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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/PluginManager/Manager.h>
#include <Corrade/Utility/Directory.h>
#include <Corrade/Utility/DebugStl.h>
#include "Magnum/Image.h"
#include "Magnum/ImageView.h"
#include "Magnum/PixelFormat.h"
#include "Magnum/DebugTools/CompareImage.h"
#include "Magnum/GL/Framebuffer.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/GL/OpenGLTester.h"
#include "Magnum/GL/Renderbuffer.h"
#include "Magnum/GL/RenderbufferFormat.h"
#include "Magnum/GL/Texture.h"
#include "Magnum/GL/TextureFormat.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Matrix3.h"
#include "Magnum/Math/Matrix4.h"
#include "Magnum/MeshTools/Compile.h"
#include "Magnum/Primitives/Plane.h"
#include "Magnum/Primitives/Square.h"
#include "Magnum/Shaders/VectorGL.h"
#include "Magnum/Trade/AbstractImporter.h"
#include "Magnum/Trade/ImageData.h"
#include "Magnum/Trade/MeshData.h"
#ifndef MAGNUM_TARGET_GLES2
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/MeshView.h"
#include "Magnum/MeshTools/Concatenate.h"
#include "Magnum/MeshTools/GenerateIndices.h"
#include "Magnum/Primitives/Circle.h"
#include "Magnum/Primitives/Cone.h"
#include "Magnum/Primitives/Plane.h"
#include "Magnum/Primitives/Square.h"
#include "Magnum/Primitives/UVSphere.h"
#include "Magnum/Shaders/Generic.h"
#include "Magnum/Shaders/Generic.h"
#include "Magnum/Shaders/Vector.h"
#endif
#include "configure.h"
namespace Magnum { namespace Shaders { namespace Test { namespace {
struct VectorGLTest: GL::OpenGLTester {
explicit VectorGLTest();
template<UnsignedInt dimensions> void construct();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructUniformBuffers();
#endif
template<UnsignedInt dimensions> void constructMove();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructMoveUniformBuffers();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void constructUniformBuffersZeroDraws();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void setUniformUniformBuffersEnabled();
template<UnsignedInt dimensions> void bindBufferUniformBuffersNotEnabled();
#endif
template<UnsignedInt dimensions> void setTextureMatrixNotEnabled();
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void bindTextureTransformBufferNotEnabled();
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void setWrongDrawOffset();
#endif
void renderSetup();
void renderTeardown();
template<VectorGL2D::Flag flag = VectorGL2D::Flag{}> void renderDefaults2D();
template<VectorGL3D::Flag flag = VectorGL3D::Flag{}> void renderDefaults3D();
template<VectorGL2D::Flag flag = VectorGL2D::Flag{}> void render2D();
template<VectorGL3D::Flag flag = VectorGL3D::Flag{}> void render3D();
#ifndef MAGNUM_TARGET_GLES2
void renderMulti2D();
void renderMulti3D();
#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 on:
- Mesa Intel
- Mesa AMD
- Mesa llvmpipe
- SwiftShader ES2/ES3
- ARM Mali (Huawei P10) ES2/ES3
- WebGL 1 / 2 (on Mesa Intel)
- iPhone 6 w/ iOS 12.4
*/
using namespace Math::Literals;
constexpr struct {
const char* name;
VectorGL2D::Flags flags;
} ConstructData[]{
{"", {}},
{"texture transformation", VectorGL2D::Flag::TextureTransformation}
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
VectorGL2D::Flags flags;
UnsignedInt drawCount;
} ConstructUniformBuffersData[]{
{"classic fallback", {}, 1},
{"", VectorGL2D::Flag::UniformBuffers, 1},
{"texture transformation", VectorGL2D::Flag::UniformBuffers|VectorGL2D::Flag::TextureTransformation, 1},
{"multiple draws", VectorGL2D::Flag::UniformBuffers, 128},
};
#endif
const struct {
const char* name;
VectorGL2D::Flags flags;
Matrix3 textureTransformation;
Color4 backgroundColor, color;
const char* file2D;
const char* file3D;
bool flip;
} RenderData[] {
{"texture transformation", VectorGL2D::Flag::TextureTransformation,
Matrix3::translation(Vector2{1.0f})*Matrix3::scaling(Vector2{-1.0f}),
