summaryrefslogtreecommitdiffstats
path: root/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp')
-rw-r--r--tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp560
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));
-}