mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-16 15:12:00 +02:00
commit
fda9827100
7 changed files with 513 additions and 10 deletions
|
@ -57,7 +57,7 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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else (APPLE)
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else ()
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set(GLPROFILE PC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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@ -91,7 +91,8 @@ macro(AUTOSCRIBE_SHADER_LIB)
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#message(${SHADER_INCLUDE_FILES})
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foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
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AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
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file(TO_CMAKE_PATH "${CMAKE_CURRENT_BINARY_DIR}/${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
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list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
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endforeach()
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#message(${AUTOSCRIBE_SHADER_SRC})
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@ -23,8 +23,8 @@ macro(SETUP_HIFI_PROJECT)
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endforeach()
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# add the executable, include additional optional sources
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add_executable(${TARGET_NAME} ${TARGET_SRCS} "${AUTOMTC_SRC}")
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add_executable(${TARGET_NAME} ${TARGET_SRCS} ${AUTOMTC_SRC} ${AUTOSCRIBE_SHADER_LIB_SRC})
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set(${TARGET_NAME}_DEPENDENCY_QT_MODULES ${ARGN})
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list(APPEND ${TARGET_NAME}_DEPENDENCY_QT_MODULES Core)
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@ -234,14 +234,21 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
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std::vector<GLenum> drawBuffers;
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if (masks & Framebuffer::BUFFER_COLORS) {
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for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
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if (masks & (1 << i)) {
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drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
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if (_output._framebuffer) {
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for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
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if (masks & (1 << i)) {
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drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
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}
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}
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}
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if (!drawBuffers.empty()) {
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glDrawBuffers(drawBuffers.size(), drawBuffers.data());
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if (!drawBuffers.empty()) {
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glDrawBuffers(drawBuffers.size(), drawBuffers.data());
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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(void) CHECK_GL_ERROR();
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}
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} else {
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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}
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15
tests/gpu-test/CMakeLists.txt
Normal file
15
tests/gpu-test/CMakeLists.txt
Normal file
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@ -0,0 +1,15 @@
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set(TARGET_NAME gpu-test)
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AUTOSCRIBE_SHADER_LIB(gpu model render-utils)
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# This is not a testcase -- just set it up as a regular hifi project
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setup_hifi_project(Quick Gui OpenGL Script Widgets)
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set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
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#include_oglplus()
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# link in the shared libraries
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link_hifi_libraries(render-utils gpu shared networking fbx model animation script-engine)
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copy_dlls_beside_windows_executable()
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415
tests/gpu-test/src/main.cpp
Normal file
415
tests/gpu-test/src/main.cpp
Normal file
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@ -0,0 +1,415 @@
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//
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// main.cpp
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// tests/gpu-test/src
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <unordered_map>
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#include <memory>
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#include <glm/glm.hpp>
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#include <QApplication>
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#include <QDir>
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#include <QElapsedTimer>
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#include <QFile>
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#include <QImage>
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#include <QLoggingCategory>
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#include <gpu/Context.h>
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#include <gpu/Batch.h>
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#include <gpu/Stream.h>
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#include <gpu/StandardShaderLib.h>
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#include <gpu/GLBackend.h>
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#include <QOpenGLContext>
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#include <QResizeEvent>
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#include <QTime>
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#include <QTimer>
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#include <QWindow>
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#include <cstdio>
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#include <PathUtils.h>
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#include <GeometryCache.h>
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#include "simple_frag.h"
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#include "simple_vert.h"
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class RateCounter {
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std::vector<float> times;
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QElapsedTimer timer;
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public:
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RateCounter() {
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timer.start();
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}
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void reset() {
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times.clear();
