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renderdoc/util/test/demos/gl/gl_renderbuffer_zoo.cpp
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00

170 lines
6.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2021-2026 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_Renderbuffer_Zoo, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Tests different types of renderbuffers to ensure they work correctly in normal texture "
"operations";
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, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 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();
GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum db = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &db);
GLuint rbs[9] = {};
glGenRenderbuffers(ARRAY_COUNT(rbs), rbs);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 512, 512);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 512, 512);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[2]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[3]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[4]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[5]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[6]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[7]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[8]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 640, 480);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
while(Running())
{
glBindVertexArray(vao);
glUseProgram(program);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]);
glViewport(0, 0, 512, 512);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[1]);
glViewport(0, 0, 512, 512);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[2]);
glViewport(0, 0, 640, 480);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[3]);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[4]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[6]);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[7]);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[8]);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Present();
}
glDeleteRenderbuffers(ARRAY_COUNT(rbs), rbs);
return 0;
}
};
REGISTER_TEST();