/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 2.0 Module * ------------------------------------------------- * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Light amount test. *//*--------------------------------------------------------------------*/ #include "es2fLightAmountTest.hpp" #include "tcuStringTemplate.hpp" #include "gluDefs.hpp" #include "gluShaderProgram.hpp" #include "tcuTestLog.hpp" #include "deStringUtil.hpp" #include "deInt32.h" #include "deRandom.h" #include <stdio.h> #include <vector> #include "glw.h" using namespace std; namespace deqp { namespace gles2 { namespace Functional { const char* s_noLightsVertexShader = "uniform mat4 u_modelviewMatrix;\n" "uniform mat4 u_modelviewProjectionMatrix;\n" "uniform mat3 u_normalMatrix;\n" "\n" "attribute vec4 a_position;\n" "attribute vec3 a_normal;\n" "\n" "varying vec3 v_color;\n" "\n" "void main()\n" "{\n" " v_color = vec3(0.0);\n" " gl_Position = u_modelviewProjectionMatrix * a_position;\n" "}\n" ; const char* s_vertexShaderTemplate = "struct Light\n" "{\n" " vec3 position;\n" " vec3 diffuse;\n" " vec3 specular;\n" " vec3 attenuation;\n" "};\n" "uniform Light u_lights[${NUM_DIR_LIGHTS} + ${NUM_OMNI_LIGHTS}];\n" "uniform mat4 u_modelviewMatrix;\n" "uniform mat4 u_modelviewProjectionMatrix;\n" "uniform mat3 u_normalMatrix;\n" "\n" "attribute vec4 a_position;\n" "attribute vec3 a_normal;\n" "\n" "varying vec3 v_color;\n" "\n" "float computeAttenuation(vec3 dirToLight, vec3 attenuation)\n" "{\n" " float dist = length(dirToLight);\n" " return 1.0 / (attenuation.x + attenuation.y*dist + attenuation.z*dist*dist);\n" "}\n" "\n" "vec3 computeDirLight(int ndx, vec3 position, vec3 normal)\n" "{\n" " Light light = u_lights[ndx];\n" " float cosAngle = dot(light.position, normal);\n" " return cosAngle * light.diffuse;\n" "}\n" "\n" "vec3 computeOmniLight(int ndx, vec3 position, vec3 normal)\n" "{\n" " Light light = u_lights[ndx];\n" " vec3 dirToLight = light.position - position;\n" " float cosAngle = dot(normalize(dirToLight), normal);\n" " float atten = computeAttenuation(dirToLight, light.attenuation);\n" " return atten * cosAngle * light.diffuse;\n" "}\n" "\n" "void main()\n" "{\n" " vec3 lightSpacePos = vec3(u_modelviewMatrix * a_position);\n" " vec3 lightNormal = normalize(u_normalMatrix * a_normal);\n" " vec3 color = vec3(0.0);\n" " for (int i = 0; i < ${NUM_DIR_LIGHTS}; i++)\n" " color += computeDirLight(i, lightSpacePos, lightNormal);\n" " for (int i = 0; i < ${NUM_OMNI_LIGHTS}; i++)\n" " color += computeOmniLight(${NUM_DIR_LIGHTS}+i, lightSpacePos, lightNormal);\n" " v_color = color;\n" " gl_Position = u_modelviewProjectionMatrix * a_position;\n" "}\n" ; const char* s_fragmentShaderTemplate = "varying highp vec3 v_color;\n" "\n" "void main()\n" "{\n" " gl_FragColor = vec4(v_color, 1.0);\n" "}\n" ; class LightAmountCase : public TestCase { public: LightAmountCase(Context& context, const char* name, int numDirectionalLights, int numOmniLights, int numSpotLights) : TestCase(context, name, name) , m_numDirectionalLights (numDirectionalLights) , m_numOmniLights (numOmniLights) , m_numSpotLights (numSpotLights) { } virtual IterateResult iterate (void); private: int m_numDirectionalLights; int m_numOmniLights; int m_numSpotLights; }; TestCase::IterateResult LightAmountCase::iterate (void) { GLU_CHECK_MSG("LightAmountTest::iterate() begin"); string vertexShaderSource; string fragmentShaderSource; // Fill in shader template parameters. { bool hasAnyLights = ((m_numDirectionalLights + m_numOmniLights + m_numSpotLights) != 0); tcu::StringTemplate vertexTemplate(hasAnyLights ? s_vertexShaderTemplate : s_noLightsVertexShader); tcu::StringTemplate