363},
PhongGL::Flag::MultiDraw|PhongGL::Flag::ObjectId,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"multidraw, colored + textured object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::MultiDraw|PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"multidraw, colored + textured array object ID",
"multidraw.tga", {3211, 8627, 40363},
PhongGL::Flag::MultiDraw|PhongGL::Flag::TextureTransformation|PhongGL::Flag::ObjectIdTexture|PhongGL::Flag::TextureArrays,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
3.34f, 0.01f},
{"multidraw, textured",
"multidraw-textured.tga", {},
PhongGL::Flag::MultiDraw|PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture,
4, 2, 3, 1,
/* Minor differences on ARM Mali */
4.67f, 0.02f},
{"multidraw, texture array",
"multidraw-textured.tga", {},
PhongGL::Flag::MultiDraw|PhongGL::Flag::TextureTransformation|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::TextureArrays,
4, 2, 3, 1,
/* Some difference at the UV edge (texture is wrapping in the 2D case
while the 2D array has a black area around) */
50.34f, 0.131f},
/** @todo test normal and per-draw scaling when there's usable texture */
};
#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
});
addInstancedTests({&PhongGLTest::constructInvalid},
Containers::arraySize(ConstructInvalidData));
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests({
&PhongGLTest::constructUniformBuffersInvalid},
Containers::arraySize(ConstructUniformBuffersInvalidData));
#endif
#ifndef MAGNUM_TARGET_GLES2
addTests({&PhongGLTest::setUniformUniformBuffersEnabled,
&PhongGLTest::bindBufferUniformBuffersNotEnabled});
#endif
addInstancedTests({&PhongGLTest::bindTexturesInvalid},
Containers::arraySize(BindTexturesInvalidData));
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests({&PhongGLTest::bindTextureArraysInvalid},
Containers::arraySize(BindTextureArraysInvalidData));
#endif
addTests({
&PhongGLTest::setAlphaMaskNotEnabled,
&PhongGLTest::setSpecularDisabled,
&PhongGLTest::setTextureMatrixNotEnabled,
&PhongGLTest::setNormalTextureScaleNotEnabled,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::setTextureLayerNotArray,
#endif
#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>({
&PhongGLTest::renderDefaults,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderDefaults<PhongGL::Flag::UniformBuffers>
#endif
},
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderColored,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderColored<PhongGL::Flag::UniformBuffers>
#endif
},
Containers::arraySize(RenderColoredData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderSinglePixelTextured,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderSinglePixelTextured<PhongGL::Flag::UniformBuffers>
#endif
},
Containers::arraySize(RenderSinglePixelTexturedData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderTextured,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderTextured<PhongGL::Flag::UniformBuffers>
#endif
},
Containers::arraySize(RenderTexturedData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderTexturedNormal,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderTexturedNormal<PhongGL::Flag::UniformBuffers>
#endif
},
Containers::arraySize(RenderTexturedNormalData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addTests<PhongGLTest>({
&PhongGLTest::renderVertexColor<Color3>,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderVertexColor<Color3, PhongGL::Flag::UniformBuffers>,
#endif
&PhongGLTest::renderVertexColor<Color4>,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderVertexColor<Color4, PhongGL::Flag::UniformBuffers>,
#endif
},
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderShininess,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderShininess<PhongGL::Flag::UniformBuffers>,
#endif
},
Containers::arraySize(RenderShininessData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderAlpha,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderAlpha<PhongGL::Flag::UniformBuffers>
#endif
},
Containers::arraySize(RenderAlphaData),
&PhongGLTest::renderAlphaSetup,
&PhongGLTest::renderAlphaTeardown);
#ifndef MAGNUM_TARGET_GLES2
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderObjectId,
&PhongGLTest::renderObjectId<PhongGL::Flag::UniformBuffers>},
Containers::arraySize(RenderObjectIdData),
&PhongGLTest::renderObjectIdSetup,
&PhongGLTest::renderObjectIdTeardown);
#endif
/* MSVC needs explicit type due to default template args */
addInstancedTests<PhongGLTest>({
&PhongGLTest::renderLights,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderLights<PhongGL::Flag::UniformBuffers>,
#endif
},
Containers::arraySize(RenderLightsData),
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
addTests({
&PhongGLTest::renderLightsSetOneByOne,
&PhongGLTest::renderLowLightAngle,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderLightCulling
#endif
},
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown);
/* MSVC needs explicit type due to default template args */
addTests<PhongGLTest>({
&PhongGLTest::renderZeroLights,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderZeroLights<PhongGL::Flag::UniformBuffers>
#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>({
&PhongGLTest::renderInstanced,
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderInstanced<PhongGL::Flag::UniformBuffers>,
#endif
},
Containers::arraySize(RenderInstancedData),
#ifndef MAGNUM_TARGET_GLES2
&PhongGLTest::renderObjectIdSetup,
&PhongGLTest::renderObjectIdTeardown
#else
&PhongGLTest::renderSetup,
&PhongGLTest::renderTeardown
#endif
);
#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<GL::Extensions::EXT::gpu_shader4>())
CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported.");
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::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());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#ifndef MAGNUM_TARGET_GLES2
void PhongGLTest::constructUniformBuffers() {
