mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
Add tests for sf::Shader::loadFromFile
Plus a few cleanups while I was in there
This commit is contained in:
parent
e17cab1fbf
commit
751aceadf8
@ -142,7 +142,7 @@ TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)", skipShaderDummyTests()
|
|||||||
CHECK_FALSE(sf::Shader::isGeometryAvailable());
|
CHECK_FALSE(sf::Shader::isGeometryAvailable());
|
||||||
}
|
}
|
||||||
|
|
||||||
SECTION("Load")
|
SECTION("loadFromMemory()")
|
||||||
{
|
{
|
||||||
sf::Shader shader;
|
sf::Shader shader;
|
||||||
CHECK_FALSE(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
|
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>);
|
STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::Shader>);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!sf::Shader::isAvailable())
|
SECTION("Construction")
|
||||||
return;
|
{
|
||||||
|
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;
|
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_FALSE(shader.loadFromMemory(geometrySource, sf::Shader::Type::Geometry));
|
||||||
CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment));
|
CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment) == sf::Shader::isAvailable());
|
||||||
CHECK(shader.loadFromMemory(vertexSource, fragmentSource));
|
CHECK(shader.loadFromMemory(vertexSource, fragmentSource) == sf::Shader::isAvailable());
|
||||||
CHECK(sf::Shader::isGeometryAvailable() == shader.loadFromMemory(vertexSource, geometrySource, fragmentSource));
|
CHECK(shader.loadFromMemory(vertexSource, geometrySource, fragmentSource) == sf::Shader::isGeometryAvailable());
|
||||||
CHECK(shader.getNativeHandle() != 0);
|
CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
9
test/Graphics/shader.frag
Normal file
9
test/Graphics/shader.frag
Normal file
@ -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
56
test/Graphics/shader.geom
Normal file
@ -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
19
test/Graphics/shader.vert
Normal file
@ -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;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user