fragmentTemplate(s_fragmentShaderTemplate); map<string, string> params; params.insert(pair<string, string>("NUM_DIR_LIGHTS", de::toString(m_numDirectionalLights))); params.insert(pair<string, string>("NUM_OMNI_LIGHTS", de::toString(m_numOmniLights))); params.insert(pair<string, string>("NUM_SPOT_LIGHTS", de::toString(m_numSpotLights))); vertexShaderSource = vertexTemplate.specialize(params); fragmentShaderSource = fragmentTemplate.specialize(params); } // Create shader and program objects. glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); m_testCtx.getLog() << program; // Draw something? Check results? glUseProgram(program.getProgram()); bool testOk = program.isOk(); GLU_CHECK_MSG("LightAmountTest::iterate() end"); m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, testOk ? "Pass" : "Fail"); return TestCase::STOP; } // LightAmountTest::LightAmountTest (Context& context) : TestCaseGroup(context, "light_amount", "Light Amount Stress Tests") { } LightAmountTest::~LightAmountTest (void) { } void LightAmountTest::init (void) { // name dir, omni, spot addChild(new LightAmountCase(m_context, "none", 0, 0, 0 )); addChild(new LightAmountCase(m_context, "1dir", 1, 0, 0 )); addChild(new LightAmountCase(m_context, "2dir", 2, 0, 0 )); addChild(new LightAmountCase(m_context, "4dir", 4, 0, 0 )); addChild(new LightAmountCase(m_context, "6dir", 6, 0, 0 )); addChild(new LightAmountCase(m_context, "8dir", 8, 0, 0 )); addChild(new LightAmountCase(m_context, "10dir", 10, 0, 0 )); addChild(new LightAmountCase(m_context, "12dir", 12, 0, 0 )); addChild(new LightAmountCase(m_context, "14dir", 14, 0, 0 )); addChild(new LightAmountCase(m_context, "16dir", 16, 0, 0 )); addChild(new LightAmountCase(m_context, "1omni", 0, 1, 0 )); addChild(new LightAmountCase(m_context, "2omni", 0, 2, 0 )); addChild(new LightAmountCase(m_context, "4omni", 0, 4, 0 )); addChild(new LightAmountCase(m_context, "6omni", 0, 6, 0 )); addChild(new LightAmountCase(m_context, "8omni", 0, 8, 0 )); addChild(new LightAmountCase(m_context, "10omni", 0, 10, 0 )); addChild(new LightAmountCase(m_context, "12omni", 0, 12, 0 )); addChild(new LightAmountCase(m_context, "14omni", 0, 14, 0 )); addChild(new LightAmountCase(m_context, "16omni", 0, 16, 0 )); // addChild(new LightAmountCase(m_context, "1spot", 0, 0, 1 )); // addChild(new LightAmountCase(m_context, "2spot", 0, 0, 2 )); // addChild(new LightAmountCase(m_context, "4spot", 0, 0, 4 )); // addChild(new LightAmountCase(m_context, "6spot", 0, 0, 6 )); // addChild(new LightAmountCase(m_context, "8spot", 0, 0, 8 )); // addChild(new LightAmountCase(m_context, "1dir_1omni", 1, 1, 0 )); // addChild(new LightAmountCase(m_context, "2dir_2omni", 2, 2, 0 )); // addChild(new LightAmountCase(m_context, "4dir_4omni", 4, 4, 0 )); // addChild(new LightAmountCase(m_context, "1dir_1spot", 1, 0, 1 )); // addChild(new LightAmountCase(m_context, "2dir_2spot", 2, 0, 2 )); // addChild(new LightAmountCase(m_context, "4dir_4spot", 4, 0, 4 )); // addChild(new LightAmountCase(m_context, "1omni_1spot", 0, 1, 1 )); // addChild(new LightAmountCase(m_context, "2omni_2spot", 0, 2, 2 )); // addChild(new LightAmountCase(m_context, "4omni_4spot", 0, 4, 4 )); // addChild(new LightAmountCase(m_context, "1dir_1omni_1spot", 1, 1, 1 )); // addChild(new LightAmountCase(m_context, "2dir_2omni_2spot", 2, 2, 2 )); // addChild(new LightAmountCase(m_context, "4dir_2omni_2spot", 4, 2, 2 )); // addChild(new LightAmountCase(m_context, "2dir_4omni_2spot", 2, 4, 2 )); // addChild(new LightAmountCase(m_context, "2dir_2omni_4spot", 2, 2, 4 )); // addChild(new LightAmountCase(m_context, "4dir_4omni_4spot", 4, 4, 4 )); } } // Functional } // gles2 } // deqp