0x00000000_rgbaf, 0xffffff_rgbf,
"defaults.tga", "defaults.tga", true},
{"", {}, {}, 0x9999ff_rgbf, 0xffff99_rgbf,
"vector2D.tga", "vector3D.tga", false}
};
#ifndef MAGNUM_TARGET_GLES2
constexpr struct {
const char* name;
const char* expected2D;
const char* expected3D;
UnsignedInt drawCount;
UnsignedInt uniformIncrement;
Float maxThreshold, meanThreshold;
} RenderMultiData[] {
{"bind with offset", "multidraw2D.tga", "multidraw3D.tga",
1, 16, 0.0f, 0.0f},
{"draw offset", "multidraw2D.tga", "multidraw3D.tga",
3, 1, 0.0f, 0.0f},
};
#endif
VectorGLTest::VectorGLTest() {
addInstancedTests<VectorGLTest>({
&VectorGLTest::construct<2>,
&VectorGLTest::construct<3>},
Containers::arraySize(ConstructData));
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests<VectorGLTest>({
&VectorGLTest::constructUniformBuffers<2>,
&VectorGLTest::constructUniformBuffers<3>},
Containers::arraySize(ConstructUniformBuffersData));
#endif
addTests<VectorGLTest>({
&VectorGLTest::constructMove<2>,
&VectorGLTest::constructMove<3>,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::constructMoveUniformBuffers<2>,
&VectorGLTest::constructMoveUniformBuffers<3>,
#endif
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::constructUniformBuffersZeroDraws<2>,
&VectorGLTest::constructUniformBuffersZeroDraws<3>,
#endif
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::setUniformUniformBuffersEnabled<2>,
&VectorGLTest::setUniformUniformBuffersEnabled<3>,
&VectorGLTest::bindBufferUniformBuffersNotEnabled<2>,
&VectorGLTest::bindBufferUniformBuffersNotEnabled<3>,
#endif
&VectorGLTest::setTextureMatrixNotEnabled<2>,
&VectorGLTest::setTextureMatrixNotEnabled<3>,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::bindTextureTransformBufferNotEnabled<2>,
&VectorGLTest::bindTextureTransformBufferNotEnabled<3>,
#endif
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::setWrongDrawOffset<2>,
&VectorGLTest::setWrongDrawOffset<3>
#endif
});
addTests({
&VectorGLTest::renderDefaults2D,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::renderDefaults2D<VectorGL2D::Flag::UniformBuffers>,
#endif
&VectorGLTest::renderDefaults3D,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::renderDefaults3D<VectorGL3D::Flag::UniformBuffers>,
#endif
},
&VectorGLTest::renderSetup,
&VectorGLTest::renderTeardown);
addInstancedTests({
&VectorGLTest::render2D,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::render2D<VectorGL2D::Flag::UniformBuffers>,
#endif
&VectorGLTest::render3D,
#ifndef MAGNUM_TARGET_GLES2
&VectorGLTest::render3D<VectorGL3D::Flag::UniformBuffers>,
#endif
},
Containers::arraySize(RenderData),
&VectorGLTest::renderSetup,
&VectorGLTest::renderTeardown);
#ifndef MAGNUM_TARGET_GLES2
addInstancedTests({&VectorGLTest::renderMulti2D,
&VectorGLTest::renderMulti3D},
Containers::arraySize(RenderMultiData),
&VectorGLTest::renderSetup,
&VectorGLTest::renderTeardown);
#endif
/* Load the plugins directly from the build tree. Otherwise they're either
static and already loaded or not present in the build tree */
#ifdef ANYIMAGEIMPORTER_PLUGIN_FILENAME
CORRADE_INTERNAL_ASSERT_OUTPUT(_manager.load(ANYIMAGEIMPORTER_PLUGIN_FILENAME) & PluginManager::LoadState::Loaded);
#endif
#ifdef TGAIMPORTER_PLUGIN_FILENAME
CORRADE_INTERNAL_ASSERT_OUTPUT(_manager.load(TGAIMPORTER_PLUGIN_FILENAME) & PluginManager::LoadState::Loaded);
#endif
#ifdef CORRADE_TARGET_APPLE
if(Utility::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;
}
}
template<UnsignedInt dimensions> void VectorGLTest::construct() {
setTestCaseTemplateName(std::to_string(dimensions));
auto&& data = ConstructData[testCaseInstanceId()];
setTestCaseDescription(data.name);
VectorGL<dimensions> shader{data.flags};
CORRADE_COMPARE(shader.flags(), data.flags);
CORRADE_VERIFY(shader.id());
{
#ifdef CORRADE_TARGET_APPLE
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::constructUniformBuffers() {