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}
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unsigned int count() const {
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return times.size() - 1;
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}
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float elapsed() const {
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if (times.size() < 1) {
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return 0.0f;
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}
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float elapsed = *times.rbegin() - *times.begin();
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return elapsed;
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}
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void increment() {
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times.push_back(timer.elapsed() / 1000.0f);
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}
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float rate() const {
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if (elapsed() == 0.0f) {
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return NAN;
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}
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return (float) count() / elapsed();
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}
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};
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#define MOVE_PARAM(name) decltype(name) && name
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struct BasicModel {
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gpu::PipelinePointer pipeline;
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// gpu::BufferPointer vertexBuffer;
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// gpu::BufferPointer indexBuffer;
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// gpu::BufferPointer normalBuffer;
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gpu::BufferView vertices;
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gpu::BufferView normals;
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gpu::BufferPointer indices;
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gpu::Stream::FormatPointer format;
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BasicModel (MOVE_PARAM(pipeline), MOVE_PARAM(vertices), MOVE_PARAM(normals), MOVE_PARAM(indices), MOVE_PARAM(format))
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: pipeline(pipeline), vertices(vertices), normals(normals), indices(indices), format(format) {}
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// BasicModel (gpu::PipelinePointer && pipeline, gpu::BufferPointer && buffer, gpu::Stream::FormatPointer && format)
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// : pipeline(pipeline), buffer(buffer), format(format) {}
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};
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typedef std::shared_ptr<BasicModel> BasicModelPointer;
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#undef MOVE_PARAM
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BasicModelPointer makeCube () {
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// Axis-aligned cube, facing the user at +z
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// coords == binary mapping of each index, with z inverted (front face faces camera,
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// instead of away from the camera)
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//
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// -x,+y,-z ----------- +x,+y,-z
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// ___--- | ___--- |
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// -x,+y,+z --------- +x,+y,+z |
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// | | | |
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// | | | |
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// | | | |
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// | | | |
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// | -x,-y,-z ------|---- +x,-y,-z
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// | ___--- | ___----
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// -x,-y,+z --------- +x,-y,+z
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//
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float s = 1.0f;
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const glm::vec3 raw_verts[8] = {
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// x, y, z
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{ -s, -s, +s }, // 0b000 0x0
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{ +s, -s, +s }, // 0b001 0x1
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{ -s, +s, +s }, // 0b010 0x2
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{ +s, +s, +s }, // 0b011 0x3
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{ -s, -s, -s }, // 0b100 0x4
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{ +s, -s, -s }, // 0b101 0x5
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{ -s, +s, -s }, // 0b110 0x6
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{ +s, +s, -s } // 0b111 0x7
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};
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const glm::vec3 raw_normals[6] = {
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{ 0.0f, 0.0f, +1.0f }, // x > 0: 1, 3, 5, 7 (N 0)
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{ 0.0f, 0.0f, -1.0f }, // x < 0: 0, 2, 4, 6 (N 1)
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{ 0.0f, +1.0f, 0.0f }, // y > 0: 2, 3, 6, 7 (N 2)
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{ 0.0f, -1.0f, 0.0f }, // y < 0: 0, 1, 4, 5 (N 3)
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{ +1.0f, 0.0f, 0.0f }, // z > 0: 0, 1, 2, 3 (N 4)
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{ -1.0f, 0.0f, 0.0f } // z < 0: 4, 5, 6, 7 (N 5)
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};
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const glm::vec3 cube_verts[24] = {
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raw_verts[1], raw_verts[3], raw_verts[5], raw_verts[7],
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raw_verts[0], raw_verts[2], raw_verts[4], raw_verts[6],
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raw_verts[2], raw_verts[3], raw_verts[6], raw_verts[7],
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raw_verts[0], raw_verts[1], raw_verts[4], raw_verts[5],
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raw_verts[0], raw_verts[1], raw_verts[2], raw_verts[3],
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raw_verts[4], raw_verts[5], raw_verts[6], raw_verts[7]
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};
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const glm::vec3 cube_normals[24] = {
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raw_normals[0], raw_normals[0], raw_normals[0], raw_normals[0],
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raw_normals[1], raw_normals[1], raw_normals[1], raw_normals[1],
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raw_normals[2], raw_normals[2], raw_normals[2], raw_normals[2],
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raw_normals[3], raw_normals[3], raw_normals[3], raw_normals[3],
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raw_normals[4], raw_normals[4], raw_normals[4], raw_normals[4],
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raw_normals[5], raw_normals[5], raw_normals[5], raw_normals[5]
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};
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int16_t cube_indices_tris[36];