auto&& data = ConstructUniformBuffersData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::UniformBuffers) && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
if((data.flags & PhongGL::Flag::ObjectId) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::gpu_shader4>())
CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported.");
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
if(data.flags >= PhongGL::Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shader_draw_parameters>())
CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported.");
#elif !defined(MAGNUM_TARGET_WEBGL)
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::multi_draw>())
CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported.");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::WEBGL::multi_draw>())
CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported.");
#endif
}
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());
{
#if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES)
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#endif
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<GL::Extensions::ARB::uniform_buffer_object>())
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::constructInvalid() {
auto&& data = ConstructInvalidData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
std::ostringstream out;
Error redirectError{&out};
PhongGL{data.flags};
CORRADE_COMPARE(out.str(), Utility::formatString(
"Shaders::PhongGL: {}\n", data.message));
}
#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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
PhongGL shader{PhongGL::Flag::UniformBuffers};
shader.setAmbientColor({})
.setDiffuseColor({})
.setNormalTextureScale({})
.setSpecularColor({})
.setShininess({})
.setAlphaMask({})
.setObjectId({})
.setTransformationMatrix({})
.setNormalMatrix({})
.setProjectionMatrix({})
.setTextureMatrix({})
.setTextureLayer({})
.setLightPositions(std::initializer_list<Vector4>{})
.setLightPosition(0, Vector4{})
.setLightColors(std::initializer_list<Color3>{})
.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::setTextureLayer(): 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::bindTexturesInvalid() {
auto&& data = BindTexturesInvalidData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
GL::Texture2D texture;
PhongGL shader{data.flags};
shader.bindAmbientTexture(texture)
.bindDiffuseTexture(texture)
.bindSpecularTexture(texture)
.bindNormalTexture(texture)
#ifndef MAGNUM_TARGET_GLES2
.bindObjectIdTexture(texture)
#endif
.bindTextures(&texture, &texture, &texture, &texture);
CORRADE_COMPARE(out.str(), data.message);
}
#ifndef MAGNUM_TARGET_GLES2
void PhongGLTest::bindTextureArraysInvalid() {
auto&& data = BindTextureArraysInvalidData[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<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
GL::Texture2DArray textureArray;
PhongGL shader{data.flags};
shader.bindAmbientTexture(textureArray)
.bindDiffuseTexture(textureArray)
.bindSpecularTexture(textureArray)
.bindNormalTexture(textureArray)
#ifndef MAGNUM_TARGET_GLES2
.bindObjectIdTexture(textureArray)
#endif
;
CORRADE_COMPARE(out.str(), data.message);
}
#endif
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::setSpecularDisabled() {
#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{PhongGL::Flag::NoSpecular};
shader.setSpecularColor({})
.setShininess({})
.setLightSpecularColors({{}})
.setLightSpecularColor(0, {});
CORRADE_COMPARE(out.str(),
"Shaders::PhongGL::setSpecularColor(): the shader was created with specular disabled\n"
"Shaders::PhongGL::setShininess(): the shader was created with specular disabled\n"
"Shaders::PhongGL::setLightSpecularColors(): the shader was created with specular disabled\n"
"Shaders::PhongGL::setLightSpecularColor(): the shader was created with specular disabled\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");
}
void PhongGLTest::setNormalTextureScaleNotEnabled() {
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
std::ostringstream out;
Error redirectError{&out};
PhongGL shader;
shader.setNormalTextureScale({});
CORRADE_COMPARE(out.str(),
"Shaders::PhongGL::setNormalTextureScale(): the shader was not created with normal texture enabled\n");
}
#ifndef MAGNUM_TARGET_GLES2
void PhongGLTest::setTextureLayerNotArray() {
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
std::ostringstream out;
Error redirectError{&out};
PhongGL shader;
shader.setTextureLayer(37);
CORRADE_COMPARE(out.str(),
"Shaders::PhongGL::setTextureLayer(): the shader was not created with texture arrays enabled\n");
}
#endif
#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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
GL::Buffer buffer{GL::Buffer::TargetHint::Uniform};
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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
std::ostringstream out;
Error redirectError{&out};
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<PhongGL::Flag flag> void PhongGLTest::renderDefaults() {
#ifndef MAGNUM_TARGET_GLES2
if(flag == PhongGL::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join(_testDir, "PhongTestFiles/defaults.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
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<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32,
Primitives::UVSphereFlag::TextureCoordinates));
PhongGL::Flags flags = PhongGL::Flag::AmbientTexture|PhongGL::Flag::DiffuseTexture|PhongGL::Flag::SpecularTexture|data.flags|flag;
#ifndef MAGNUM_TARGET_GLES2
if(flag == PhongGL::Flag::UniformBuffers && (data.flags & PhongGL::Flag::TextureArrays) && !(data.flags & PhongGL::Flag::TextureTransformation)) {
CORRADE_INFO("Texture arrays currently require texture transformation if UBOs are used, enabling implicitly.");
flags |= PhongGL::Flag::TextureTransformation;
}
#endif
PhongGL shader{flags, 2};
const Color4ub ambientData[]{ 0x330033_rgb };
