#include // Other 1st party headers #include #include #include 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() { // 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(); } } )"; 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 std::string skipShaderDummyTests() { if constexpr (skipShaderDummyTest) // https://github.com/catchorg/Catch2/blob/devel/docs/test-cases-and-sections.md#special-tags // This tag tells Catch2 to not run a given TEST_CASE return "[.shaderDummy]"; else return ""; } std::string skipShaderFullTests() { if constexpr (skipShaderFullTest) // https://github.com/catchorg/Catch2/blob/devel/docs/test-cases-and-sections.md#special-tags // This tag tells Catch2 to not run a given TEST_CASE return "[.shaderFull]"; else return ""; } } // namespace TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)", skipShaderDummyTests()) { SECTION("Available") { CHECK_FALSE(sf::Shader::isAvailable()); CHECK_FALSE(sf::Shader::isGeometryAvailable()); } SECTION("loadFromMemory()") { CHECK_FALSE(sf::Shader::loadFromMemory(vertexSource, sf::Shader::Type::Vertex).has_value()); CHECK_FALSE(sf::Shader::loadFromMemory(geometrySource, sf::Shader::Type::Geometry).has_value()); CHECK_FALSE(sf::Shader::loadFromMemory(fragmentSource, sf::Shader::Type::Fragment).has_value()); CHECK_FALSE(sf::Shader::loadFromMemory(vertexSource, fragmentSource).has_value()); CHECK_FALSE(sf::Shader::loadFromMemory(vertexSource, geometrySource, fragmentSource).has_value()); } } TEST_CASE("[Graphics] sf::Shader", skipShaderFullTests()) { SECTION("Type traits") { STATIC_CHECK(!std::is_default_constructible_v); STATIC_CHECK(!std::is_copy_constructible_v); STATIC_CHECK(!std::is_copy_assignable_v); STATIC_CHECK(std::is_nothrow_move_constructible_v); STATIC_CHECK(std::is_nothrow_move_assignable_v); } SECTION("Move semantics") { SECTION("Construction") { sf::Shader movedShader = sf::Shader::loadFromFile("Graphics/shader.vert", sf::Shader::Type::Vertex).value(); const sf::Shader shader = std::move(movedShader); CHECK(shader.getNativeHandle() != 0); } SECTION("Assignment") { sf::Shader movedShader = sf::Shader::loadFromFile("Graphics/shader.vert", sf::Shader::Type::Vertex).value(); sf::Shader shader = sf::Shader::loadFromFile("Graphics/shader.frag", sf::Shader::Type::Fragment).value(); shader = std::move(movedShader); CHECK(shader.getNativeHandle() != 0); } } SECTION("loadFromFile()") { SECTION("One shader") { CHECK(!sf::Shader::loadFromFile("does-not-exist.vert", sf::Shader::Type::Vertex)); const auto vertexShader = sf::Shader::loadFromFile("Graphics/shader.vert", sf::Shader::Type::Vertex); CHECK(vertexShader.has_value() == sf::Shader::isAvailable()); if (vertexShader) CHECK(static_cast(vertexShader->getNativeHandle()) == sf::Shader::isAvailable()); const auto fragmentShader = sf::Shader::loadFromFile("Graphics/shader.frag", sf::Shader::Type::Fragment); CHECK(fragmentShader.has_value() == sf::Shader::isAvailable()); if (fragmentShader) CHECK(static_cast(fragmentShader->getNativeHandle()) == sf::Shader::isAvailable()); } SECTION("Two shaders") { CHECK(!sf::Shader::loadFromFile("does-not-exist.vert", "Graphics/shader.frag")); CHECK(!sf::Shader::loadFromFile("Graphics/shader.vert", "does-not-exist.frag")); const auto shader = sf::Shader::loadFromFile("Graphics/shader.vert", "Graphics/shader.frag"); CHECK(shader.has_value() == sf::Shader::isAvailable()); if (shader) CHECK(static_cast(shader->getNativeHandle()) == sf::Shader::isAvailable()); } SECTION("Three shaders") { CHECK(!sf::Shader::loadFromFile("does-not-exist.vert", "Graphics/shader.geom", "Graphics/shader.frag")); CHECK(!sf::Shader::loadFromFile("Graphics/shader.vert", "does-not-exist.geom", "Graphics/shader.frag")); CHECK(!sf::Shader::loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "does-not-exist.frag")); const auto shader = sf::Shader::loadFromFile("Graphics/shader.vert", "Graphics/shader.geom", "Graphics/shader.frag"); CHECK(shader.has_value() == sf::Shader::isGeometryAvailable()); if (shader) CHECK(static_cast(shader->getNativeHandle()) == sf::Shader::isGeometryAvailable()); } } SECTION("loadFromMemory()") { CHECK(sf::Shader::loadFromMemory(vertexSource, sf::Shader::Type::Vertex).has_value() == sf::Shader::isAvailable()); CHECK(!sf::Shader::loadFromMemory(geometrySource, sf::Shader::Type::Geometry)); CHECK(sf::Shader::loadFromMemory(fragmentSource, sf::Shader::Type::Fragment).has_value() == sf::Shader::isAvailable()); CHECK(sf::Shader::loadFromMemory(vertexSource, fragmentSource).has_value() == sf::Shader::isAvailable()); const auto shader = sf::Shader::loadFromMemory(vertexSource, geometrySource, fragmentSource); CHECK(shader.has_value() == sf::Shader::isGeometryAvailable()); if (shader) CHECK(static_cast(shader->getNativeHandle()) == sf::Shader::isAvailable()); } SECTION("loadFromStream()") { sf::FileInputStream vertexShaderStream; REQUIRE(vertexShaderStream.open("Graphics/shader.vert")); sf::FileInputStream fragmentShaderStream; REQUIRE(fragmentShaderStream.open("Graphics/shader.frag")); sf::FileInputStream geometryShaderStream; REQUIRE(geometryShaderStream.open("Graphics/shader.geom")); sf::FileInputStream emptyStream; SECTION("One shader") { CHECK(!sf::Shader::loadFromStream(emptyStream, sf::Shader::Type::Vertex)); CHECK(sf::Shader::loadFromStream(vertexShaderStream, sf::Shader::Type::Vertex).has_value() == sf::Shader::isAvailable()); CHECK(sf::Shader::loadFromStream(fragmentShaderStream, sf::Shader::Type::Fragment).has_value() == sf::Shader::isAvailable()); } SECTION("Two shaders") { CHECK(!sf::Shader::loadFromStream(emptyStream, fragmentShaderStream)); CHECK(!sf::Shader::loadFromStream(vertexShaderStream, emptyStream)); CHECK(sf::Shader::loadFromStream(vertexShaderStream, fragmentShaderStream).has_value() == sf::Shader::isAvailable()); } SECTION("Three shaders") { CHECK(!sf::Shader::loadFromStream(emptyStream, geometryShaderStream, fragmentShaderStream)); CHECK(!sf::Shader::loadFromStream(vertexShaderStream, emptyStream, fragmentShaderStream)); CHECK(!sf::Shader::loadFromStream(vertexShaderStream, geometryShaderStream, emptyStream)); const auto shader = sf::Shader::loadFromStream(vertexShaderStream, geometryShaderStream, fragmentShaderStream); CHECK(shader.has_value() == sf::Shader::isGeometryAvailable()); if (shader) CHECK(static_cast(shader->getNativeHandle()) == sf::Shader::isGeometryAvailable()); } } }