/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2024 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_Depth_Bounds, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests of depth bounds and interactions."; 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, -0.9f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.9f), Vec4f(0.0f, 1.0f, 0.0f, 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(); glDepthBoundsEXT(0.2f, 0.8f); glEnable(GL_DEPTH_BOUNDS_TEST_EXT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel); while(Running()) { glDisable(GL_DEPTH_BOUNDS_TEST_EXT); float col[] = {1.0f, 0.0f, 1.0f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDisable(GL_DEPTH_BOUNDS_TEST_EXT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDrawArrays(GL_TRIANGLES, 0, 3); setMarker("Test"); glEnable(GL_DEPTH_BOUNDS_TEST_EXT); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();