ImageView2D ambientImage{PixelFormat::RGBA8Unorm, Vector2i{1}, ambientData};
const Color4ub diffuseData[]{ 0xccffcc_rgb };
ImageView2D diffuseImage{PixelFormat::RGBA8Unorm, Vector2i{1}, diffuseData};
const Color4ub specularData[]{ 0x6666ff_rgb };
ImageView2D specularImage{PixelFormat::RGBA8Unorm, Vector2i{1}, specularData};
GL::Texture2D ambient;
GL::Texture2D diffuse;
GL::Texture2D specular;
#ifndef MAGNUM_TARGET_GLES2
GL::Texture2DArray ambientArray{NoCreate};
GL::Texture2DArray diffuseArray{NoCreate};
GL::Texture2DArray specularArray{NoCreate};
if(data.flags & PhongGL::Flag::TextureArrays) {
ambientArray = GL::Texture2DArray{};
ambientArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector3i{1, 1, data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, ambientImage);
diffuseArray = GL::Texture2DArray{};
diffuseArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector3i{1, 1, data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, diffuseImage);
specularArray = GL::Texture2DArray{};
specularArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector3i{1, 1, data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, specularImage);
shader
.bindAmbientTexture(ambientArray)
.bindDiffuseTexture(diffuseArray)
.bindSpecularTexture(specularArray);
if(flag != PhongGL::Flag::UniformBuffers && data.layer != 0)
shader.setTextureLayer(data.layer); /* to verify the default */
} else
#endif
{
ambient = GL::Texture2D{};
ambient.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector2i{1})
.setSubImage(0, {}, ambientImage);
diffuse = GL::Texture2D{};
diffuse.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector2i{1})
.setSubImage(0, {}, diffuseImage);
specular = GL::Texture2D{};
specular.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGBA, Vector2i{1})
.setSubImage(0, {}, specularImage);
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 textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setLayer(data.layer)
}};
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)
}};
/* Also take into account the case when texture transform needs to be
enabled for texture arrays, so not data.flags but flags */
if(flags & PhongGL::Flag::TextureTransformation)
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(!(_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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join(_testDir, "PhongTestFiles/colored.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<PhongGL::Flag flag> void PhongGLTest::renderTextured() {
auto&& data = RenderTexturedData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
#ifndef MAGNUM_TARGET_GLES2
if(flag == PhongGL::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#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::Flags flags = data.flags|flag;
#ifndef MAGNUM_TARGET_GLES2
if(flag == PhongGL::Flag::UniformBuffers && (data.flags & PhongGL::Flag::TextureArrays) && !(data.flags & PhongGL::Flag::TextureTransformation)) {
CORRADE_INFO("Texture arrays currently require texture transformation if UBOs are used, enabling implicitly.");
flags |= PhongGL::Flag::TextureTransformation;
}
#endif
PhongGL shader{flags, 2};
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D ambient{NoCreate};
GL::Texture2D diffuse{NoCreate};
GL::Texture2D specular{NoCreate};
#ifndef MAGNUM_TARGET_GLES2
GL::Texture2DArray ambientArray{NoCreate};
GL::Texture2DArray diffuseArray{NoCreate};
GL::Texture2DArray specularArray{NoCreate};
#endif
if(data.flags & PhongGL::Flag::AmbientTexture) {
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/ambient-texture.tga")) && (image = importer->image2D(0)));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays) {
ambientArray = GL::Texture2DArray{};
ambientArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, {image->size(), data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, ImageView2D{*image});
shader.bindAmbientTexture(ambientArray);
} else
#endif
{
ambient = GL::Texture2D{};
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 */
if(data.flags & PhongGL::Flag::DiffuseTexture) {
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0)));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays) {
diffuseArray = GL::Texture2DArray{};
diffuseArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, {image->size(), data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, ImageView2D{*image});
shader.bindDiffuseTexture(diffuseArray);
} else
#endif
{
diffuse = GL::Texture2D{};
diffuse.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, image->size())
.setSubImage(0, {}, *image);
shader.bindDiffuseTexture(diffuse);
}
}
if(data.flags & PhongGL::Flag::SpecularTexture) {
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/specular-texture.tga")) && (image = importer->image2D(0)));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays) {
specularArray = GL::Texture2DArray{};
specularArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, {image->size(), data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, ImageView2D{*image});
shader.bindSpecularTexture(specularArray);
} else
#endif
{
specular = GL::Texture2D{};
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);
#ifndef MAGNUM_TARGET_GLES2
if(data.layer != 0) /* to verify the default */
shader.setTextureLayer(data.layer);
#endif
/* 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)
.setLayer(data.layer)
}};
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};
/* Also take into account the case when texture transform needs to be
enabled for texture arrays, so not data.flags but flags */
if(flags & PhongGL::Flag::TextureTransformation)
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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join({_testDir, "PhongTestFiles", data.expected}),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
/* Normal texture. Flip normal Y, if requested */
Containers::Optional<Trade::ImageData2D> 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<Color3ub>())
