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Add tests for sf::Shader::loadFromFile
Plus a few cleanups while I was in there
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@ -142,7 +142,7 @@ TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)", skipShaderDummyTests()
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CHECK_FALSE(sf::Shader::isGeometryAvailable());
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}
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SECTION("Load")
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SECTION("loadFromMemory()")
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{
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sf::Shader shader;
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CHECK_FALSE(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
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@ -163,17 +163,55 @@ TEST_CASE("[Graphics] sf::Shader", skipShaderFullTests())
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STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::Shader>);
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}
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if (!sf::Shader::isAvailable())
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return;
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SECTION("Construction")
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{
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const sf::Shader shader;
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CHECK(shader.getNativeHandle() == 0);
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}
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SECTION("Load")
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SECTION("loadFromFile()")
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{
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SECTION("One shader")
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{
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sf::Shader shader;
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CHECK(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex));
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CHECK(!shader.loadFromFile("does-not-exist.vert", sf::Shader::Type::Vertex));
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CHECK(shader.loadFromFile("Graphics/shader.vert", sf::Shader::Type::Vertex) == sf::Shader::isAvailable());
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CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
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CHECK(shader.loadFromFile("Graphics/shader.frag", sf::Shader::Type::Fragment) == sf::Shader::isAvailable());
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CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
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}
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SECTION("Two shaders")
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{
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sf::Shader shader;
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CHECK(!shader.loadFromFile("does-not-exist.vert", "Graphics/shader.frag"));
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CHECK(!shader.loadFromFile("Graphics/shader.vert", "does-not-exist.frag"));
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CHECK(shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.frag") == sf::Shader::isAvailable());
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CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
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}
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SECTION("Three shaders")
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{
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sf::Shader shader;
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CHECK(!shader.loadFromFile("does-not-exist.vert", "Graphics/shader.geom", "Graphics/shader.frag"));
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CHECK(!shader.loadFromFile("Graphics/shader.vert", "does-not-exist.geom", "Graphics/shader.frag"));
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CHECK(!shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "does-not-exist.frag"));
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CHECK(shader.loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "Graphics/shader.frag") ==
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sf::Shader::isGeometryAvailable());
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CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isGeometryAvailable());
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}
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}
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SECTION("loadFromMemory()")
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{
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sf::Shader shader;
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CHECK(shader.loadFromMemory(vertexSource, sf::Shader::Type::Vertex) == sf::Shader::isAvailable());
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CHECK_FALSE(shader.loadFromMemory(geometrySource, sf::Shader::Type::Geometry));
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CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment));
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CHECK(shader.loadFromMemory(vertexSource, fragmentSource));
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CHECK(sf::Shader::isGeometryAvailable() == shader.loadFromMemory(vertexSource, geometrySource, fragmentSource));
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CHECK(shader.getNativeHandle() != 0);
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CHECK(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment) == sf::Shader::isAvailable());
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CHECK(shader.loadFromMemory(vertexSource, fragmentSource) == sf::Shader::isAvailable());
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CHECK(shader.loadFromMemory(vertexSource, geometrySource, fragmentSource) == sf::Shader::isGeometryAvailable());
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CHECK(static_cast<bool>(shader.getNativeHandle()) == sf::Shader::isAvailable());
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}
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}
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9
test/Graphics/shader.frag
Normal file
9
test/Graphics/shader.frag
Normal file
@ -0,0 +1,9 @@
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uniform sampler2D texture;
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uniform float blink_alpha;
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void main()
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{
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vec4 pixel = gl_Color;
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pixel.a = blink_alpha;
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gl_FragColor = pixel;
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}
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56
test/Graphics/shader.geom
Normal file
56
test/Graphics/shader.geom
Normal file
@ -0,0 +1,56 @@
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#version 150
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// The render target's resolution (used for scaling)
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uniform vec2 resolution;
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// The billboards' size
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uniform vec2 size;
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// Input is the passed point cloud
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layout (points) in;
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// The output will consist of triangle strips with four vertices each
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layout (triangle_strip, max_vertices = 4) out;
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// Output texture coordinates
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out vec2 tex_coord;
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// Main entry point
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void main()
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{
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// Calculate the half width/height of the billboards
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vec2 half_size = size / 2.f;
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// Scale the size based on resolution (1 would be full width/height)
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half_size /= resolution;
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// Iterate over all vertices
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for (int i = 0; i < gl_in.length(); ++i)
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{
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// Retrieve the passed vertex position
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vec2 pos = gl_in[i].gl_Position.xy;
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// Bottom left vertex
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gl_Position = vec4(pos - half_size, 0.f, 1.f);
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tex_coord = vec2(1.f, 1.f);
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EmitVertex();
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// Bottom right vertex
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gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f);
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tex_coord = vec2(0.f, 1.f);
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EmitVertex();
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// Top left vertex
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gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f);
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tex_coord = vec2(1.f, 0.f);
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EmitVertex();
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// Top right vertex
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gl_Position = vec4(pos + half_size, 0.f, 1.f);
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tex_coord = vec2(0.f, 0.f);
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EmitVertex();
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// And finalize the primitive
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EndPrimitive();
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}
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}
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19
test/Graphics/shader.vert
Normal file
19
test/Graphics/shader.vert
Normal file
@ -0,0 +1,19 @@
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uniform vec2 storm_position;
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uniform float storm_total_radius;
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uniform float storm_inner_radius;
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void main()
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{
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vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
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vec2 offset = vertex.xy - storm_position;
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float len = length(offset);
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if (len < storm_total_radius)
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{
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float push_distance = storm_inner_radius + len / storm_total_radius * (storm_total_radius - storm_inner_radius);
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vertex.xy = storm_position + normalize(offset) * push_distance;
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}
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gl_Position = gl_ProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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}
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