setTestCaseTemplateName(std::to_string(dimensions));
auto&& data = ConstructUniformBuffersData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES
if((data.flags & VectorGL<dimensions>::Flag::UniformBuffers) && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif
VectorGL<dimensions> shader{data.flags, data.drawCount};
CORRADE_COMPARE(shader.flags(), data.flags);
CORRADE_COMPARE(shader.drawCount(), data.drawCount);
CORRADE_VERIFY(shader.id());
{
#ifdef CORRADE_TARGET_APPLE
CORRADE_EXPECT_FAIL("macOS drivers need insane amount of state to validate properly.");
#endif
CORRADE_VERIFY(shader.validate().first);
}
MAGNUM_VERIFY_NO_GL_ERROR();
}
#endif
template<UnsignedInt dimensions> void VectorGLTest::constructMove() {
setTestCaseTemplateName(std::to_string(dimensions));
VectorGL<dimensions> a{VectorGL<dimensions>::Flag::TextureTransformation};
const GLuint id = a.id();
CORRADE_VERIFY(id);
MAGNUM_VERIFY_NO_GL_ERROR();
VectorGL<dimensions> b{std::move(a)};
CORRADE_COMPARE(b.id(), id);
CORRADE_COMPARE(b.flags(), VectorGL<dimensions>::Flag::TextureTransformation);
CORRADE_VERIFY(!a.id());
VectorGL<dimensions> c{NoCreate};
c = std::move(b);
CORRADE_COMPARE(c.id(), id);
CORRADE_COMPARE(c.flags(), VectorGL<dimensions>::Flag::TextureTransformation);
CORRADE_VERIFY(!b.id());
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::constructMoveUniformBuffers() {
setTestCaseTemplateName(std::to_string(dimensions));
#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
VectorGL<dimensions> a{VectorGL<dimensions>::Flag::UniformBuffers, 5};
const GLuint id = a.id();
CORRADE_VERIFY(id);
MAGNUM_VERIFY_NO_GL_ERROR();
VectorGL<dimensions> b{std::move(a)};
CORRADE_COMPARE(b.id(), id);
CORRADE_COMPARE(b.flags(), VectorGL<dimensions>::Flag::UniformBuffers);
CORRADE_COMPARE(b.drawCount(), 5);
CORRADE_VERIFY(!a.id());
VectorGL<dimensions> c{NoCreate};
c = std::move(b);
CORRADE_COMPARE(c.id(), id);
CORRADE_COMPARE(c.flags(), VectorGL<dimensions>::Flag::UniformBuffers);
CORRADE_COMPARE(c.drawCount(), 5);
CORRADE_VERIFY(!b.id());
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::constructUniformBuffersZeroDraws() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<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};
VectorGL<dimensions>{VectorGL<dimensions>::Flag::UniformBuffers, 0};
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL: draw count can't be zero\n");
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::setUniformUniformBuffersEnabled() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<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};
VectorGL<dimensions> shader{VectorGL<dimensions>::Flag::UniformBuffers};
shader.setTransformationProjectionMatrix({})
.setTextureMatrix({})
.setBackgroundColor({})
.setColor({});
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled\n"
"Shaders::VectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled\n"
"Shaders::VectorGL::setBackgroundColor(): the shader was created with uniform buffers enabled\n"
"Shaders::VectorGL::setColor(): the shader was created with uniform buffers enabled\n");
}
template<UnsignedInt dimensions> void VectorGLTest::bindBufferUniformBuffersNotEnabled() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
std::ostringstream out;
Error redirectError{&out};
GL::Buffer buffer;
VectorGL<dimensions> shader;
shader.bindTransformationProjectionBuffer(buffer)
.bindTransformationProjectionBuffer(buffer, 0, 16)
.bindDrawBuffer(buffer)
.bindDrawBuffer(buffer, 0, 16)
.bindTextureTransformationBuffer(buffer)
.bindTextureTransformationBuffer(buffer, 0, 16)
.setDrawOffset(0);
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled\n"
"Shaders::VectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled\n");
}
#endif
template<UnsignedInt dimensions> void VectorGLTest::setTextureMatrixNotEnabled() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
