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d131beb0fd
I used the Python tool codespell to find these
180 lines
5.0 KiB
C++
180 lines
5.0 KiB
C++
#include <SFML/Graphics/Shader.hpp>
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#include <catch2/catch_test_macros.hpp>
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#include <type_traits>
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namespace
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{
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constexpr auto vertexSource = R"(
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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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)";
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constexpr auto geometrySource = R"(
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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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)";
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constexpr auto fragmentSource = R"(
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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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)";
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#ifdef SFML_RUN_DISPLAY_TESTS
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#ifdef SFML_OPENGL_ES
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constexpr bool skipShaderDummyTest = false;
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constexpr bool skipShaderFullTest = true;
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#else
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constexpr bool skipShaderDummyTest = true;
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constexpr bool skipShaderFullTest = false;
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#endif
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#else
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constexpr bool skipShaderDummyTest = true;
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constexpr bool skipShaderFullTest = true;
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#endif
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std::string skipShaderDummyTests()
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{
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if constexpr (skipShaderDummyTest)
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// https://github.com/catchorg/Catch2/blob/devel/docs/test-cases-and-sections.md#special-tags
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// This tag tells Catch2 to not run a given TEST_CASE
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return "[.shaderDummy]";
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else
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return "";
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}
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std::string skipShaderFullTests()
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{
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if constexpr (skipShaderFullTest)
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// https://github.com/catchorg/Catch2/blob/devel/docs/test-cases-and-sections.md#special-tags
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// This tag tells Catch2 to not run a given TEST_CASE
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return "[.shaderFull]";
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else
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return "";
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}
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} // namespace
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TEST_CASE("[Graphics] sf::Shader (Dummy Implementation)", skipShaderDummyTests())
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{
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SECTION("Available")
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{
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CHECK_FALSE(sf::Shader::isAvailable());
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CHECK_FALSE(sf::Shader::isGeometryAvailable());
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}
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SECTION("Load")
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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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CHECK_FALSE(shader.loadFromMemory(geometrySource, sf::Shader::Type::Geometry));
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CHECK_FALSE(shader.loadFromMemory(fragmentSource, sf::Shader::Type::Fragment));
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CHECK_FALSE(shader.loadFromMemory(vertexSource, fragmentSource));
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CHECK_FALSE(shader.loadFromMemory(vertexSource, geometrySource, fragmentSource));
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}
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}
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TEST_CASE("[Graphics] sf::Shader", skipShaderFullTests())
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{
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SECTION("Type traits")
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{
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STATIC_CHECK(!std::is_copy_constructible_v<sf::Shader>);
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STATIC_CHECK(!std::is_copy_assignable_v<sf::Shader>);
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STATIC_CHECK(std::is_nothrow_move_constructible_v<sf::Shader>);
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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("Load")
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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_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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}
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}
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