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renderdoc/util/test/demos/gl/gl_vertex_attr_zoo.cpp
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2023-02-01 12:23:32 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 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_Vertex_Attr_Zoo, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Draws a triangle but using different kinds of vertex attributes, including doubles, arrays, "
"and matrices.";
struct vertin
{
int16_t i16[4];
uint16_t u16[4];
double df[2];
float arr0[2];
float arr1[2];
float arr2[2];
float mat0[2];
float mat1[2];
};
std::string vertex = R"EOSHADER(
#version 450 core
layout(location = 0) in vec4 InSNorm;
layout(location = 1) in vec4 InUNorm;
layout(location = 2) in uvec4 InUInt;
layout(location = 3) in dvec2 InDouble;
layout(location = 4) in vec2 InArray[3];
layout(location = 7) in mat2x2 InMatrix;
layout(location = 0) out vec4 OutSNorm;
layout(location = 1) out vec4 OutUNorm;
layout(location = 2) out uvec4 OutUInt;
layout(location = 3) out dvec2 OutDouble;
layout(location = 4) out vec2 OutArray[3];
layout(location = 7) out mat2x2 OutMatrix;
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];
OutSNorm = InSNorm;
OutDouble = InDouble;
OutUInt = InUInt;
OutUNorm = InUNorm;
OutArray = InArray;
OutMatrix = InMatrix;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
#version 450 core
layout(location = 0) in vec4 InSNorm;
layout(location = 1) in vec4 InUNorm;
layout(location = 2) flat in uvec4 InUInt;
layout(location = 3) flat in dvec2 InDouble;
layout(location = 4) in vec2 InArray[3];
layout(location = 7) in mat2x2 InMatrix;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vec4(0, 1.0f, 0, 1);
// ensure all values are used
Color.g += abs(InSNorm.x);
Color.g += InUNorm.x;
Color.g += float(InUInt.x);
Color.g += float(InDouble.x);
Color.g += float(InArray[0].x);
Color.g += float(InArray[1].x);
Color.g += float(InArray[2].x);
Color.g += float(InMatrix[0][0]);
Color.g += float(InMatrix[1][1]);
// check values came through correctly
// SNorm should be in [-1, 1]
if(clamp(InSNorm, -1.0, 1.0) != InSNorm)
Color = vec4(0.1f, 0, 0, 1);
// UNorm should be in [0, 1]
if(clamp(InUNorm, 0.0, 1.0) != InUNorm)
Color = vec4(0.2f, 0, 0, 1);
// Similar for UInt
if(InUInt.x > 65535 || InUInt.y > 65535 || InUInt.z > 65535 || InUInt.w > 65535)
Color = vec4(0.3f, 0, 0, 1);
// doubles are all in range [-10, 10]
if(clamp(InDouble, -10.0, 10.0) != InDouble)
Color = vec4(0.4f, 0, 0, 1);
}
)EOSHADER";
std::string geom = R"EOSHADER(
#version 450 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(location = 0) in vec4 InSNorm[3];
layout(location = 1) in vec4 InUNorm[3];
layout(location = 2) in uvec4 InUInt[3];
layout(location = 3) in dvec2 InDouble[3];
layout(location = 4) in vec2 InArray[3][3];
layout(location = 7) in mat2x2 InMatrix[3];
layout(location = 0) out vec4 OutSNorm;
layout(location = 1) out vec4 OutUNorm;
layout(location = 2) out uvec4 OutUInt;
layout(location = 3) out dvec2 OutDouble;
layout(location = 4) out vec2 OutArray[3];
layout(location = 7) out mat2x2 OutMatrix;
void main()
{
for(int i = 0; i < 3; i++)
{
gl_Position = vec4(gl_in[i].gl_Position.yx, 0.4f, 1.2f);
OutSNorm = InSNorm[i];
OutDouble = InDouble[i];
OutUInt = InUInt[i];
OutUNorm = InUNorm[i];
OutArray = InArray[i];
OutMatrix = InMatrix[i];
EmitVertex();
}
EndPrimitive();
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
vertin triangle[] = {
{
{32767, -32768, 32767, -32767},
{12345, 6789, 1234, 567},
{9.8765432109, -5.6789012345},
{1.0f, 2.0f},
{3.0f, 4.0f},
{5.0f, 6.0f},
{7.0, 8.0f},
{9.0f, 10.0f},
},
{
{32766, -32766, 16000, -16000},
{56, 7890, 123, 4567},
{-7.89012345678, 6.54321098765},
{11.0f, 12.0f},
{13.0f, 14.0f},
{15.0f, 16.0f},
{17.0, 18.0f},
{19.0f, 20.0f},
},
{
{5, -5, 0, 0},
{8765, 43210, 987, 65432},
{0.1234567890123, 4.5678901234},
{21.0f, 22.0f},
{23.0f, 24.0f},
{25.0f, 26.0f},
{27.0, 28.0f},
{29.0f, 30.0f},
},
};
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(triangle), triangle, 0);
// R16G16B16A16_SNORM
glVertexAttribPointer(0, 4, GL_SHORT, GL_TRUE, sizeof(vertin), (void *)offsetof(vertin, i16));
// R16G16B16A16_UNORM
glVertexAttribPointer(1, 4, GL_UNSIGNED_SHORT, GL_TRUE, sizeof(vertin),
(void *)offsetof(vertin, u16));
// R16G16B16A16_UINT
glVertexAttribIPointer(2, 4, GL_UNSIGNED_SHORT, sizeof(vertin), (void *)offsetof(vertin, u16));
// R64G64_FLOAT
glVertexAttribLPointer(3, 2, GL_DOUBLE, sizeof(vertin), (void *)offsetof(vertin, df));
// Array[]
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(vertin), (void *)offsetof(vertin, arr0));
glVertexAttribPointer(5, 2, GL_FLOAT, GL_FALSE, sizeof(vertin), (void *)offsetof(vertin, arr1));
glVertexAttribPointer(6, 2, GL_FLOAT, GL_FALSE, sizeof(vertin), (void *)offsetof(vertin, arr2));
// Matrix
glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, sizeof(vertin), (void *)offsetof(vertin, mat0));
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, sizeof(vertin), (void *)offsetof(vertin, mat1));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glEnableVertexAttribArray(8);
GLuint program = MakeProgram(vertex, pixel, geom);
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();