std::ostringstream out;
Error redirectError{&out};
VectorGL<dimensions> shader;
shader.setTextureMatrix({});
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled\n");
}
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::bindTextureTransformBufferNotEnabled() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<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};
VectorGL<dimensions> shader{VectorGL<dimensions>::Flag::UniformBuffers};
shader.bindTextureTransformationBuffer(buffer)
.bindTextureTransformationBuffer(buffer, 0, 16);
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n"
"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled\n");
}
#endif
#ifndef MAGNUM_TARGET_GLES2
template<UnsignedInt dimensions> void VectorGLTest::setWrongDrawOffset() {
setTestCaseTemplateName(std::to_string(dimensions));
#ifdef CORRADE_NO_ASSERT
CORRADE_SKIP("CORRADE_NO_ASSERT defined, can't test assertions");
#endif
#ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<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};
VectorGL<dimensions>{VectorGL<dimensions>::Flag::UniformBuffers, 5}
.setDrawOffset(5);
CORRADE_COMPARE(out.str(),
"Shaders::VectorGL::setDrawOffset(): draw offset 5 is out of bounds for 5 draws\n");
}
#endif
constexpr Vector2i RenderSize{80, 80};
void VectorGLTest::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 VectorGLTest::renderTeardown() {
_framebuffer = GL::Framebuffer{NoCreate};
_color = GL::Renderbuffer{NoCreate};
}
constexpr GL::TextureFormat TextureFormatR =
#ifndef MAGNUM_TARGET_GLES2
GL::TextureFormat::R8
#else
GL::TextureFormat::Luminance
#endif
;
template<VectorGL2D::Flag flag> void VectorGLTest::renderDefaults2D() {
#ifndef MAGNUM_TARGET_GLES2
if(flag == VectorGL2D::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
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh square = MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
VectorGL2D shader{flag};
shader.bindVectorTexture(texture);
if(flag == VectorGL2D::Flag{}) {
shader.draw(square);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == VectorGL2D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform2D{}
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
VectorDrawUniform{}
}};
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.draw(square);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences on edges, ARM Mali a bit more of
them, llvmpipe is off-by-two */
const Float maxThreshold = 2.0f, meanThreshold = 0.071f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 17.0f, meanThreshold = 0.359f;
#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, "VectorTestFiles/defaults.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<VectorGL3D::Flag flag> void VectorGLTest::renderDefaults3D() {
#ifndef MAGNUM_TARGET_GLES2
if(flag == VectorGL3D::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
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh plane = MeshTools::compile(Primitives::planeSolid(Primitives::PlaneFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
VectorGL3D shader{flag};
shader.bindVectorTexture(texture);
if(flag == VectorGL3D::Flag{}) {
shader.draw(plane);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == VectorGL2D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform3D{}
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
VectorDrawUniform{}
}};
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.draw(plane);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has off-by-one differences on edges, ARM Mali a bit more of
them; llvmpipe is off-by-two */
const Float maxThreshold = 2.0f, meanThreshold = 0.071f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 17.0f, meanThreshold = 0.359f;
#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, "VectorTestFiles/defaults.tga"),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<VectorGL2D::Flag flag> void VectorGLTest::render2D() {
