/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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_Mesh_Zoo, OpenGLGraphicsTest) { static constexpr const char *Description = "Draws some primitives for testing the mesh view."; std::string common = R"EOSHADER( #version 450 core )EOSHADER"; std::string vertex = R"EOSHADER( layout(location = 0) in vec3 Position; layout(location = 1) in vec4 Color; layout(binding = 0, std140) uniform constsbuf { vec4 scale; vec4 offset; }; out vec4 col; void main() { vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f); col = Color; if(gl_InstanceID > 0) { pos *= 0.3f; pos.xy += vec2(0.1f); col.z = 1.0f; } gl_Position = pos; } )EOSHADER"; std::string multivertex = R"EOSHADER( #version 460 core out vec4 col; flat out uint basevtx; flat out uint baseinst; flat out uint draw; flat out uint inst; flat out uint vert; void main() { const vec4 verts[3] = vec4[3](vec4(-0.5, 0.5, 0.0, 1.0), vec4(0.0, -0.5, 0.0, 1.0), vec4(0.5, 0.5, 0.0, 1.0)); gl_Position = verts[gl_VertexID%3]; col = vec4(1, 1, 0, 1); basevtx = gl_BaseVertex; baseinst = gl_BaseInstance; draw = gl_DrawID; inst = gl_InstanceID; vert = gl_VertexID; } )EOSHADER"; std::string pixel = R"EOSHADER( in vec4 col; layout(location = 0, index = 0) out vec4 Color; void main() { Color = col; } )EOSHADER"; std::string nopvertex = R"EOSHADER( #version 420 core void main() { } )EOSHADER"; std::string geometry = R"EOSHADER( #version 420 core layout(points) in; layout(triangle_strip, max_vertices = 3) out; out vec4 col; void main() { const vec4 verts[3] = vec4[3](vec4(-0.4, -0.4, 0.5, 1.0), vec4(0.6, -0.6, 0.5, 1.0), vec4(-0.5, 0.5, 0.5, 1.0)); for(int i=0; i < 3; i++) { gl_Position = verts[i]; col = vec4(1, 0, 0, 1); EmitVertex(); } EndPrimitive(); } )EOSHADER"; int main() { glMinor = 6; // initialise, create window, create context, etc if(!Init()) return 3; const DefaultA2V test[] = { // single color quad {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, // points, to test vertex picking {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, }; GLuint vao = MakeVAO(); glBindVertexArray(vao); GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferStorage(GL_ARRAY_BUFFER, sizeof(test), test, 0); Vec4f cbufferdata[] = { Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f), Vec4f(-1.0f, -1.0f, 0.0f, 0.0f), }; GLuint cb = MakeBuffer(); glBindBuffer(GL_UNIFORM_BUFFER, cb); glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, 0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, cb); 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); GLuint stride0vao = MakeVAO(); glBindVertexArray(stride0vao); // need to specify this using modern bindings, glVertexAttribPointer stride 0 is interpreted as // 'tightly packed' glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, pos)); glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, col)); glVertexAttribFormat(2, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, uv)); glVertexAttribBinding(0, 0); glVertexAttribBinding(1, 0); glVertexAttribBinding(2, 0); glBindVertexBuffer(0, vb, 0, 0); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); GLuint program = MakeProgram(common + vertex, common + pixel); GLuint geomprogram = MakeProgram(nopvertex, common + pixel, geometry); GLuint multiprogram = MakeProgram(multivertex, common + pixel); GLuint fbo = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Color render texture GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture()}; glBindTexture(GL_TEXTURE_2D, attachments[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0); glBindTexture(GL_TEXTURE_2D, attachments[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, attachments[1], 0); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_DEPTH_CLAMP); glDisable(GL_STENCIL_TEST); struct DrawElementsIndirectCommand { uint32_t count; uint32_t instanceCount; uint32_t firstIndex; int32_t baseVertex; uint32_t baseInstance; }; GLuint cmdBuf = MakeBuffer(); glBindBuffer(GL_DRAW_INDIRECT_BUFFER, cmdBuf); glBufferStorage(GL_DRAW_INDIRECT_BUFFER, sizeof(DrawElementsIndirectCommand) * 4, NULL, GL_DYNAMIC_STORAGE_BIT); GLuint countBuf = MakeBuffer(); glBindBuffer(GL_PARAMETER_BUFFER, countBuf); glBufferStorage(GL_PARAMETER_BUFFER, sizeof(uint32_t), NULL, GL_DYNAMIC_STORAGE_BIT); uint32_t indices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}; GLuint idxBuf = MakeBuffer(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idxBuf); glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 0); while(Running()) { glBindFramebuffer(GL_FRAMEBUFFER, fbo); float col[] = {0.2f, 0.2f, 0.2f, 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)); glDrawArrays(GL_TRIANGLES, 10, 3); setMarker("Quad"); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 2); setMarker("Points"); glDrawArrays(GL_POINTS, 6, 4); setMarker("Stride 0"); glBindVertexArray(stride0vao); glDrawArrays(GL_POINTS, 0, 1); setMarker("Geom Only"); glUseProgram(geomprogram); glDrawArrays(GL_POINTS, 0, 1); setMarker("Multi Draw"); glUseProgram(multiprogram); DrawElementsIndirectCommand cmd = {}; cmd.count = 3; cmd.instanceCount = 2; cmd.baseVertex = 10; cmd.baseInstance = 20; uint32_t count = 2; glBufferSubData(GL_DRAW_INDIRECT_BUFFER, 0, sizeof(cmd), &cmd); cmd.instanceCount = 4; cmd.baseVertex = 11; cmd.baseInstance = 22; glBufferSubData(GL_DRAW_INDIRECT_BUFFER, sizeof(cmd), sizeof(cmd), &cmd); glBufferSubData(GL_PARAMETER_BUFFER, 0, sizeof(count), &count); glMultiDrawElementsIndirectCount(GL_TRIANGLES, GL_UNSIGNED_INT, NULL, NULL, 4, sizeof(DrawElementsIndirectCommand)); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); Present(); } return 0; } }; REGISTER_TEST();