Add tests for sf::Shader::loadFromFile

Plus a few cleanups while I was in there
This commit is contained in:
Chris Thrasher 2023-08-04 19:42:59 -06:00
parent e17cab1fbf
commit 751aceadf8
4 changed files with 131 additions and 9 deletions

View File

@ -142,7 +142,7 @@ TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)", skipShaderDummyTests()
CHECK_FALSE(sf::Shader::isGeometryAvailable());
}
SECTION("Load")
SECTION("loadFromMemory()")
{
sf::Shader shader;
CHECK_FALSE(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
@ -163,17 +163,55 @@ TEST_CASE("[Graphics] sf::Shader", skipShaderFullTests())
STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::Shader>);
}
if (!sf::Shader::isAvailable())
return;
SECTION("Construction")
{
const sf::Shader shader;
CHECK(shader.getNativeHandle() == 0);
}
SECTION("Load")
SECTION("loadFromFile()")
{
SECTION("One shader")
{
sf::Shader shader;
CHECK(!shader.loadFromFile("does-not-exist.vert", sf::Shader::Type::Vertex));
CHECK(shader.loadFromFile("Graphics/shader.vert", sf::Shader::Type::Vertex) == sf::Shader::isAvailable());
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
CHECK(shader.loadFromFile("Graphics/shader.frag", sf::Shader::Type::Fragment) == sf::Shader::isAvailable());
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
}
SECTION("Two shaders")
{
sf::Shader shader;
CHECK(!shader.loadFromFile("does-not-exist.vert", "Graphics/shader.frag"));
CHECK(!shader.loadFromFile("Graphics/shader.vert", "does-not-exist.frag"));
CHECK(shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.frag") == sf::Shader::isAvailable());
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
}
SECTION("Three shaders")
{
sf::Shader shader;
CHECK(!shader.loadFromFile("does-not-exist.vert", "Graphics/shader.geom", "Graphics/shader.frag"));
CHECK(!shader.loadFromFile("Graphics/shader.vert", "does-not-exist.geom", "Graphics/shader.frag"));
CHECK(!shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "does-not-exist.frag"));
CHECK(shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "Graphics/shader.frag") ==
sf::Shader::isGeometryAvailable());
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isGeometryAvailable());
}
}
SECTION("loadFromMemory()")
{
sf::Shader shader;
CHECK(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
CHECK(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex) == sf::Shader::isAvailable());
CHECK_FALSE(shader.loadFromMemory(geometrySource, sf::Shader::Type::Geometry));
CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment));
CHECK(shader.loadFromMemory(vertexSource, fragmentSource));
CHECK(sf::Shader::isGeometryAvailable() == shader.loadFromMemory(vertexSource, geometrySource, fragmentSource));
CHECK(shader.getNativeHandle() != 0);
CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment) == sf::Shader::isAvailable());
CHECK(shader.loadFromMemory(vertexSource, fragmentSource) == sf::Shader::isAvailable());
CHECK(shader.loadFromMemory(vertexSource, geometrySource, fragmentSource) == sf::Shader::isGeometryAvailable());
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
}
}

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@ -0,0 +1,9 @@
uniform sampler2D texture;
uniform float blink_alpha;
void main()
{
vec4 pixel = gl_Color;
pixel.a = blink_alpha;
gl_FragColor = pixel;
}

56
test/Graphics/shader.geom Normal file
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@ -0,0 +1,56 @@
#version 150
// The render target's resolution (used for scaling)
uniform vec2 resolution;
// The billboards' size
uniform vec2 size;
// Input is the passed point cloud
layout (points) in;
// The output will consist of triangle strips with four vertices each
layout (triangle_strip, max_vertices = 4) out;
// Output texture coordinates
out vec2 tex_coord;
// Main entry point
void main()
{
// Calculate the half width/height of the billboards
vec2 half_size = size / 2.f;
// Scale the size based on resolution (1 would be full width/height)
half_size /= resolution;
// Iterate over all vertices
for (int i = 0; i < gl_in.length(); ++i)
{
// Retrieve the passed vertex position
vec2 pos = gl_in[i].gl_Position.xy;
// Bottom left vertex
gl_Position = vec4(pos - half_size, 0.f, 1.f);
tex_coord = vec2(1.f, 1.f);
EmitVertex();
// Bottom right vertex
gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f);
tex_coord = vec2(0.f, 1.f);
EmitVertex();
// Top left vertex
gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f);
tex_coord = vec2(1.f, 0.f);
EmitVertex();
// Top right vertex
gl_Position = vec4(pos + half_size, 0.f, 1.f);
tex_coord = vec2(0.f, 0.f);
EmitVertex();
// And finalize the primitive
EndPrimitive();
}
}

19
test/Graphics/shader.vert Normal file
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@ -0,0 +1,19 @@
uniform vec2 storm_position;
uniform float storm_total_radius;
uniform float storm_inner_radius;
void main()
{
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec2 offset = vertex.xy - storm_position;
float len = length(offset);
if (len < storm_total_radius)
{
float push_distance = storm_inner_radius + len / storm_total_radius * (storm_total_radius - storm_inner_radius);
vertex.xy = storm_position + normalize(offset) * push_distance;
}
gl_Position = gl_ProjectionMatrix * vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}