auto&& data = RenderData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES2
if(flag == VectorGL2D::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
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh square = MeshTools::compile(Primitives::squareSolid(Primitives::SquareFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
VectorGL2D shader{data.flags|flag};
shader.bindVectorTexture(texture);
if(flag == VectorGL2D::Flag{}) {
shader.setBackgroundColor(data.backgroundColor)
.setColor(data.color);
if(data.textureTransformation != Matrix3{})
shader.setTextureMatrix(data.textureTransformation);
else shader.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::rotation(5.0_degf));
shader.draw(square);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == VectorGL2D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
data.textureTransformation == Matrix3{} ?
Matrix3::projection({2.1f, 2.1f})*
Matrix3::rotation(5.0_degf) : Matrix3{}
)
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
VectorDrawUniform{}
.setBackgroundColor(data.backgroundColor)
.setColor(data.color)
}};
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(data.textureTransformation)
}};
if(data.flags & VectorGL2D::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.draw(square);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
Image2D rendered = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
/* Dropping the alpha channel, as it's always 1.0 */
Containers::StridedArrayView2D<Color3ub> pixels =
Containers::arrayCast<Color3ub>(rendered.pixels<Color4ub>());
if(data.flip) pixels = pixels.flipped<0>().flipped<1>();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has differently rasterized edges on four pixels */
const Float maxThreshold = 170.0f, meanThreshold = 0.146f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 170.0f, meanThreshold = 0.962f;
#endif
CORRADE_COMPARE_WITH(pixels,
Utility::Directory::join({_testDir, "VectorTestFiles", data.file2D}),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
template<VectorGL3D::Flag flag> void VectorGLTest::render3D() {
auto&& data = RenderData[testCaseInstanceId()];
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES2
if(flag == VectorGL3D::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
if(!(_manager.loadState("AnyImageImporter") & PluginManager::LoadState::Loaded) ||
!(_manager.loadState("TgaImporter") & PluginManager::LoadState::Loaded))
CORRADE_SKIP("AnyImageImporter / TgaImporter plugins not found.");
GL::Mesh plane = MeshTools::compile(Primitives::planeSolid(Primitives::PlaneFlag::TextureCoordinates));
Containers::Pointer<Trade::AbstractImporter> importer = _manager.loadAndInstantiate("AnyImageImporter");
CORRADE_VERIFY(importer);
GL::Texture2D texture;
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
texture.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge);
#ifdef MAGNUM_TARGET_GLES2
/* Don't want to bother with the fiasco of single-channel formats and
texture storage extensions on ES2 */
texture.setImage(0, TextureFormatR, *image);
#else
texture.setStorage(1, TextureFormatR, image->size())
.setSubImage(0, {}, *image);
#endif
VectorGL3D shader{data.flags|flag};
shader.bindVectorTexture(texture);
if(flag == VectorGL3D::Flag{}) {
shader.setBackgroundColor(data.backgroundColor)
.setColor(data.color);
if(data.textureTransformation != Matrix3{})
shader.setTextureMatrix(data.textureTransformation);
else shader.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::rotationY(-15.0_degf)*
Matrix4::rotationZ(15.0_degf));
shader.draw(plane);
}
#ifndef MAGNUM_TARGET_GLES2
else if(flag == VectorGL3D::Flag::UniformBuffers) {
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, {
TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
data.textureTransformation == Matrix3{} ?
