// // 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // 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(); gpu::Context::init(); setupDebugLogger(this); makeCurrent(); resize(QSize(800, 600)); } virtual ~QTestWindow() { } void draw(); void makeCurrent() { _context.makeCurrent(this); } }; void testShaderBuild(const char* vs_src, const char * fs_src) { auto vs = gpu::Shader::createVertex(std::string(vs_src)); auto fs = gpu::Shader::createPixel(std::string(fs_src)); auto pr = gpu::Shader::createProgram(vs, fs); if (!gpu::Shader::makeProgram(*pr)) { throw std::runtime_error("Failed to compile 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, sdf_text3D_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawTexture_frag); testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert, DrawTexture_frag); testShaderBuild(DrawViewportQuadTransformTexcoord_vert, DrawTexture_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag); testShaderBuild(Skybox_vert, Skybox_frag); testShaderBuild(simple_vert, simple_frag); testShaderBuild(simple_vert, simple_textured_frag); testShaderBuild(simple_vert, simple_textured_emisive_frag); testShaderBuild(deferred_light_vert, directional_light_frag); testShaderBuild(deferred_light_vert, directional_ambient_light_frag); testShaderBuild(deferred_light_vert, directional_skybox_light_frag); testShaderBuild(deferred_light_limited_vert, point_light_frag); testShaderBuild(deferred_light_limited_vert, spot_light_frag); testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag); testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag); testShaderBuild(standardTransformPNTC_vert, starsGrid_frag); testShaderBuild(stars_vert, stars_frag); testShaderBuild(model_vert, model_frag); testShaderBuild(model_normal_map_vert, model_normal_map_frag); testShaderBuild(model_vert, model_specular_map_frag); testShaderBuild(model_normal_map_vert, model_normal_specular_map_frag); testShaderBuild(model_vert, model_translucent_frag); testShaderBuild(model_normal_map_vert, model_translucent_frag); testShaderBuild(model_lightmap_vert, model_lightmap_frag); testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_map_frag); testShaderBuild(model_lightmap_vert, model_lightmap_specular_map_frag); testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_specular_map_frag); testShaderBuild(skin_model_vert, model_frag); testShaderBuild(skin_model_normal_map_vert, model_normal_map_frag); testShaderBuild(skin_model_vert, model_specular_map_frag); testShaderBuild(skin_model_normal_map_vert, model_normal_specular_map_frag); testShaderBuild(skin_model_vert, model_translucent_frag); testShaderBuild(skin_model_normal_map_vert, model_translucent_frag); testShaderBuild(model_shadow_vert, model_shadow_frag); testShaderBuild(untextured_particle_vert, untextured_particle_frag); testShaderBuild(textured_particle_vert, textured_particle_frag); /* FIXME: Bring back the ssao shader tests testShaderBuild(gaussian_blur_vertical_vert, gaussian_blur_frag); testShaderBuild(gaussian_blur_horizontal_vert, gaussian_blur_frag); testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag); testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag); */ testShaderBuild(hit_effect_vert, hit_effect_frag); testShaderBuild(overlay3D_vert, overlay3D_frag); testShaderBuild(Skybox_vert, Skybox_frag); testShaderBuild(paintStroke_vert,paintStroke_frag); testShaderBuild(polyvox_vert, polyvox_frag); }); _context.swapBuffers(this); } void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) { if (!message.isEmpty()) { #ifdef Q_OS_WIN OutputDebugStringA(message.toLocal8Bit().constData()); OutputDebugStringA("\n"); #else std::cout << message.toLocal8Bit().constData() << std::endl; #endif } } const char * LOG_FILTER_RULES = R"V0G0N( hifi.gpu=true )V0G0N"; int main(int argc, char** argv) { QGuiApplication app(argc, argv); qInstallMessageHandler(messageHandler); 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"