for(Color3ub& pixel: row)
pixel.y() = 255 - pixel.y();
PhongGL::Flags flags = PhongGL::Flag::NormalTexture|data.flags|flag;
#ifndef MAGNUM_TARGET_GLES2
if(flag == PhongGL::Flag::UniformBuffers && (data.flags & PhongGL::Flag::TextureArrays) && !(data.flags & PhongGL::Flag::TextureTransformation)) {
CORRADE_INFO("Texture arrays currently require texture transformation if UBOs are used, enabling implicitly.");
flags |= PhongGL::Flag::TextureTransformation;
}
#endif
PhongGL shader{flags, 2};
GL::Texture2D normal{NoCreate};
#ifndef MAGNUM_TARGET_GLES2
GL::Texture2DArray normalArray{NoCreate};
if(data.flags & PhongGL::Flag::TextureArrays) {
normalArray = GL::Texture2DArray{};
normalArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, {image->size(), data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, ImageView2D{*image});
shader.bindNormalTexture(normalArray);
} else
#endif
{
normal = GL::Texture2D{};
normal.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, image->size())
.setSubImage(0, {}, *image);
if(data.multiBind)
shader.bindTextures(nullptr, nullptr, nullptr, &normal);
else
shader.bindNormalTexture(normal);
}
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<TangentBitangent>{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. */
if(flag == PhongGL::Flag{}) {
/* Verify the defaults are working properly */
if(data.scale != 1.0f)
shader.setNormalTextureScale(data.scale);
#ifndef MAGNUM_TARGET_GLES2
if(data.layer != 0)
shader.setTextureLayer(data.layer);
#endif
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 textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setLayer(data.layer)
}};
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})
}};
/* Also take into account the case when texture transform needs to be
enabled for texture arrays, so not data.flags but flags */
if(flags & PhongGL::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
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<Color3ub> pixels =
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(actual.pixels<Color4ub>());
/* 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<class T, PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#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<T> 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<Shaders::PhongGL::Color3::Location, T>{});
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D diffuse;
Containers::Optional<Trade::ImageData2D> 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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join(_testDir, "PhongTestFiles/vertexColor.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#endif
GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32));
PhongGL shader{flag|data.flags};
if(flag == PhongGL::Flag{}) {
if(!(data.flags & PhongGL::Flag::NoSpecular)) shader
.setSpecularColor(data.specular)
.setShininess(data.shininess);
shader
.setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f}})
.setDiffuseColor(0xff3333_rgbf)
.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) /* ignored if NoSpecular */
.setShininess(data.shininess) /* ignored if NoSpecular */
}};
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 = 221.0f, meanThreshold = 0.106f;
#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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
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<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#endif
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
Containers::Optional<Trade::ImageData2D> image;
Containers::Pointer<Trade::AbstractImporter> 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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
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<GL::Extensions::EXT::gpu_shader4>())
#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<PhongGL::Flag flag> void PhongGLTest::renderObjectId() {
auto&& data = RenderObjectIdData[testCaseInstanceId()];
setTestCaseDescription(data.name);
if(flag == PhongGL::Flag::UniformBuffers) {
setTestCaseTemplateName("Flag::UniformBuffers");
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::EXT::gpu_shader4>())
CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported.");
#endif
CORRADE_COMPARE(_framebuffer.checkStatus(GL::FramebufferTarget::Draw), GL::Framebuffer::Status::Complete);
Primitives::UVSphereFlags sphereFlags;
if(data.flags & PhongGL::Flag::ObjectIdTexture)
sphereFlags |= Primitives::UVSphereFlag::TextureCoordinates;
GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32, sphereFlags));
PhongGL::Flags flags = data.flags|flag;
if(flag == PhongGL::Flag::UniformBuffers && (data.flags & PhongGL::Flag::TextureArrays) && !(data.flags & PhongGL::Flag::TextureTransformation)) {
CORRADE_INFO("Texture arrays currently require texture transformation if UBOs are used, enabling implicitly.");
flags |= PhongGL::Flag::TextureTransformation;
}
PhongGL shader{PhongGL::Flag::ObjectId|flags, 2};
GL::Texture2D texture{NoCreate};
GL::Texture2DArray textureArray{NoCreate};
if(data.flags >= PhongGL::Flag::ObjectIdTexture) {
const UnsignedShort imageData[]{
100, 200, 300, 400
};
ImageView2D image{PixelFormat::R16UI, {2, 2}, imageData};
if(data.flags & PhongGL::Flag::TextureArrays) {
textureArray = GL::Texture2DArray{};
textureArray.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, {image.size(), data.layer + 1})
.setSubImage(0, {0, 0, data.layer}, image);
shader.bindObjectIdTexture(textureArray);
if(flag != PhongGL::Flag::UniformBuffers && data.layer != 0)
shader.setTextureLayer(data.layer); /* to verify the default */
} else {
texture = GL::Texture2D{};
texture.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, image.size())
.setSubImage(0, {}, image);
shader.bindObjectIdTexture(texture);
}
}
if(flag == PhongGL::Flag{}) {
if(data.textureTransformation != Matrix3{})
shader.setTextureMatrix(data.textureTransformation);
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(40006)