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for (int i = 0, k = 0; i < 36; k += 4) {
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cube_indices_tris[i++] = k + 0;
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cube_indices_tris[i++] = k + 3;
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cube_indices_tris[i++] = k + 1;
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cube_indices_tris[i++] = k + 0;
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cube_indices_tris[i++] = k + 2;
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cube_indices_tris[i++] = k + 3;
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}
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// const int16_t cube_indices_tris[36] {
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// 0, 3, 1, 0, 2, 3,
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// };
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// const glm::vec3 cube_normals[] = {
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// { 0.0f, 0.0f, 1.0f },
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// { 0.0f, 0.0f, 1.0f },
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// { 0.0f, 0.0f, 1.0f },
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// { 0.0f, 0.0f, 1.0f },
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// { -1.0f, 0.0f, 0.0f },
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// { -1.0f, 0.0f, 0.0f },
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// { -1.0f, 0.0f, 0.0f },
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// { -1.0f, 0.0f, 0.0f },
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// };
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// const int16_t cube_indices[] = {
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// 3, 1, 0, 2, 3, 0,
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// 6, 2, 0, 4, 6, 0,
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// };
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gpu::Stream::FormatPointer format = std::make_shared<gpu::Stream::Format>();
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assert(gpu::Stream::POSITION == 0 && gpu::Stream::NORMAL == 1);
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const int BUFFER_SLOT = 0;
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format->setAttribute(gpu::Stream::POSITION, BUFFER_SLOT, gpu::Element::VEC3F_XYZ);
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format->setAttribute(gpu::Stream::NORMAL, BUFFER_SLOT, gpu::Element::VEC3F_XYZ);
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auto vertexBuffer = std::make_shared<gpu::Buffer>(24 * sizeof(glm::vec3), (gpu::Byte*)cube_verts);
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auto normalBuffer = std::make_shared<gpu::Buffer>(24 * sizeof(glm::vec3), (gpu::Byte*)cube_normals);
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gpu::BufferPointer indexBuffer = std::make_shared<gpu::Buffer>(36 * sizeof(int16_t), (gpu::Byte*)cube_indices_tris);
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auto positionElement = format->getAttributes().at(gpu::Stream::POSITION)._element;
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auto normalElement = format->getAttributes().at(gpu::Stream::NORMAL)._element;
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gpu::BufferView vertexView { vertexBuffer, positionElement };
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gpu::BufferView normalView { normalBuffer, normalElement };
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// Create shaders
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ simple_vert }));
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auto fs = gpu::ShaderPointer(gpu::Shader::createPixel({ simple_frag }));
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auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
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gpu::Shader::BindingSet bindings;
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bindings.insert({ "lightPosition", 1 });
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if (!gpu::Shader::makeProgram(*shader, bindings)) {
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printf("Could not compile shader\n");
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if (!vs)
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printf("bad vertex shader\n");
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if (!fs)
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printf("bad fragment shader\n");
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if (!shader)
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printf("bad shader program\n");
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exit(-1);
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}
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auto state = std::make_shared<gpu::State>();
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// state->setAntialiasedLineEnable(true);
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state->setMultisampleEnable(true);
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state->setDepthTest({ true });
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auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
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return std::make_shared<BasicModel>(
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std::move(pipeline),
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std::move(vertexView),
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std::move(normalView),
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std::move(indexBuffer),
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std::move(format)
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);
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}
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void renderCube(gpu::Batch & batch, const BasicModel & cube) {
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batch.setPipeline(cube.pipeline);
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batch.setInputFormat(cube.format);
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batch.setInputBuffer(gpu::Stream::POSITION, cube.vertices);
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batch.setInputBuffer(gpu::Stream::NORMAL, cube.normals);
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batch.setIndexBuffer(gpu::INT16, cube.indices, 0);
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// batch.drawIndexed(gpu::TRIANGLES, 12);
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batch.draw(gpu::TRIANGLES, 24);
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}
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gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(vertexShaderSrc));
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auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSrc));
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auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
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if (!gpu::Shader::makeProgram(*shader, bindings)) {
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printf("Could not compile shader\n");
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exit(-1);
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}
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return shader;
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}
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// Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache
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// Should eventually get refactored into something that supports multiple gpu backends.
