diff options
Diffstat (limited to 'tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp')
-rw-r--r-- | tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp | 560 |
1 files changed, 0 insertions, 560 deletions
diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp deleted file mode 100644 index f2724a4a..00000000 --- a/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp +++ /dev/null @@ -1,560 +0,0 @@ -/**************************************************************************** -** -** 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 "Qt3DSRenderTestTessellation.h" -#include "../Qt3DSRenderTestMathUtil.h" -#include "render/Qt3DSRenderShaderProgram.h" -#include "render/backends/gl/Qt3DSOpenGLUtil.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 *vertPhongShader(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" - "in vec3 attr_norm; // normal pos\n" - "out vec3 ctNorm; // output normal control patch\n" - "void main()\n" - "{\n" - " ctNorm = attr_norm;\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 *fragPhongShader(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" - "in vec3 normWorld;\n" - "out vec4 fragColor;\n" - "void main()\n" - "{\n" - " fragColor = vec4(color, 1.0);\n" - "}\n"; - - return prog.c_str(); -} - -static const char *tessControlShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_EXT_tessellation_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "// number of CPs in patch\n" - "layout (vertices = 3) out;\n" - "uniform float tessLevelInner; // controlled by keyboard buttons\n" - "uniform float tessLevelOuter; // controlled by keyboard buttons\n" - "void main () {\n" - "gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" - "// Calculate the tessellation levels\n" - "gl_TessLevelInner[0] = tessLevelInner; // number of nested primitives to generate\n" - "gl_TessLevelOuter[0] = tessLevelOuter; // times to subdivide first side\n" - "gl_TessLevelOuter[1] = tessLevelOuter; // times to subdivide second side\n" - "gl_TessLevelOuter[2] = tessLevelOuter; // times to subdivide third side\n" - "}\n"; - - return prog.c_str(); -} - -static const char *tessPhongControlShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_EXT_tessellation_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += - "// number of CPs in patch\n" - "layout (vertices = 3) out;\n" - "// phong tessellation per patch data\n" - "struct PhongTessPatch {\n" - " float projIJ;\n" - " float projJK;\n" - " float projIK;\n" - "};\n" - "in vec3 ctNorm[]; // control point normal\n" - "out vec3 normObj[]; // output normal pos\n" - "uniform float tessLevels;\n" - "uniform float tessBlend;\n" - "out PhongTessPatch tcTessPatch[3];\n" - "float PIi(int i, vec3 q)\n" - "{\n" - " vec3 q_minus_p = q - gl_in[i].gl_Position.xyz;\n" - " return q[gl_InvocationID] - dot(q_minus_p, ctNorm[i]) * ctNorm[i][gl_InvocationID];\n" - "}\n" - "void main () {\n" - " // path through data\n" - " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" - " normObj[gl_InvocationID] = ctNorm[gl_InvocationID];\n" - " // compute projections separate for each xyz component\n" - " tcTessPatch[gl_InvocationID].projIJ = PIi(0, gl_in[1].gl_Position.xyz) + PIi(1, " - "gl_in[0].gl_Position.xyz);\n" - " tcTessPatch[gl_InvocationID].projJK = PIi(1, gl_in[2].gl_Position.xyz) + PIi(2, " - "gl_in[1].gl_Position.xyz);\n" - " tcTessPatch[gl_InvocationID].projIK = PIi(2, gl_in[0].gl_Position.xyz) + PIi(0, " - "gl_in[2].gl_Position.xyz);\n" - " // set the tessellation levels\n" - " gl_TessLevelInner[0] = tessLevels; // number of nested primitives to generate\n" - " gl_TessLevelOuter[gl_InvocationID] = tessLevels; // times to subdivide first side\n" - "}\n"; - - return prog.c_str(); -} - -static const char *tessEvaluationShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_EXT_tessellation_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "// triangles, quads, or isolines\n" - "layout (triangles, equal_spacing, ccw) in;\n" - "uniform mat4 mat_mvp;\n" - "// gl_TessCoord is location within the patch\n" - "// (barycentric for triangles, UV for quads)\n" - "void main () {\n" - "vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; // x is one corner\n" - "vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; // y is the 2nd corner\n" - "vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; // z is the 3rd corner (ignore when " - "using quads)\n" - "vec4 pos = p0 + p1 + p2;\n" - "gl_Position = mat_mvp * pos;\n" - "}\n"; - - return prog.c_str(); -} - -static const char *tessPhongEvaluationShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_EXT_tessellation_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "// triangles, quads, or isolines\n" - "layout (triangles, fractional_odd_spacing, ccw) in;\n" - "struct PhongTessPatch {\n" - " float projIJ;\n" - " float projJK;\n" - " float projIK;\n" - "};\n" - "in vec3 normObj[]; // control point normal\n" - "out vec3 normWorld; // output normal pos\n" - "in PhongTessPatch tcTessPatch[];\n" - "uniform mat4 mat_mvp;\n" - "uniform float tessBlend;\n" - "// gl_TessCoord is location within the patch\n" - "// (barycentric for triangles, UV for quads)\n" - "void main () {\n" - " // output normal\n" - " // pre compute square tesselation coord\n" - " vec3 tessSquared = gl_TessCoord * gl_TessCoord;\n" - " vec3 norm = gl_TessCoord.x * normObj[0]\n" - " + gl_TessCoord.y * normObj[1]\n" - " + gl_TessCoord.z * normObj[2]; // z is the 3rd corner (ignore when " - "using quads)\n" - " // barycentric linear position\n" - " vec3 linearPos = gl_TessCoord.x * gl_in[0].gl_Position.xyz\n" - " + gl_TessCoord.y * gl_in[1].gl_Position.xyz\n" - " + gl_TessCoord.z * gl_in[2].gl_Position.xyz;\n" - " // projective terms\n" - " vec3 projJI = vec3(tcTessPatch[0].projIJ, tcTessPatch[1].projIJ, " - "tcTessPatch[2].projIJ);\n" - " vec3 projKJ = vec3(tcTessPatch[0].projJK, tcTessPatch[1].projJK, " - "tcTessPatch[2].projJK);\n" - " vec3 projIK = vec3(tcTessPatch[0].projIK, tcTessPatch[1].projIK, " - "tcTessPatch[2].projIK);\n" - " // phong interpolated position\n" - " vec3 phongPos = tessSquared.x * gl_in[0].gl_Position.xyz\n" - " + tessSquared.y * gl_in[1].gl_Position.xyz\n" - " + tessSquared.z * gl_in[2].gl_Position.xyz\n" - " + gl_TessCoord.x * gl_TessCoord.y * projJI\n" - " + gl_TessCoord.y * gl_TessCoord.z * projKJ\n" - " + gl_TessCoord.z * gl_TessCoord.x * projIK;\n" - " // final position\n" - " vec3 finalPos = (1.0-tessBlend)*linearPos + tessBlend*phongPos;\n" - " gl_Position = mat_mvp * vec4(finalPos, 1.0);\n" - " normWorld = norm;\n" - "}\n"; - - return prog.c_str(); -} - -struct Vertex -{ - QT3DSVec3 positions; - QT3DSVec3 normals; -}; - -NVRenderTestTessellation::NVRenderTestTessellation() -{ - _curTest = 0; - _maxColumn = 4; -} - -NVRenderTestTessellation::~NVRenderTestTessellation() -{ -} - -bool NVRenderTestTessellation::isSupported(NVRenderContext *context) -{ - NVRenderContextType ctxType = context->GetRenderContextType(); - NVRenderContextType nonSupportedFlags( - NVRenderContextValues::GL2 | NVRenderContextValues::GLES2 | NVRenderContextValues::GL3 - | NVRenderContextValues::GLES3 | NVRenderContextValues::GLES3PLUS); - - // This is currently only supported on >= GL4 && >= GLES 3.1 - if ((ctxType & nonSupportedFlags)) - return false; - - return true; -} - -//////////////////////////////// -// 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 NVRenderTestTessellation::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 &= trianglePatches(context, pUserData); - _curTest++; - success &= phongPatches(context, pUserData); - _curTest++; - - return success; -} - -bool NVRenderTestTessellation::trianglePatches(NVRenderContext *context, userContextData *pUserData) -{ - static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, - { QT3DSVec3(0.9, -0.9, 0) }, - { QT3DSVec3(0.0, 0.9, 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; - std::string tcProg; - std::string teProg; - NVRenderVertFragCompilationResult compResult = context->CompileSource( - "NVRenderTestTessellation shader", toRef(vertShader(vtxProg, isGLESContext(context))), - toRef(fragShader(frgProg, isGLESContext(context))), - toRef(tessControlShader(tcProg, isGLESContext(context))), - toRef(tessEvaluationShader(teProg, 