overte-lubosz/tests/shaders/src/main.cpp
2016-03-10 20:10:54 -08:00

245 lines
8.5 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/GLBackend.h>
#include <QLoggingCategory>
#include <QResizeEvent>
#include <QTimer>
#include <QWindow>
#include <QElapsedTimer>
#include <QDir>
#include <QGuiApplication>
#include <gl/GLHelpers.h>
#include <gl/QOpenGLDebugLoggerWrapper.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_emisive_frag.h>
#include <render-utils/deferred_light_vert.h>
#include <render-utils/deferred_light_limited_vert.h>
#include <render-utils/directional_light_frag.h>
#include <render-utils/directional_ambient_light_frag.h>
#include <render-utils/directional_skybox_light_frag.h>
#include <render-utils/point_light_frag.h>
#include <render-utils/spot_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_normal_specular_map_frag.h>
#include <render-utils/model_specular_map_frag.h>
#include <render-utils/model_lightmap_frag.h>
#include <render-utils/model_lightmap_normal_map_frag.h>
#include <render-utils/model_lightmap_normal_specular_map_frag.h>
#include <render-utils/model_lightmap_specular_map_frag.h>
#include <render-utils/model_translucent_frag.h>
#include <entities-renderer/untextured_particle_frag.h>
#include <entities-renderer/untextured_particle_vert.h>
#include <entities-renderer/textured_particle_frag.h>
#include <entities-renderer/textured_particle_vert.h>
#include <render-utils/hit_effect_vert.h>
#include <render-utils/hit_effect_frag.h>
#include <render-utils/overlay3D_vert.h>
#include <render-utils/overlay3D_frag.h>
#include <model/Skybox_vert.h>
#include <model/Skybox_frag.h>
#include <render-utils/stars_vert.h>
#include <render-utils/stars_frag.h>
#include <render-utils/starsGrid_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();
gpu::Context::init<gpu::GLBackend>();
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"