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class QTestWindow : public QWindow {
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Q_OBJECT
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QOpenGLContext* _qGlContext{ nullptr };
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QSize _size;
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gpu::ContextPointer _context;
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gpu::PipelinePointer _pipeline;
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glm::mat4 _projectionMatrix;
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// BasicModelPointer _cubeModel;
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RateCounter fps;
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QTime _time;
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protected:
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void renderText();
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private:
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void resizeWindow(const QSize& size) {
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_size = size;
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}
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public:
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QTestWindow() {
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setSurfaceType(QSurface::OpenGLSurface);
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QSurfaceFormat format;
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// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
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format.setDepthBufferSize(16);
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format.setStencilBufferSize(8);
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format.setVersion(4, 1);
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format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
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format.setOption(QSurfaceFormat::DebugContext);
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setFormat(format);
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_qGlContext = new QOpenGLContext;
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_qGlContext->setFormat(format);
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_qGlContext->create();
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show();
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makeCurrent();
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gpu::Context::init<gpu::GLBackend>();
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_context = std::make_shared<gpu::Context>();
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auto shader = makeShader(simple_vert, simple_frag, gpu::Shader::BindingSet {});
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auto state = std::make_shared<gpu::State>();
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state->setMultisampleEnable(true);
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state->setDepthTest(gpu::State::DepthTest { true });
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
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// Clear screen
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gpu::Batch batch;
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 });
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_context->render(batch);
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// _cubeModel = makeCube();
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DependencyManager::set<GeometryCache>();
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setFramePosition(QPoint(-1000, 0));
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resize(QSize(800, 600));
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_time.start();
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}
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virtual ~QTestWindow() {
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}
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void draw() {
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if (!isVisible()) {
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return;
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}
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makeCurrent();
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gpu::Batch batch;
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.0f, 0.0f, 0.0f, 1.0f });
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batch.clearDepthFramebuffer(1e4);
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batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
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batch.setProjectionTransform(_projectionMatrix);
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double t = _time.elapsed() * 1e-3;
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glm::vec3 unitscale { 1.0f };
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glm::vec3 up { 0.0f, 1.0f, 0.0f };
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glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
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// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
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glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
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glm::quat cam_rotation;
|
||||
// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
|
||||
// cam_rotation.w = -cam_rotation.w;
|
||||
// printf("cam rotation: %f %f %f %f\n", cam_rotation.x, cam_rotation.y, cam_rotation.z, cam_rotation.w);
|
||||
Transform cam_transform { cam_rotation, unitscale, cam_pos };
|
||||
|
||||
batch.setViewTransform(cam_transform);
|
||||
batch.setPipeline(_pipeline);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
// Render grid on xz plane (not the optimal way to do things, but w/e)
|
||||
// Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only
|
||||
batch.setModelTransform(Transform());
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
geometryCache->renderLine(batch, { -100.0f, -1.0f, -50.0f + float(i) }, { 100.0f, -1.0f, -50.0f + float(i) }, { 0.35f, 0.25f, 0.15f, 1.0f });
|
||||
}
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
geometryCache->renderLine(batch, { -50.0f + float(i), -1.0f, -100.0f}, { -50.0f + float(i), -1.0f, 100.0f }, { 0.15f, 0.25f, 0.35f, 1.0f });
|
||||
}
|
||||
|
||||
// Render unlit cube + sphere
|
||||
geometryCache->renderUnitCube(batch);
|
||||
geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
|
||||
|
||||
batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
|
||||
geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
|
||||
|
||||
_context->render(batch);
|
||||
_qGlContext->swapBuffers(this);
|
||||
|
||||
fps.increment();
|
||||
if (fps.elapsed() >= 0.5f) {
|
||||
qDebug() << "FPS: " << fps.rate();
|
||||
fps.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void makeCurrent() {
|
||||
_qGlContext->makeCurrent(this);
|
||||
}
|
||||
|
||||
protected:
|
||||
void resizeEvent(QResizeEvent* ev) override {
|
||||
resizeWindow(ev->size());
|
||||
|
||||
float fov_degrees = 60.0f;
|
||||
float aspect_ratio = (float)_size.width() / _size.height();
|
||||
float near_clip = 0.1f;
|
||||
float far_clip = 1000.0f;
|
||||
_projectionMatrix = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
|
||||
}
|
||||
};
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
QGuiApplication app(argc, argv);
|
||||
QTestWindow window;
|
||||
QTimer timer;
|
||||
timer.setInterval(0);
|
||||
app.connect(&timer, &QTimer::timeout, &app, [&] {
|
||||
window.draw();
|
||||
});
|
||||
timer.start();
|
||||
app.exec();
|
||||
return 0;
|
||||
}
|
||||
|
||||
#include "main.moc"
|
29
tests/gpu-test/src/simple.slf
Normal file
29
tests/gpu-test/src/simple.slf
Normal file
|
@ -0,0 +1,29 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// simple.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/15/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
Material material = getMaterial();
|
||||
packDeferredFragment(
|
||||
normalize(_normal.xyz),
|
||||
glowIntensity,
|
||||
_color.rgb,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
}
|
36
tests/gpu-test/src/simple.slv
Normal file
36
tests/gpu-test/src/simple.slv
Normal file
|
@ -0,0 +1,36 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// simple.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/15/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
_color = inColor.rgb;
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
Loading…
Reference in a new issue