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::rotationY(-15.0_degf)*
Matrix4::rotationZ(15.0_degf) : Matrix4{}
)
}};
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, {
VectorDrawUniform{}
.setBackgroundColor(data.backgroundColor)
.setColor(data.color)
}};
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, {
TextureTransformationUniform{}
.setTextureMatrix(data.textureTransformation)
}};
if(data.flags & VectorGL3D::Flag::TextureTransformation)
shader.bindTextureTransformationBuffer(textureTransformationUniform);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.draw(plane);
}
#endif
else CORRADE_INTERNAL_ASSERT_UNREACHABLE();
MAGNUM_VERIFY_NO_GL_ERROR();
Image2D rendered = _framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
/* Dropping the alpha channel, as it's always 1.0 */
Containers::StridedArrayView2D<Color3ub> pixels =
Containers::arrayCast<Color3ub>(rendered.pixels<Color4ub>());
if(data.flip) pixels = pixels.flipped<0>().flipped<1>();
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
/* SwiftShader has differently rasterized edges on four pixels */
const Float maxThreshold = 170.0f, meanThreshold = 0.171f;
#else
/* WebGL 1 doesn't have 8bit renderbuffer storage, so it's way worse */
const Float maxThreshold = 170.0f, meanThreshold = 0.660f;
#endif
CORRADE_COMPARE_WITH(pixels,
Utility::Directory::join({_testDir, "VectorTestFiles", data.file3D}),
(DebugTools::CompareImageToFile{_manager, maxThreshold, meanThreshold}));
}
#ifndef MAGNUM_TARGET_GLES2
void VectorGLTest::renderMulti2D() {
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.");
#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);
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
GL::Texture2D vector;
vector.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R8, image->size())
.setSubImage(0, {}, *image);
/* Circle is a fan, plane is a strip, make it indexed first */
Trade::MeshData circleData = MeshTools::generateIndices(Primitives::circle2DSolid(32,
Primitives::Circle2DFlag::TextureCoordinates));
Trade::MeshData squareData = MeshTools::generateIndices(Primitives::squareSolid(
Primitives::SquareFlag::TextureCoordinates));
Trade::MeshData triangleData = MeshTools::generateIndices(Primitives::circle2DSolid(3,
Primitives::Circle2DFlag::TextureCoordinates));
GL::Mesh mesh = MeshTools::compile(MeshTools::concatenate({circleData, squareData, triangleData}));
GL::MeshView circle{mesh};
circle.setCount(circleData.indexCount());
GL::MeshView square{mesh};
square.setCount(squareData.indexCount())
.setIndexRange(circleData.indexCount());
GL::MeshView triangle{mesh};
triangle.setCount(triangleData.indexCount())
.setIndexRange(circleData.indexCount() + squareData.indexCount());
/* Some drivers have uniform offset alignment as high as 256, which means
the subsequent sets of uniforms have to be aligned to a multiply of it.
