/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2015-2019 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" struct GL_Separable_Geometry_Shaders : OpenGLGraphicsTest { static constexpr const char *Description = "Draws using geometry shadess and separable programs created with glCreateShaderProgramv"; std::string common = R"EOSHADER( #version 420 core #define v2f v2f_block \ { \ vec4 col; \ vec4 uv; \ } )EOSHADER"; std::string vertex = R"EOSHADER( layout(location = 0) in vec3 Position; layout(location = 1) in vec4 Color; layout(location = 2) in vec2 UV; out v2f vertOut; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main() { gl_Position = vec4(Position.xyz, 1); vertOut.col = Color; vertOut.uv = vec4(UV.xy, 0, 1); } )EOSHADER"; std::string geom = R"EOSHADER( in v2f vertIn[3]; out v2f vertOut; in gl_PerVertex { vec4 gl_Position; float gl_PointSize; } gl_in[]; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(triangles) in; layout(triangle_strip, max_vertices = 9) out; void main() { for(int i=0; i < 3; i++) { gl_Position = gl_in[i].gl_Position + vec4(0.7, 0.0, 0.0, 0.0); vertOut.col = vertIn[i].col; vertOut.uv = vertIn[i].uv; EmitVertex(); } EndPrimitive(); for(int i=0; i < 3; i++) { gl_Position = gl_in[i].gl_Position + vec4(-0.7, 0.0, 0.0, 0.0); vertOut.col = vec4(1.0)-vertIn[i].col; vertOut.uv = vertIn[i].uv; EmitVertex(); } EndPrimitive(); for(int i=0; i < 3; i++) { gl_Position = gl_in[i].gl_Position + vec4(0.0, 0.7, 0.0, 0.0); vertOut.col = vertIn[i].col.yzxw; vertOut.uv = vertIn[i].uv; EmitVertex(); } EndPrimitive(); } )EOSHADER"; std::string pixel = R"EOSHADER( in v2f vertIn; layout(location = 0, index = 0) out vec4 Color; void main() { Color = vertIn.col; } )EOSHADER"; 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); glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0)); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f) + sizeof(Vec4f))); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); std::string a = common + vertex; const char *str = a.c_str(); GLuint vs = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str); a = common + pixel; str = a.c_str(); GLuint fs = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &str); a = common + geom; str = a.c_str(); GLuint gs = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &str); GLint status = 0; char buffer[1024]; glGetProgramiv(gs, GL_LINK_STATUS, &status); if(status == 0) { glGetProgramInfoLog(gs, 1024, NULL, buffer); TEST_ERROR("Link error: %s", buffer); } GLuint pipe = MakePipeline(); glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs); glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs); glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gs); while(Running()) { float col[] = {0.4f, 0.5f, 0.6f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glBindVertexArray(vao); glBindProgramPipeline(pipe); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } glDeleteProgram(vs); glDeleteProgram(fs); glDeleteProgram(gs); return 0; } }; REGISTER_TEST(GL_Separable_Geometry_Shaders);