From 30e697f7bd57ee3f3c5d1bb87a3faa5cc7e3e48c Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Mon, 6 Jun 2011 22:39:21 +0000 Subject: [PATCH] test: start writing really minimalist GL rendering tests. --- src/debugquad.cpp | 129 +++++++++++++++++++++++++++++++++++++------- src/debugquad.h | 2 + test/debug/quad.cpp | 2 +- 3 files changed, 114 insertions(+), 19 deletions(-) diff --git a/src/debugquad.cpp b/src/debugquad.cpp index 862d29e9..ec1a8a4e 100644 --- a/src/debugquad.cpp +++ b/src/debugquad.cpp @@ -13,6 +13,7 @@ #endif #include +#include #include "core.h" #include "lolgl.h" @@ -32,6 +33,8 @@ class DebugQuadData friend class DebugQuad; private: + vec2 orig, step, aa, bb; + int initialised; float time; GLuint buflist[3]; @@ -64,41 +67,33 @@ void DebugQuad::TickDraw(float deltams) { Entity::TickDraw(deltams); - if (IsDestroying()) - { - if (data->initialised) - { - glDeleteBuffers(3, data->buflist); - Shader::Destroy(data->shader); - glDeleteTextures(1, data->texlist); - data->initialised = 0; - } - } - else if (!data->initialised) + if (!data->initialised && !IsDestroying()) { glGenBuffers(3, data->buflist); static char const *vertexshader = - "#version 130\n" - "in vec2 in_Position;\n" - "in vec4 in_Color;\n" - "in vec2 in_TexCoord;\n" - "out vec4 pass_Color;\n" + "//#version 130\n" + "varying vec2 in_Position;\n" + "varying vec4 in_Color;\n" + "varying vec2 in_TexCoord;\n" + "varying vec4 pass_Color;\n" "void main()\n" "{\n" + "gl_TexCoord[0] = gl_MultiTexCoord0;\n" " gl_Position = vec4(in_Position, 0.0f, 1.0f);\n" " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" " pass_Color = in_Color;\n" "}\n"; static char const *fragmentshader = - "#version 130\n" - "in vec4 pass_Color;\n" + "//#version 130\n" + "varying vec4 pass_Color;\n" "uniform sampler2D in_Texture;\n" "void main()\n" "{\n" " vec4 col = pass_Color;\n" " vec4 tex = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" " gl_FragColor = col * tex;\n" + " gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);\n" "}\n"; data->shader = Shader::Create(vertexshader, fragmentshader); glGenTextures(1, data->texlist); @@ -122,6 +117,14 @@ void DebugQuad::TickDraw(float deltams) data->initialised = 1; } + else if (data->initialised && IsDestroying()) + { + glDeleteBuffers(3, data->buflist); + Shader::Destroy(data->shader); + glDeleteTextures(1, data->texlist); + + data->initialised = 0; + } float const st = sinf(0.0005f * data->time); float const ct = cosf(0.0005f * data->time); @@ -213,6 +216,96 @@ void DebugQuad::TickDraw(float deltams) glDisableVertexAttribArray(attr_col); glDisableVertexAttribArray(attr_tex); #endif + + /* Reset GL states */ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glDisable(GL_TEXTURE_2D); + glUseProgram(0); + + /* Prepare our quad coordinates */ + vec2i const layout(4, 3); + data->step = vec2(2.0f, -2.0f) / (2 * layout + vec2i(1)); + data->orig = vec2(-1.0f, 1.0f) + data->step; + data->aa = data->orig; + data->bb = data->orig + data->step; + + /* Generate a few random numbers */ + float f1 = 0.5f + 0.5f * sinf(0.00034f * data->time); + float f2 = 0.5f + 0.5f * sinf(0.00053f * data->time + 1.0f); + float f3 = 0.5f + 0.5f * sinf(0.00072f * data->time + 4.0f); + float f4 = 0.5f + 0.5f * sinf(0.00091f * data->time + 8.0f); + + /* Quad #1: simple glBegin program */ + glColor3f(1.0f, 1.0f, 1.0f); + glBegin(GL_TRIANGLES); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glVertex3f(data->bb.x, data->bb.y, 0.0f); + glVertex3f(data->bb.x, data->aa.y, 0.0f); + + glVertex3f(data->bb.x, data->aa.y, 0.0f); + glVertex3f(data->aa.x, data->aa.y, 0.0f); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glEnd(); + + Advance(); + + /* Quad #2: glBegin program with varying color */ + glBegin(GL_TRIANGLES); + glColor3f(f1, f2, f3); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glColor3f(f4, f2, f1); + glVertex3f(data->bb.x, data->bb.y, 0.0f); + glColor3f(f3, f1, f4); + glVertex3f(data->bb.x, data->aa.y, 0.0f); + + glVertex3f(data->bb.x, data->aa.y, 0.0f); + glColor3f(f4, f3, f2); + glVertex3f(data->aa.x, data->aa.y, 0.0f); + glColor3f(f1, f2, f3); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glEnd(); + + Advance(); + + /* Quad #3: textured quad */ + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, data->texlist[0]); + glColor3f(1.0f, 1.0f, 1.0f); + glBegin(GL_TRIANGLES); + glTexCoord2f(f1, f3); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glTexCoord2f(f3, f2); + glVertex3f(data->bb.x, data->bb.y, 0.0f); + glTexCoord2f(f2, f4); + glVertex3f(data->bb.x, data->aa.y, 0.0f); + + glTexCoord2f(f2, f4); + glVertex3f(data->bb.x, data->aa.y, 0.0f); + glTexCoord2f(f4, f1); + glVertex3f(data->aa.x, data->aa.y, 0.0f); + glTexCoord2f(f1, f3); + glVertex3f(data->aa.x, data->bb.y, 0.0f); + glEnd(); + + Advance(); + + /* Quad #4: vertex buffer */ +} + +void DebugQuad::Advance() +{ + data->aa.x += 2.0f * data->step.x; + data->bb.x += 2.0f * data->step.x; + if (data->bb.x > 1.0f) + { + data->aa.x = data->orig.x; + data->bb.x = data->orig.x + data->step.x; + data->aa.y += 2.0f * data->step.y; + data->bb.y += 2.0f * data->step.y; + } } DebugQuad::~DebugQuad() diff --git a/src/debugquad.h b/src/debugquad.h index 5db4f5be..222762d2 100644 --- a/src/debugquad.h +++ b/src/debugquad.h @@ -34,6 +34,8 @@ protected: virtual void TickDraw(float deltams); private: + void Advance(); + DebugQuadData *data; }; diff --git a/test/debug/quad.cpp b/test/debug/quad.cpp index 79b917ff..6165c74b 100644 --- a/test/debug/quad.cpp +++ b/test/debug/quad.cpp @@ -46,7 +46,7 @@ int main(int argc, char **argv) #if !defined HAVE_GLES_2X new SdlInput(); #endif - new DebugFps(20, 20); + //new DebugFps(20, 20); new DebugQuad(); app.Run();