.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(40006)
}};
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 textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(data.textureTransformation)
.setLayer(data.layer)
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
PhongMaterialUniform{}
.setAmbientColor(0x330033_rgbf)
.setDiffuseColor(0xccffcc_rgbf)
.setSpecularColor(0x6666ff_rgbf)
}};
/* Also take into account the case when texture transform needs to be
enabled for texture arrays, so not data.flags but flags */
if(flags & PhongGL::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
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() */
/* 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;
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::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<UnsignedInt>()[10][10], 27);
/* Inside of the object. It's a sphere and the seam is at the front,
rotated to bottom left, meaning left is actually the right part of the
texture and right is the left part of the texture. */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[20][50], data.expected[0]);
CORRADE_COMPARE(image.pixels<UnsignedInt>()[20][20], data.expected[1]);
CORRADE_COMPARE(image.pixels<UnsignedInt>()[50][50], data.expected[2]);
CORRADE_COMPARE(image.pixels<UnsignedInt>()[50][20], data.expected[3]);
}
#endif
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#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<Color4ub>()[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<const Color3ub>(image.pixels<Color4ub>()),
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<const Color3ub>(image.pixels<Color4ub>()),
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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join(_testDir, "PhongTestFiles/low-light-angle.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
#ifndef MAGNUM_TARGET_GLES2
void PhongGLTest::renderLightCulling() {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32));
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{}
.setLightOffsetCount(57, 2)
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
PhongMaterialUniform{}
.setAmbientColor(0x330033_rgbf)
.setDiffuseColor(0xccffcc_rgbf)
.setSpecularColor(0x6666ff_rgbf)
}};
/* Put one light into the first 32-bit component, one into the second to
test that both halves are checked correctly */
PhongLightUniform lights[64];
lights[57] = PhongLightUniform{}
.setPosition({-3.0f, -3.0f, 2.0f, 0.0f})
.setColor(0x993366_rgbf);
lights[58] = PhongLightUniform{}
.setPosition({3.0f, -3.0f, 2.0f, 0.0f})
.setColor(0x669933_rgbf);
GL::Buffer lightUniform{lights};
PhongGL shader{PhongGL::Flag::UniformBuffers|PhongGL::Flag::LightCulling, 64};
shader
.bindProjectionBuffer(projectionUniform)
.bindTransformationBuffer(transformationUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.bindLightBuffer(lightUniform)
.draw(sphere);
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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join(_testDir, "PhongTestFiles/colored.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
#endif
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
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<GL::Extensions::EXT::gpu_shader4>())
#endif
{
flags |= PhongGL::Flag::ObjectId;
}
#endif
PhongGL shader{flags|flag, 0};
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D ambient;
Containers::Optional<Trade::ImageData2D> 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<const Vector4>{})
.setLightColors(Containers::ArrayView<const Color3>{})
/* 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<GL::Extensions::EXT::gpu_shader4>())
#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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
/* 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<GL::Extensions::EXT::gpu_shader4>())
#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<UnsignedInt>()[10][10], 27);
/* Inside of the object. Verify that it can hold 16 bits at least. */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[40][46], 65534);
}
#endif
}
template<PhongGL::Flag flag> 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<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed (light) arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
}
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::ObjectId) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::gpu_shader4>())
CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported.");
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::instanced_arrays>())
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::Extensions::ANGLE::instanced_arrays>() &&
!GL::Context::current().isExtensionSupported<GL::Extensions::EXT::instanced_arrays>() &&
!GL::Context::current().isExtensionSupported<GL::Extensions::NV::instanced_arrays>())
CORRADE_SKIP("GL_{ANGLE,EXT,NV}_instanced_arrays is not supported");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::instanced_arrays>())
CORRADE_SKIP(GL::Extensions::ANGLE::instanced_arrays::string() << "is not supported.");
#endif
#endif
GL::Mesh sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32,
Primitives::UVSphereFlag::TextureCoordinates|
Primitives::UVSphereFlag::Tangents));
/* Three spheres, each in a different location. To test normal matrix
concatenation, everything is rotated 90° on Y, thus X is now -Z and Z is
now X. */
struct {
Matrix4 transformation;
Matrix3x3 normal;
Color3 color;
Vector3 textureOffsetLayer;
UnsignedInt objectId;
} instanceData[] {
{Matrix4::translation(Math::gather<'z', 'y', 'x'>(Vector3{-1.25f, -1.25f, 0.0f}))*Matrix4::rotationY(-90.0_degf)*Matrix4::rotationX(90.0_degf),
/* to test also per-instance normal matrix is applied properly --
the texture should look the same as in the case of Flat 3D
instanced textured */
(Matrix4::rotationY(-90.0_degf)*Matrix4::rotationX(90.0_degf)).normalMatrix(),
