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Diffstat (limited to 'tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp')
-rw-r--r-- | tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp new file mode 100644 index 0000000..1a1c34c --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp @@ -0,0 +1,390 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL-EXCEPT$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 as published by the Free Software +** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "Qt3DSRenderTestGeometryShader.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderImageTexture.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform vec3 color;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4(color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *geometryShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_geometry_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + // pass through shader + prog += "layout (triangles) in;\n" + "layout (triangle_strip, max_vertices = 3) out;\n" + "void main()\n" + "{\n" + " int i;\n" + " for(i=0; i<gl_in.length(); i++)\n" + " {\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + " EndPrimitive();\n" + "}\n"; + + return prog.c_str(); +} + +static const char *wireframeShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_geometry_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + // convert to wireframe + prog += "layout (triangles) in;\n" + "layout (line_strip, max_vertices = 4) out;\n" + "void main()\n" + "{\n" + " int i;\n" + " for(i=0; i<gl_in.length(); i++)\n" + " {\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + " gl_Position = gl_in[0].gl_Position;\n" + " EmitVertex();\n" + " EndPrimitive();\n" + "}\n"; + + return prog.c_str(); +} + +struct Vertex +{ + QT3DSVec3 positions; + QT3DSVec2 texCoord; +}; + +NVRenderTestGeometryShader::NVRenderTestGeometryShader() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestGeometryShader::~NVRenderTestGeometryShader() +{ +} + +bool NVRenderTestGeometryShader::isSupported(NVRenderContext *context) +{ + return context->IsGeometryStageSupported(); +} + +//////////////////////////////// +// test for functionality +//////////////////////////////// + +inline NVConstDataRef<QT3DSI8> toRef(const char *data) +{ + size_t len = strlen(data) + 1; + return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len); +} + +bool NVRenderTestGeometryShader::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + context->SetRenderTarget(NULL); + // conpute cell width + _cellSize = pUserData->winWidth / _maxColumn; + + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + + success &= geometryCompile(context, pUserData); + _curTest++; + success &= wireframe(context, pUserData); + _curTest++; + + return success; +} + +bool NVRenderTestGeometryShader::geometryCompile(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestGeometryShader shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context)))); + if (!compResult.mShader) { + return false; + } + + unsigned int curY = 0; + unsigned int curX = _curTest; + if (_curTest >= _maxColumn) { + curY = (_curTest / _maxColumn); + curX = (_curTest % _maxColumn); + } + + // set viewport + context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); + + // this is the layout + NVRenderVertexBufferEntry entries[] = { + NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), + }; + + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestGeometryShader: Failed to create vertex buffer"; + return false; + } + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); + // create input Assembler + QT3DSU32 strides = mVertexBuffer->GetStride(); + QT3DSU32 offsets = 0; + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestGeometryShader: Failed to create input assembler"; + return false; + } + + // create a geometry shader which does nothing just as a compile check + std::string geomProg; + std::string vtxProgDummy; + std::string frgProgDummy; + NVRenderVertFragCompilationResult geomResult = context->CompileSource( + "NVRenderTestGeometryShader shader", + toRef(vertShader(vtxProgDummy, isGLESContext(context))), + toRef(fragShader(frgProgDummy, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), toRef(geometryShader(geomProg, isGLESContext(context)))); + + if (!geomResult.mShader) { + color.x = 1.0; + color.y = 0.0; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + if (geomResult.mShader) + geomResult.mShader->release(); + + return true; +} + +bool NVRenderTestGeometryShader::wireframe(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create shaders + // geometry shader converts primitives from triangles to lines + std::string vtxProg; + std::string frgProg; + std::string geomProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestGeometryShader shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), toRef(wireframeShader(geomProg, isGLESContext(context)))); + if (!compResult.mShader) { + return false; + } + + unsigned int curY = 0; + unsigned int curX = _curTest; + if (_curTest >= _maxColumn) { + curY = (_curTest / _maxColumn); + curX = (_curTest % _maxColumn); + } + + // set viewport + context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); + + // this is the layout + NVRenderVertexBufferEntry entries[] = { + NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), + }; + + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestGeometryShader: Failed to create vertex buffer"; + return false; + } + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); + // create input Assembler + QT3DSU32 strides = mVertexBuffer->GetStride(); + QT3DSU32 offsets = 0; + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestGeometryShader: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestGeometryShader::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestGeometryShader::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} |