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, - 6 * sizeof(QT3DSF32), vertData); - if (!mVertexBuffer) { - qWarning() << "NVRenderTestFboMsaa: 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::Patches, 3); - if (!mInputAssembler) { - qWarning() << "NVRenderTestFboMsaa: 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); - // set tessellation values - float tessLevelInner = 4.0; - compResult.mShader->SetPropertyValue("tessLevelInner", tessLevelInner); - float tessLevelOuter = 4.0; - compResult.mShader->SetPropertyValue("tessLevelOuter", tessLevelOuter); - - context->SetDepthTestEnabled(true); - context->SetDepthWriteEnabled(true); - - // draw - context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); - - context->SetActiveShader(0); - compResult.mShader->release(); - - return true; -} - -bool NVRenderTestTessellation::phongPatches(NVRenderContext *context, userContextData *pUserData) -{ - QT3DSVec3 n1(-1.0, 0.5, 1.0); - n1.normalize(); - QT3DSVec3 n2(1.0, 0.5, 1.0); - n2.normalize(); - QT3DSVec3 n3(0.0, 1.0, 1.0); - n3.normalize(); - static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0.0), n1 }, - { QT3DSVec3(0.9, -0.9, 0.0), n2 }, - { QT3DSVec3(0.0, 0.9, -0.0), n3 } }; - - qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); - - NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; - NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; - NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; - NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; - QT3DSMat44 p = QT3DSMat44::createIdentity(); - QT3DSMat44 rotX = QT3DSMat44::createIdentity(); - QT3DSMat44 rotY = QT3DSMat44::createIdentity(); - QT3DSMat44 mv = QT3DSMat44::createIdentity(); - QT3DSMat44 mvp = QT3DSMat44::createIdentity(); - NvGl2DemoMatrixOrtho(&p, -1, 1, -1, 1, -10, 10); - // NvRenderTestMatrixRotY( &rotY, 45.0 ); - // NvRenderTestMatrixRotX( &rotX, 90.0 ); - mv = rotY * rotX; - mvp = mv * p; - - // create shaders - std::string vtxProg; - std::string frgProg; - std::string tcProg; - std::string teProg; - NVRenderVertFragCompilationResult compResult = context->CompileSource( - "NVRenderTestTessellation shader", toRef(vertPhongShader(vtxProg, isGLESContext(context))), - toRef(fragPhongShader(frgProg, isGLESContext(context))), - toRef(tessPhongControlShader(tcProg, isGLESContext(context))), - toRef(tessPhongEvaluationShader(teProg, 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), - NVRenderVertexBufferEntry("attr_norm", NVRenderComponentTypes::QT3DSF32, 3, 12), - }; - - QT3DSU32 bufSize = 3 * sizeof(Vertex); - NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); - mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, - 6 * sizeof(QT3DSF32), vertData); - if (!mVertexBuffer) { - qWarning() << "NVRenderTestFboMsaa: Failed to create vertex buffer"; - return false; - } - - // create our attribute layout - mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); - // 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::Patches, 3); - if (!mInputAssembler) { - qWarning() << "NVRenderTestFboMsaa: 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); - // set tessellation values - float tessLevels = 8.0; - compResult.mShader->SetPropertyValue("tessLevels", tessLevels); - float tessBlend = 1.0; - compResult.mShader->SetPropertyValue("tessBlend", tessBlend); - - context->SetDepthTestEnabled(true); - context->SetDepthWriteEnabled(true); - - // draw - context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); - - context->SetActiveShader(0); - compResult.mShader->release(); - - return true; -} - -//////////////////////////////// -// performance test -//////////////////////////////// -bool NVRenderTestTessellation::runPerformance(NVRenderContext *context, userContextData *pUserData) -{ - return true; -} - -//////////////////////////////// -// test cleanup -//////////////////////////////// -void NVRenderTestTessellation::cleanup(NVRenderContext *context, userContextData *pUserData) -{ - context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); - // dummy - context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); -} |