data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0xffff00_rgbf,
{0.0f, 0.0f, 0.0f}, 211},
{Matrix4::translation(Math::gather<'z', 'y', 'x'>(Vector3{ 1.25f, -1.25f, 0.0f})),
{},
data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0x00ffff_rgbf,
{1.0f, 0.0f, 1.0f}, 4627},
{Matrix4::translation(Math::gather<'z', 'y', 'x'>(Vector3{ 0.0f, 1.0f, -1.0f})),
{},
data.flags & PhongGL::Flag::DiffuseTexture ? 0xffffff_rgbf : 0xff00ff_rgbf,
#ifndef MAGNUM_TARGET_GLES2
data.flags & PhongGL::Flag::TextureArrays ? Vector3{0.0f, 0.0f, 2.0f} :
#endif
Vector3{0.5f, 1.0f, 2.0f}, 35363}
};
sphere
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0,
PhongGL::TransformationMatrix{},
PhongGL::NormalMatrix{},
PhongGL::Color3{},
#ifndef MAGNUM_TARGET_GLES2
PhongGL::TextureOffsetLayer{},
#else
PhongGL::TextureOffset{},
4,
#endif
#ifndef MAGNUM_TARGET_GLES2
PhongGL::ObjectId{}
#else
4
#endif
)
.setInstanceCount(3);
PhongGL shader{PhongGL::Flag::VertexColor|
PhongGL::Flag::InstancedTransformation|data.flags|flag, 2};
GL::Texture2D diffuse{NoCreate};
GL::Texture2D normal{NoCreate};
#ifndef MAGNUM_TARGET_GLES2
GL::Texture2DArray diffuseArray{NoCreate};
GL::Texture2DArray normalArray{NoCreate};
#endif
if(data.flags & (PhongGL::Flag::DiffuseTexture|PhongGL::Flag::NormalTexture)) {
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
if(data.flags & PhongGL::Flag::DiffuseTexture) {
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0)));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays) {
/** @todo implement image slicing, ffs */
const ImageView2D first{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({0, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D second{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/2, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D third{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/4, image->size().y()/2, 0}),
image->format(), image->size()/2, image->data()};
diffuseArray = GL::Texture2DArray{};
diffuseArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
/* Three slices with 2 extra as a base offset, each slice
has half the height */
.setStorage(1, TextureFormatRGB, {image->size().x(), image->size().y()/2, 2 + 3})
.setSubImage(0, {0, 0, 2}, first)
/* Put the second image on the right half to test that the
per-instance offset is used together with the layer */
.setSubImage(0, {image->size().x()/2, 0, 3}, second)
.setSubImage(0, {0, 0, 4}, third);
shader.bindDiffuseTexture(diffuseArray);
} else
#endif
{
diffuse = GL::Texture2D{};
diffuse.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, image->size())
.setSubImage(0, {}, *image);
shader.bindDiffuseTexture(diffuse);
}
}
if(data.flags & PhongGL::Flag::NormalTexture) {
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/normal-texture.tga")) && (image = importer->image2D(0)));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays) {
/** @todo implement image slicing, ffs */
const ImageView2D first{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({0, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D second{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/2, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D third{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/4, image->size().y()/2, 0}),
image->format(), image->size()/2, image->data()};
normalArray = GL::Texture2DArray{};
normalArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
/* Three slices with 2 extra as a base offset, each slice
has half the height */
.setStorage(1, TextureFormatRGB, {image->size().x(), image->size().y()/2, 2 + 3})
.setSubImage(0, {0, 0, 2}, first)
/* Put the second image on the right half to test that the
per-instance offset is used together with the layer */
.setSubImage(0, {image->size().x()/2, 0, 3}, second)
.setSubImage(0, {0, 0, 4}, third);
shader.bindNormalTexture(normalArray);
} else
#endif
{
normal = GL::Texture2D{};
normal.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, image->size())
.setSubImage(0, {}, *image);
shader.bindNormalTexture(normal);
}
normal.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, TextureFormatRGB, image->size())
.setSubImage(0, {}, *image);
shader.bindNormalTexture(normal);
}
}
#ifndef MAGNUM_TARGET_GLES2
GL::Texture2D objectIdTexture{NoCreate};
GL::Texture2DArray objectIdTextureArray{NoCreate};
if(data.flags >= PhongGL::Flag::ObjectIdTexture) {
/* This should match transformation done for the diffuse/normal
texture */
if(data.flags & PhongGL::Flag::TextureArrays) {
/* 2 extra slices as a base offset, each slice has half height,
second slice has the data in the right half */
const UnsignedShort imageData[]{
0, 0,
0, 0,
2000, 0,
0, 3000,
4000, 0
};
ImageView3D image{PixelFormat::R16UI, {2, 1, 5}, imageData};
objectIdTextureArray = GL::Texture2DArray{};
objectIdTextureArray.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, image.size())
.setSubImage(0, {}, image);
shader.bindObjectIdTexture(objectIdTextureArray);
} else {
/* First is taken from bottom left, second from bottom right, third
from top center (there I just duplicate the pixel on both
sides) */
const UnsignedShort imageData[]{
2000, 3000,
4000, 4000
};
ImageView2D image{PixelFormat::R16UI, {2, 2}, imageData};
objectIdTexture = GL::Texture2D{};
objectIdTexture.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, image.size())
.setSubImage(0, {}, image);
shader.bindObjectIdTexture(objectIdTexture);
}
}
#endif
if(flag == PhongGL::Flag{}) {
shader
.setLightPositions({{-3.0f, -3.0f, 2.0f, 0.0f},
{ 3.0f, -3.0f, 2.0f, 0.0f}})
.setLightColors({0x999999_rgbf, 0x999999_rgbf})
.setLightSpecularColors({0x0000ff_rgbf, 0x00ff00_rgbf})
.setTransformationMatrix(
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::rotationY(90.0_degf)*
Matrix4::scaling(Vector3{0.4f}))
.setNormalMatrix(Matrix4::rotationY(90.0_degf).normalMatrix())
.setProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f))
.setDiffuseColor(data.flags & PhongGL::Flag::DiffuseTexture ?
