/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2018-2026 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_Simple_Triangle, OpenGLGraphicsTest) { static constexpr const char *Description = "Just draws a simple triangle, using normal pipeline. Basic test that can be used " "for any dead-simple tests that don't require any particular API use"; int main() { // initialise, create window, create context, etc if(!Init()) return 3; GLuint vao = MakeVAO(); glBindVertexArray(vao); GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_STATIC_DRAW); ConfigureDefaultVAO(); GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel); // make a simple texture so that the structured data includes texture initial states GLuint tex = MakeTexture(); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 4, 4); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; float textureColourData[4 * 4 * 4]; for(int i = 0; i < 4 * 4; ++i) { for(int c = 0; c < 4; ++c) textureColourData[i * 4 + c] = col[c]; } GLuint texMS = MakeTexture(); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texMS); glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA16F, 4, 4, GL_TRUE); while(Running()) { glClearBufferfv(GL_COLOR, 0, col); glBindTexture(GL_TEXTURE_2D, tex); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_FLOAT, textureColourData); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texMS); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();