overte-JulianGro/tests-manual/shaders/src/main.cpp
2018-05-09 13:20:47 -07:00

227 lines
8.1 KiB
C++

//
// 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 <iostream>
#include <mutex>
#include <gpu/gl/GLBackend.h>
#include <QLoggingCategory>
#include <QResizeEvent>
#include <QTimer>
#include <QWindow>
#include <QElapsedTimer>
#include <QDir>
#include <QGuiApplication>
#include <gl/GLHelpers.h>
#include <gl/GLShaders.h>
#include <gl/QOpenGLContextWrapper.h>
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
#include <render-utils/simple_textured_frag.h>
#include <render-utils/simple_textured_unlit_frag.h>
#include <render-utils/deferred_light_vert.h>
#include <render-utils/deferred_light_point_vert.h>
#include <render-utils/deferred_light_spot_vert.h>
#include <render-utils/directional_ambient_light_frag.h>
#include <render-utils/directional_skybox_light_frag.h>
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/standardDrawTexture_frag.h>
#include <render-utils/model_vert.h>
#include <render-utils/model_shadow_vert.h>
#include <render-utils/model_normal_map_vert.h>
#include <render-utils/model_lightmap_vert.h>
#include <render-utils/model_lightmap_normal_map_vert.h>
#include <render-utils/skin_model_vert.h>
#include <render-utils/skin_model_shadow_vert.h>
#include <render-utils/skin_model_normal_map_vert.h>
#include <render-utils/model_frag.h>
#include <render-utils/model_shadow_frag.h>
#include <render-utils/model_normal_map_frag.h>
#include <render-utils/model_lightmap_frag.h>
#include <render-utils/model_lightmap_normal_map_frag.h>
#include <render-utils/model_translucent_frag.h>
#include <entities-renderer/textured_particle_frag.h>
#include <entities-renderer/textured_particle_vert.h>
#include <render-utils/overlay3D_vert.h>
#include <render-utils/overlay3D_frag.h>
#include <graphics/skybox_vert.h>
#include <graphics/skybox_frag.h>
#include <gpu/DrawTransformUnitQuad_vert.h>
#include <gpu/DrawTexcoordRectTransformUnitQuad_vert.h>
#include <gpu/DrawViewportQuadTransformTexcoord_vert.h>
#include <gpu/DrawTexture_frag.h>
#include <gpu/DrawTextureOpaque_frag.h>
#include <gpu/DrawColoredTexture_frag.h>
#include <render-utils/sdf_text3D_vert.h>
#include <render-utils/sdf_text3D_frag.h>
#include <entities-renderer/paintStroke_vert.h>
#include <entities-renderer/paintStroke_frag.h>
#include <entities-renderer/polyvox_vert.h>
#include <entities-renderer/polyvox_frag.h>
// Create a simple OpenGL window that renders text in various ways
class QTestWindow : public QWindow {
Q_OBJECT
QOpenGLContextWrapper _context;
protected:
void renderText();
public:
QTestWindow() {
setSurfaceType(QSurface::OpenGLSurface);
QSurfaceFormat format = getDefaultOpenGLSurfaceFormat();
setFormat(format);
_context.setFormat(format);
_context.create();
show();
makeCurrent();
gl::initModuleGl();
gpu::Context::init<gpu::gl::GLBackend>();
makeCurrent();
resize(QSize(800, 600));
}
virtual ~QTestWindow() {
}
void draw();
void makeCurrent() {
_context.makeCurrent(this);
}
};
const std::string VERTEX_SHADER_DEFINES{ R"GLSL(
#version 410 core
#define GPU_VERTEX_SHADER
#define GPU_TRANSFORM_IS_STEREO
#define GPU_TRANSFORM_STEREO_CAMERA
#define GPU_TRANSFORM_STEREO_CAMERA_INSTANCED
#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN
)GLSL" };
const std::string PIXEL_SHADER_DEFINES{ R"GLSL(
#version 410 core
#define GPU_PIXEL_SHADER
#define GPU_TRANSFORM_IS_STEREO
#define GPU_TRANSFORM_STEREO_CAMERA
#define GPU_TRANSFORM_STEREO_CAMERA_INSTANCED
#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN
)GLSL" };
void testShaderBuild(const std::string& vs_src, const std::string& fs_src) {
std::string error;
std::vector<char> binary;
GLuint vs, fs;