0xffffff_rgbf : 0xffff00_rgbf);
if(data.flags & PhongGL::Flag::TextureTransformation)
shader.setTextureMatrix(Matrix3::scaling(
#ifndef MAGNUM_TARGET_GLES2
/* Slices of the texture array have half the height */
data.flags & PhongGL::Flag::TextureArrays ? Vector2::xScale(0.5f) :
#endif
Vector2{0.5f}
));
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::TextureArrays)
shader.setTextureLayer(2); /* base offset */
#endif
#ifndef MAGNUM_TARGET_GLES2
if(data.flags & PhongGL::Flag::ObjectId) {
/* Gets added to the per-instance ID, if that's enabled as well */
shader.setObjectId(1000);
}
#endif
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(90.0_degf)*
Matrix4::scaling(Vector3{0.4f})
)
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
PhongDrawUniform{}
.setNormalMatrix(Matrix4::rotationY(90.0_degf).normalMatrix())
/* Gets added to the per-instance ID, if that's enabled as
well */
.setObjectId(1000)
}};
GL::Buffer materialUniform{GL::Buffer::TargetHint::Uniform, {
PhongMaterialUniform{}
.setDiffuseColor(data.flags & PhongGL::Flag::DiffuseTexture ?
0xffffff_rgbf : 0xffff00_rgbf)
}};
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(Matrix3::scaling(
#ifndef MAGNUM_TARGET_GLES2
/* Slices of the texture array have half the height */
data.flags & PhongGL::Flag::TextureArrays ? Vector2::xScale(0.5f) :
#endif
Vector2{0.5f}))
.setLayer(2) /* base offset */
}};
GL::Buffer lightUniform{GL::Buffer::TargetHint::Uniform, {
PhongLightUniform{}
.setPosition({-3.0f, -3.0f, 2.0f, 0.0f})
.setColor(0x999999_rgbf)
.setSpecularColor(0x0000ff_rgbf),
PhongLightUniform{}
.setPosition({3.0f, -3.0f, 2.0f, 0.0f})
.setColor(0x999999_rgbf)
.setSpecularColor(0x00ff00_rgbf)
}};
if(data.flags & PhongGL::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
shader.bindProjectionBuffer(projectionUniform)
.bindTransformationBuffer(transformationUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.bindLightBuffer(lightUniform)
.draw(sphere);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
/*
Colored case:
- First should be lower left, yellow with a blue and green highlight
on bottom left and right part
- Second lower right, cyan with a yellow light, so green, the same
highlight at the same position
- Third up center, magenta with a yellow light, so red, the same
highlight at the same position
Textured case:
- Lower left has bottom left numbers, so light 7881, rotated (78
visible, should look the same as the multidraw case or as Flat)
- Lower light has bottom right, 1223, rotated (23 visible, looking at
the left side of the sphere in the equivalent Flat test)
- Up center has 6778, rotated (78 visible, looking at the left side
of the sphere in the equivalent Flat test)
*/
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join({_testDir, "PhongTestFiles", data.expected}),
(DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.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). */
if(data.flags & PhongGL::Flag::ObjectId) {
_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<UnsignedInt>()[5][5], 27); /* Outside */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[24][24], data.expectedId[0]);
CORRADE_COMPARE(image.pixels<UnsignedInt>()[24][56], data.expectedId[1]);
CORRADE_COMPARE(image.pixels<UnsignedInt>()[56][40], data.expectedId[2]);
}
#endif
}
#ifndef MAGNUM_TARGET_GLES2
void PhongGLTest::renderMulti() {
auto&& data = RenderMultiData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
if((data.flags & PhongGL::Flag::TextureArrays) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_array>())
CORRADE_SKIP(GL::Extensions::EXT::texture_array::string() << "is not supported.");
#endif
#ifndef MAGNUM_TARGET_GLES
if((data.flags & PhongGL::Flag::ObjectId) && !GL::Context::current().isExtensionSupported<GL::Extensions::EXT::gpu_shader4>())
CORRADE_SKIP(GL::Extensions::EXT::gpu_shader4::string() << "is not supported.");
#endif
if(data.flags >= PhongGL::Flag::MultiDraw) {
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shader_draw_parameters>())
CORRADE_SKIP(GL::Extensions::ARB::shader_draw_parameters::string() << "is not supported.");
#elif !defined(MAGNUM_TARGET_WEBGL)
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ANGLE::multi_draw>())
CORRADE_SKIP(GL::Extensions::ANGLE::multi_draw::string() << "is not supported.");
#else
if(!GL::Context::current().isExtensionSupported<GL::Extensions::WEBGL::multi_draw>())
CORRADE_SKIP(GL::Extensions::WEBGL::multi_draw::string() << "is not supported.");
#endif
}
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if(GL::Context::current().detectedDriver() & GL::Context::DetectedDriver::SwiftShader)
CORRADE_SKIP("UBOs with dynamically indexed arrays are a crashy dumpster fire on SwiftShader, can't test.");
#endif
PhongGL shader{PhongGL::Flag::UniformBuffers|PhongGL::Flag::LightCulling|data.flags, data.lightCount, data.materialCount, data.drawCount};
GL::Texture2D diffuse{NoCreate};
GL::Texture2DArray diffuseArray{NoCreate};