The data.uniformIncrement is set high enough to ensure that, in the
non-offset-bind case this value is 1. */
Containers::Array<TransformationProjectionUniform2D> transformationProjectionData{2*data.uniformIncrement + 1};
transformationProjectionData[0*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({-1.25f, -1.25f})
);
transformationProjectionData[1*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({ 1.25f, -1.25f})
);
transformationProjectionData[2*data.uniformIncrement] = TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(
Matrix3::projection({2.1f, 2.1f})*
Matrix3::scaling(Vector2{0.4f})*
Matrix3::translation({ 0.00f, 1.25f})
);
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, transformationProjectionData};
Containers::Array<TextureTransformationUniform> textureTransformationData{2*data.uniformIncrement + 1};
textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation({0.5f, 0.5f})*
Matrix3::rotation(180.0_degf)*
Matrix3::translation({-0.5f, -0.5f})
);
textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation(Vector2::xAxis(1.0f))*
Matrix3::scaling(Vector2::xScale(-1.0f))
);
textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(Matrix3{});
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData};
Containers::Array<VectorDrawUniform> drawData{2*data.uniformIncrement + 1};
drawData[0*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0x00ff00_rgbf)
.setBackgroundColor(0xccffcc_rgbf);
drawData[1*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0xff0000_rgbf)
.setBackgroundColor(0xffcccc_rgbf);
drawData[2*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0x00ff00_rgbf)
.setBackgroundColor(0xccffcc_rgbf);
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, drawData};
VectorGL2D shader{VectorGL2D::Flag::UniformBuffers|VectorGL2D::Flag::TextureTransformation, data.drawCount};
shader.bindVectorTexture(vector);
/* Just one draw, rebinding UBOs each time */
if(data.drawCount == 1) {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
0*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
0*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
0*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(circle);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
1*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
1*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
1*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(square);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
2*data.uniformIncrement*sizeof(TransformationProjectionUniform2D),
sizeof(TransformationProjectionUniform2D));
shader.bindDrawBuffer(drawUniform,
2*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
2*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(triangle);
/* Otherwise using the draw offset */
} else {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindTextureTransformationBuffer(textureTransformationUniform);
shader.setDrawOffset(0)
.draw(circle);
shader.setDrawOffset(1)
.draw(square);
shader.setDrawOffset(2)
.draw(triangle);
}
/*
- Circle lower left, green, upside down
- Square lower right, red, mirrored
- Triangle up center, green
*/
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join({_testDir, "VectorTestFiles", data.expected2D}),
(DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold}));
}
void VectorGLTest::renderMulti3D() {
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.");
#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);
Containers::Optional<Trade::ImageData2D> image;
CORRADE_VERIFY(importer->openFile(Utility::Directory::join(_testDir, "TestFiles/vector.tga")) && (image = importer->image2D(0)));
GL::Texture2D vector;
vector.setMinificationFilter(GL::SamplerFilter::Linear)
.setMagnificationFilter(GL::SamplerFilter::Linear)
.setWrapping(GL::SamplerWrapping::ClampToEdge)
.setStorage(1, GL::TextureFormat::R8, image->size())
.setSubImage(0, {}, *image);
Trade::MeshData sphereData = Primitives::uvSphereSolid(16, 32,
Primitives::UVSphereFlag::TextureCoordinates);
/* Plane is a strip, make it indexed first */
Trade::MeshData planeData = MeshTools::generateIndices(Primitives::planeSolid(
Primitives::PlaneFlag::TextureCoordinates));
Trade::MeshData coneData = Primitives::coneSolid(1, 32, 1.0f,
Primitives::ConeFlag::TextureCoordinates);
GL::Mesh mesh = MeshTools::compile(MeshTools::concatenate({sphereData, planeData, coneData}));
GL::MeshView sphere{mesh};
sphere.setCount(sphereData.indexCount());
GL::MeshView plane{mesh};
plane.setCount(planeData.indexCount())
.setIndexRange(sphereData.indexCount());
GL::MeshView cone{mesh};
cone.setCount(coneData.indexCount())
.setIndexRange(sphereData.indexCount() + planeData.indexCount());
/* Some drivers have uniform offset alignment as high as 256, which means
the subsequent sets of uniforms have to be aligned to a multiply of it.
