Files
renderdoc/util/test/demos/gl/gl_vao_0.cpp
T
baldurk 4cec51ff6a Use demo project name to determine test availability
* This is better than testing by platform/platform version, because we can check
  specifically for extensions and avoid running a test we know will fail because
  extensions aren't supported.
2019-05-23 14:03:47 +01:00

154 lines
4.9 KiB
C++

/******************************************************************************
* 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_VAO_0 : OpenGLGraphicsTest
{
static constexpr const char *Description = "Uses VAO 0 (i.e. never binds a VAO)";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 pos; \
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;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)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()
{
coreProfile = false;
// initialise, create window, create context, etc
if(!Init())
return 3;
uint32_t idxs[3] = {0, 1, 2};
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glBindBuffer(GL_ARRAY_BUFFER, vb);
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 ib = MakeBuffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 3, idxs, 0);
GLuint program = MakeProgram(common + vertex, common + pixel);
glObjectLabel(GL_PROGRAM, program, -1, "Full program");
while(Running())
{
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glUseProgram(program);
// use both buffers
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBindBuffer(GL_ARRAY_BUFFER, vb);
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)));
glViewport(0, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
// use direct pointers for indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glViewport(screenWidth / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
// use direct pointers for vertices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].pos);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].col);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].uv);
glViewport(screenWidth / 2, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
// use direct pointers for both
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glViewport((screenWidth * 3) / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
Present();
}
return 0;
}
};
REGISTER_TEST(GL_VAO_0);