Files
renderdoc/util/test/demos/gl/gl_separable_geometry_shader.cpp
T
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

209 lines
5.0 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_Separable_Geometry_Shaders : OpenGLGraphicsTest
{
static constexpr const char *Description =
"Draws using geometry shadess and separable programs created with glCreateShaderProgramv";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
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;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
void main()
{
gl_Position = vec4(Position.xyz, 1);
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string geom = R"EOSHADER(
in v2f vertIn[3];
out v2f vertOut;
in gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
}
gl_in[];
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(triangles) in;
layout(triangle_strip, max_vertices = 9) out;
void main()
{
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(0.7, 0.0, 0.0, 0.0);
vertOut.col = vertIn[i].col;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(-0.7, 0.0, 0.0, 0.0);
vertOut.col = vec4(1.0)-vertIn[i].col;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
for(int i=0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position + vec4(0.0, 0.7, 0.0, 0.0);
vertOut.col = vertIn[i].col.yzxw;
vertOut.uv = vertIn[i].uv;
EmitVertex();
}
EndPrimitive();
}
)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()
{
// 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);
std::string a = common + vertex;
const char *str = a.c_str();
GLuint vs = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str);
a = common + pixel;
str = a.c_str();
GLuint fs = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &str);
a = common + geom;
str = a.c_str();
GLuint gs = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &str);
GLint status = 0;
char buffer[1024];
glGetProgramiv(gs, GL_LINK_STATUS, &status);
if(status == 0)
{
glGetProgramInfoLog(gs, 1024, NULL, buffer);
TEST_ERROR("Link error: %s", buffer);
}
GLuint pipe = MakePipeline();
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gs);
while(Running())
{
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glBindProgramPipeline(pipe);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
glDeleteProgram(vs);
glDeleteProgram(fs);
glDeleteProgram(gs);
return 0;
}
};
REGISTER_TEST(GL_Separable_Geometry_Shaders);