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<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/diffuse-texture.tga")) && (image = importer->image2D(0)));
/* For arrays we upload three slices of the original image to half-high
slices */
if(data.flags & PhongGL::Flag::TextureArrays) {
/** @todo implement image slicing, ffs */
const ImageView2D first{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({0, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D second{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/2, 0, 0}),
image->format(), image->size()/2, image->data()};
const ImageView2D third{
image->storage().setRowLength(image->size().x())
.setImageHeight(image->size().y())
.setSkip({image->size().x()/4, image->size().y()/2, 0}),
image->format(), image->size()/2, image->data()};
diffuseArray = GL::Texture2DArray{};
diffuseArray.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
/* Each slice has half the height */
.setStorage(1, TextureFormatRGB, {image->size().x(), image->size().y()/2, 3})
.setSubImage(0, {0, 0, 0}, first)
/* Put the second image on the right half to test that the
per-instance offset is used together with the layer */
.setSubImage(0, {image->size().x()/2, 0, 1}, second)
.setSubImage(0, {0, 0, 2}, third);
shader.bindDiffuseTexture(diffuseArray);
} else {
diffuse = GL::Texture2D{};
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 objectIdTexture{NoCreate};
GL::Texture2DArray objectIdTextureArray{NoCreate};
if(data.flags >= PhongGL::Flag::ObjectIdTexture) {
/* This should match transformation done for the diffuse/normal
texture */
if(data.flags & PhongGL::Flag::TextureArrays) {
/* Each slice has half height, second slice has the data in the
right half */
const UnsignedShort imageData[]{
2000, 0,
0, 3000,
4000, 0
};
ImageView3D image{PixelFormat::R16UI, {2, 1, 3}, imageData};
objectIdTextureArray = GL::Texture2DArray{};
objectIdTextureArray.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, image.size())
.setSubImage(0, {}, image);
shader.bindObjectIdTexture(objectIdTextureArray);
} else {
/* First is taken from bottom left, second from bottom right, third
from top center (there I just duplicate the pixel on both
sides) */
const UnsignedShort imageData[]{
2000, 3000,
4000, 4000
};
ImageView2D image{PixelFormat::R16UI, {2, 2}, imageData};
objectIdTexture = GL::Texture2D{};
objectIdTexture.setMinificationFilter(GL::SamplerFilter::Nearest)
.setMagnificationFilter(GL::SamplerFilter::Nearest)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R16UI, image.size())
.setSubImage(0, {}, image);
shader.bindObjectIdTexture(objectIdTexture);
}
}
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<PhongMaterialUniform> 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<PhongLightUniform> 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<TransformationUniform3D> 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<TextureTransformationUniform> textureTransformationData{2*data.uniformIncrement + 1};
textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
data.flags & PhongGL::Flag::TextureArrays ?
Matrix3::scaling(Vector2::xScale(0.5f))*
Matrix3::translation({0.0f, 0.0f}) :
Matrix3::scaling(Vector2{0.5f})*
Matrix3::translation({0.0f, 0.0f}))
.setLayer(0); /* ignored if not array */
textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
data.flags & PhongGL::Flag::TextureArrays ?
Matrix3::scaling(Vector2::xScale(0.5f))*
Matrix3::translation({1.0f, 0.0f}) :
Matrix3::scaling(Vector2{0.5f})*
Matrix3::translation({1.0f, 0.0f}))
.setLayer(1); /* ignored if not array */
textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
data.flags & PhongGL::Flag::TextureArrays ?
Matrix3::scaling(Vector2::xScale(0.5f))*
Matrix3::translation({0.0f, 0.0f}) :
Matrix3::scaling(Vector2{0.5f})*
Matrix3::translation({0.5f, 1.0f}))
.setLayer(2); /* ignored if not array */
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData};
Containers::Array<PhongDrawUniform> 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};
shader.bindProjectionBuffer(projectionUniform);
/* 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 / multidraw */
} else {
shader.bindTransformationBuffer(transformationUniform)
.bindDrawBuffer(drawUniform)
.bindMaterialBuffer(materialUniform)
.bindLightBuffer(lightUniform);
if(data.flags & PhongGL::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
if(data.flags >= PhongGL::Flag::MultiDraw)
shader.draw({sphere, plane, cone});
else {
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<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
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). */
if(data.flags & PhongGL::Flag::ObjectId) {
_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<UnsignedInt>()[5][5], 27); /* Outside */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[24][24], data.expectedId[0]); /* Sphere */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[24][56], data.expectedId[1]); /* Plane */
CORRADE_COMPARE(image.pixels<UnsignedInt>()[56][40], data.expectedId[2]); /* Circle */
}
}
#endif
}}}}
CORRADE_TEST_MAIN(Magnum::Shaders::Test::PhongGLTest)