/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2021-2026 Baldur Karlsson * * 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 "gl_test.h" RD_TEST(GL_Renderbuffer_Zoo, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests different types of renderbuffers to ensure they work correctly in normal texture " "operations"; int main() { // initialise, create window, create context, etc if(!Init()) return 3; GLuint vao = MakeVAO(); glBindVertexArray(vao); const DefaultA2V Tri[3] = { {Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(1.0f, 0.0f)}, }; GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferData(GL_ARRAY_BUFFER, sizeof(Tri), Tri, GL_STATIC_DRAW); ConfigureDefaultVAO(); GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel); GLuint fbo = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLenum db = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &db); GLuint rbs[9] = {}; glGenRenderbuffers(ARRAY_COUNT(rbs), rbs); glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 512, 512); glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 512, 512); glBindRenderbuffer(GL_RENDERBUFFER, rbs[2]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[3]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[4]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[5]); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA16F, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[6]); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA16F, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[7]); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA16F, 640, 480); glBindRenderbuffer(GL_RENDERBUFFER, rbs[8]); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 640, 480); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; while(Running()) { glBindVertexArray(vao); glUseProgram(program); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); glDisable(GL_DEPTH_TEST); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]); glViewport(0, 0, 512, 512); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[1]); glViewport(0, 0, 512, 512); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[2]); glViewport(0, 0, 640, 480); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glEnable(GL_DEPTH_TEST); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[3]); glClearBufferfv(GL_COLOR, 0, col); glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[4]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); glClearBufferfv(GL_COLOR, 0, col); glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisable(GL_DEPTH_TEST); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[6]); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[7]); glClearBufferfv(GL_COLOR, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glEnable(GL_DEPTH_TEST); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[8]); glClearBufferfv(GL_COLOR, 0, col); glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glBindFramebuffer(GL_FRAMEBUFFER, 0); Present(); } glDeleteRenderbuffers(ARRAY_COUNT(rbs), rbs); return 0; } }; REGISTER_TEST();