The data.uniformIncrement is set high enough to ensure that, in the
non-offset-bind case this value is 1. */
Containers::Array<TransformationProjectionUniform3D> transformationProjectionData{2*data.uniformIncrement + 1};
transformationProjectionData[0*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({-1.25f, -1.25f, 0.0f})*
Matrix4::rotationY(180.0_degf) /* so the texture is visible */
);
transformationProjectionData[1*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({ 1.25f, -1.25f, 0.0f})
);
transformationProjectionData[2*data.uniformIncrement] = TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(
Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)*
Matrix4::translation(Vector3::zAxis(-2.15f))*
Matrix4::scaling(Vector3{0.4f})*
Matrix4::translation({ 0.0f, 1.0f, 1.0f})*
Matrix4::rotationY(180.0_degf) /* so the texture is visible */
);
GL::Buffer transformationProjectionUniform{GL::Buffer::TargetHint::Uniform, transformationProjectionData};
Containers::Array<TextureTransformationUniform> textureTransformationData{2*data.uniformIncrement + 1};
textureTransformationData[0*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation({0.5f, 0.5f})*
Matrix3::rotation(180.0_degf)*
Matrix3::translation({-0.5f, -0.5f})
);
textureTransformationData[1*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(
Matrix3::translation(Vector2::xAxis(1.0f))*
Matrix3::scaling(Vector2::xScale(-1.0f))
);
textureTransformationData[2*data.uniformIncrement] = TextureTransformationUniform{}
.setTextureMatrix(Matrix3{});
GL::Buffer textureTransformationUniform{GL::Buffer::TargetHint::Uniform, textureTransformationData};
Containers::Array<VectorDrawUniform> drawData{2*data.uniformIncrement + 1};
drawData[0*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0x00ff00_rgbf)
.setBackgroundColor(0xccffcc_rgbf);
drawData[1*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0xff0000_rgbf)
.setBackgroundColor(0xffcccc_rgbf);
drawData[2*data.uniformIncrement] = VectorDrawUniform{}
.setColor(0x00ff00_rgbf)
.setBackgroundColor(0xccffcc_rgbf);
GL::Buffer drawUniform{GL::Buffer::TargetHint::Uniform, drawData};
VectorGL3D shader{VectorGL3D::Flag::UniformBuffers|VectorGL3D::Flag::TextureTransformation, data.drawCount};
shader.bindVectorTexture(vector);
/* Just one draw, rebinding UBOs each time */
if(data.drawCount == 1) {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
0*data.uniformIncrement*sizeof(TransformationProjectionUniform3D),
sizeof(TransformationProjectionUniform3D));
shader.bindDrawBuffer(drawUniform,
0*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
0*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(sphere);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
1*data.uniformIncrement*sizeof(TransformationUniform3D),
sizeof(TransformationUniform3D));
shader.bindDrawBuffer(drawUniform,
1*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
1*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(plane);
shader.bindTransformationProjectionBuffer(transformationProjectionUniform,
2*data.uniformIncrement*sizeof(TransformationUniform3D),
sizeof(TransformationUniform3D));
shader.bindDrawBuffer(drawUniform,
2*data.uniformIncrement*sizeof(VectorDrawUniform),
sizeof(VectorDrawUniform));
shader.bindTextureTransformationBuffer(textureTransformationUniform,
2*data.uniformIncrement*sizeof(TextureTransformationUniform),
sizeof(TextureTransformationUniform));
shader.draw(cone);
/* Otherwise using the draw offset */
} else {
shader.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindDrawBuffer(drawUniform)
.bindTextureTransformationBuffer(textureTransformationUniform);
shader.setDrawOffset(0)
.draw(sphere);
shader.setDrawOffset(1)
.draw(plane);
shader.setDrawOffset(2)
.draw(cone);
}
/*
- Sphere lower left, green, upside down
- Plane lower right, red, mirrored
- Cone up center, green
*/
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE_WITH(
/* Dropping the alpha channel, as it's always 1.0 */
Containers::arrayCast<Color3ub>(_framebuffer.read(_framebuffer.viewport(), {PixelFormat::RGBA8Unorm}).pixels<Color4ub>()),
Utility::Directory::join({_testDir, "VectorTestFiles", data.expected3D}),
(DebugTools::CompareImageToFile{_manager, data.maxThreshold, data.meanThreshold}));
}
#endif
}}}}
CORRADE_TEST_MAIN(Magnum::Shaders::Test::VectorGLTest)