if (!gl::compileShader(GL_VERTEX_SHADER, vs_src, VERTEX_SHADER_DEFINES, vs, error) ||
!gl::compileShader(GL_FRAGMENT_SHADER, fs_src, PIXEL_SHADER_DEFINES, fs, error)) {
throw std::runtime_error("Failed to compile shader");
}
auto pr = gl::compileProgram({ vs, fs }, error, binary);
if (!pr) {
throw std::runtime_error("Failed to link shader");
}
}
void QTestWindow::draw() {
if (!isVisible()) {
return;
}
makeCurrent();
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static std::once_flag once;
std::call_once(once, [&]{
testShaderBuild(sdf_text3D_vert::getSource(), sdf_text3D_frag::getSource());
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawTexture_frag::getSource());
testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert::getSource(), DrawTexture_frag::getSource());
testShaderBuild(DrawViewportQuadTransformTexcoord_vert::getSource(), DrawTexture_frag::getSource());
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawTextureOpaque_frag::getSource());
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawColoredTexture_frag::getSource());
testShaderBuild(skybox_vert::getSource(), skybox_frag::getSource());
testShaderBuild(simple_vert::getSource(), simple_frag::getSource());
testShaderBuild(simple_vert::getSource(), simple_textured_frag::getSource());
testShaderBuild(simple_vert::getSource(), simple_textured_unlit_frag::getSource());
testShaderBuild(deferred_light_vert::getSource(), directional_ambient_light_frag::getSource());
testShaderBuild(deferred_light_vert::getSource(), directional_skybox_light_frag::getSource());
testShaderBuild(standardTransformPNTC_vert::getSource(), standardDrawTexture_frag::getSource());
testShaderBuild(standardTransformPNTC_vert::getSource(), DrawTextureOpaque_frag::getSource());
testShaderBuild(model_vert::getSource(), model_frag::getSource());
testShaderBuild(model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
testShaderBuild(model_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(model_normal_map_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_frag::getSource());
testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_map_frag::getSource());
testShaderBuild(skin_model_vert::getSource(), model_frag::getSource());
testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
testShaderBuild(skin_model_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(skin_model_normal_map_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(model_shadow_vert::getSource(), model_shadow_frag::getSource());
testShaderBuild(textured_particle_vert::getSource(), textured_particle_frag::getSource());
/* FIXME: Bring back the ssao shader tests
testShaderBuild(gaussian_blur_vert::getSource()ical_vert::getSource(), gaussian_blur_frag::getSource());
testShaderBuild(gaussian_blur_horizontal_vert::getSource(), gaussian_blur_frag::getSource());
testShaderBuild(ambient_occlusion_vert::getSource(), ambient_occlusion_frag::getSource());
testShaderBuild(ambient_occlusion_vert::getSource(), occlusion_blend_frag::getSource());
*/
testShaderBuild(overlay3D_vert::getSource(), overlay3D_frag::getSource());
testShaderBuild(paintStroke_vert::getSource(),paintStroke_frag::getSource());
testShaderBuild(polyvox_vert::getSource(), polyvox_frag::getSource());
});
_context.swapBuffers(this);
}
const char * LOG_FILTER_RULES = R"V0G0N(
hifi.gpu=true
)V0G0N";
int main(int argc, char** argv) {
setupHifiApplication("Shaders Test");
QGuiApplication app(argc, argv);
QLoggingCategory::setFilterRules(LOG_FILTER_RULES);
QTestWindow window;
QTimer timer;
timer.setInterval(1);
app.connect(&timer, &QTimer::timeout, &app, [&] {
window.draw();
});
timer.start();
app.exec();
return 0;
}
#include "main.moc"