/****************************************************************************** * 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_Mip_Gen_RT, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests rendering from one mip to another to do a downsample chain"; std::string vertex = R"EOSHADER( #version 420 core out vec2 uv; void main() { const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0), vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0)); gl_Position = verts[gl_VertexID]; uv = gl_Position.xy * 0.5f + 0.5f; } )EOSHADER"; std::string pixel = R"EOSHADER( #version 420 core in vec2 uv; layout(location = 0, index = 0) out vec4 Color; layout(binding = 0) uniform sampler2D tex2D; void main() { Color = textureLod(tex2D, -uv, 0.0f); } )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); GLuint program = MakeProgram(vertex, pixel); GLuint tex = MakeTexture(); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 8, GL_SRGB8_ALPHA8, 1024, 1024); GLuint fbo[8]; for(int i = 0; i < 8; i++) { fbo[i] = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i); } // fill upper mip with colour ramp uint32_t *ramp = new uint32_t[1024 * 1024]; for(uint32_t i = 0; i < 1024 * 1024; i++) { float x = float(i % 1024); float y = float(i / 1024); ramp[i] = uint32_t(uint32_t(255.0f * (x / 1024.0f)) | (uint32_t(255.0f * (y / 1024.0f)) << 8) | (uint32_t(255.0f * ((x + y) / 2048.0f)) << 16) | 0xff000000); } while(Running()) { float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearBufferfv(GL_COLOR, 0, col); // clear all FBOs for(int i = 0; i < 8; i++) { glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]); glClearBufferfv(GL_COLOR, 0, col); } glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindVertexArray(vao); glUseProgram(program); { // view first mip and upload data glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1024, 1024, GL_RGBA, GL_UNSIGNED_BYTE, ramp); for(int i = 1; i < 8; i++) { // bind relevant fbo glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]); // change texture parameters to view previous mip glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1); // set viewport glViewport(0, 0, 1024 >> i, 1024 >> i); // do downsample glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } // reset texture parameters to default glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // bind default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Present(); } delete[] ramp; return 0; } }; REGISTER_TEST();