157 lines
4.3 KiB
C++
157 lines
4.3 KiB
C++
#include <SFML/Graphics/Shader.hpp>
|
|
|
|
#include <doctest/doctest.h>
|
|
|
|
#include <type_traits>
|
|
|
|
static_assert(!std::is_copy_constructible_v<sf::Shader>);
|
|
static_assert(!std::is_copy_assignable_v<sf::Shader>);
|
|
static_assert(std::is_nothrow_move_constructible_v<sf::Shader>);
|
|
static_assert(std::is_nothrow_move_assignable_v<sf::Shader>);
|
|
|
|
namespace
|
|
{
|
|
constexpr auto vertexSource = R"(
|
|
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;
|
|
}
|
|
)";
|
|
|
|
constexpr auto geometrySource = R"(
|
|
#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()
|
|
{
|
|
// Caculate 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();
|
|
}
|
|
}
|
|
)";
|
|
|
|
constexpr auto fragmentSource = R"(
|
|
uniform sampler2D texture;
|
|
uniform float blink_alpha;
|
|
|
|
void main()
|
|
{
|
|
vec4 pixel = gl_Color;
|
|
pixel.a = blink_alpha;
|
|
gl_FragColor = pixel;
|
|
}
|
|
)";
|
|
|
|
#ifdef SFML_RUN_DISPLAY_TESTS
|
|
#ifdef SFML_OPENGL_ES
|
|
constexpr bool skipShaderDummyTest = false;
|
|
constexpr bool skipShaderFullTest = true;
|
|
#else
|
|
constexpr bool skipShaderDummyTest = true;
|
|
constexpr bool skipShaderFullTest = false;
|
|
#endif
|
|
#else
|
|
constexpr bool skipShaderDummyTest = true;
|
|
constexpr bool skipShaderFullTest = true;
|
|
#endif
|
|
|
|
} // namespace
|
|
|
|
TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)" * doctest::skip(skipShaderDummyTest))
|
|
{
|
|
SUBCASE("Available")
|
|
{
|
|
CHECK_FALSE(sf::Shader::isAvailable());
|
|
CHECK_FALSE(sf::Shader::isGeometryAvailable());
|
|
}
|
|
|
|
SUBCASE("Load")
|
|
{
|
|
sf::Shader shader;
|
|
CHECK_FALSE(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
|
|
CHECK_FALSE(shader.loadFromMemory(geometrySource, sf::Shader::Type::Geometry));
|
|
CHECK_FALSE(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment));
|
|
CHECK_FALSE(shader.loadFromMemory(vertexSource, fragmentSource));
|
|
CHECK_FALSE(shader.loadFromMemory(vertexSource, geometrySource, fragmentSource));
|
|
}
|
|
}
|
|
|
|
TEST_CASE("[Graphics] sf::Shader" * doctest::skip(skipShaderFullTest))
|
|
{
|
|
if (!sf::Shader::isAvailable())
|
|
return;
|
|
|
|
SUBCASE("Load")
|
|
{
|
|
sf::Shader shader;
|
|
CHECK(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
|
|
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);
|
|
}
|
|
}
|