/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) 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 Utilities for tests with gls::LongStressCase.
*//*--------------------------------------------------------------------*/
#include "glsLongStressTestUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "deStringUtil.hpp"
#include "glw.h"
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::Mat2;
using tcu::Mat3;
using tcu::Mat4;
using de::toString;
using std::map;
using std::string;
namespace deqp
{
namespace gls
{
namespace LongStressTestUtil
{
template <int Size>
static tcu::Matrix<float, Size, Size> translationMat (const float v)
{
tcu::Matrix<float, Size, Size> res(1.0f);
tcu::Vector<float, Size> col(v);
col[Size-1] = 1.0f;
res.setColumn(Size-1, col);
return res;
}
// Specializes certain template patterns in templ for GLSL version m_glslVersion; params in additionalParams (optional) are also included in the substitution.
string ProgramLibrary::substitute (const string& templ, const map<string, string>& additionalParams) const
{
const bool isGLSL3 = m_glslVersion == glu::GLSL_VERSION_300_ES;
map<string, string> params;
params["FRAG_HEADER"] = isGLSL3 ? "#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n" : "";
params["VTX_HEADER"] = isGLSL3 ? "#version 300 es\n" : "";
params["VTX_IN"] = isGLSL3 ? "in" : "attribute";
params["VTX_OUT"] = isGLSL3 ? "out" : "varying";
params["FRAG_IN"] = isGLSL3 ? "in" : "varying";
params["FRAG_COLOR"] = isGLSL3 ? "dEQP_FragColor" : "gl_FragColor";
params["TEXTURE_2D_FUNC"] = isGLSL3 ? "texture" : "texture2D";
params["NS"] = "${NS}"; // \note Keep these as-is, they're handled by StressCase.
params.insert(additionalParams.begin(), additionalParams.end());
return tcu::StringTemplate(templ.c_str()).specialize(params);
}
string ProgramLibrary::substitute (const std::string& templ) const
{
return substitute(templ, map<string, string>());
}
ProgramLibrary::ProgramLibrary (const glu::GLSLVersion glslVersion)
: m_glslVersion (glslVersion)
{
DE_ASSERT(glslVersion == glu::GLSL_VERSION_100_ES || glslVersion == glu::GLSL_VERSION_300_ES);
}
gls::ProgramContext ProgramLibrary::generateBufferContext (const int numDummyAttributes) const
{
static const char* const vertexTemplate =
"${VTX_HEADER}"
"${VTX_IN} highp vec3 a_position;\n"
"${VTX_DUMMY_INPUTS}"
"${VTX_OUT} mediump vec4 v_color;\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = vec4(a_position, 1.0);\n"
" v_color = ${VTX_COLOR_EXPRESSION};\n"
"}\n";
static const char* const fragmentTemplate =
"${FRAG_HEADER}"
"${FRAG_IN} mediump vec4 v_color;\n"
"\n"
"void main (void)\n"
"{\n"
" ${FRAG_COLOR} = v_color;\n"
"}\n";
map<string, string> firstLevelParams;
{
string vtxDummyInputs;
string vtxColorExpr;
for (int i = 0; i < numDummyAttributes; i++)
{
vtxDummyInputs += "${VTX_IN} mediump vec4 a_in" + toString(i) + ";\n";
vtxColorExpr += string() + (i > 0 ? " + " : "") + "a_in" + toString(i);
}
firstLevelParams["VTX_DUMMY_INPUTS"] = substitute(vtxDummyInputs);
firstLevelParams["VTX_COLOR_EXPRESSION"] = vtxColorExpr;
}
gls::ProgramContext context(substitute(vertexTemplate, firstLevelParams).c_str(), substitute(fragmentTemplate).c_str(), "a_position");
context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)));
for (int i = 0; i < numDummyAttributes; i++)
context.attributes.push_back(gls::VarSpec("a_in" + de::toString(i), Vec4(0.0f), Vec4(1.0f / (float)numDummyAttributes)));
return context;
}
gls::ProgramContext ProgramLibrary::generateTextureContext (const int numTextures, const int texWid, const int texHei, const float positionFactor) const
{
static const char* const vertexTemplate =
"${VTX_HEADER}"
"${VTX_IN} highp vec3 a_position;\n"
"${VTX_IN} mediump vec2 a_texCoord;\n"
"${VTX_OUT} mediump vec2 v_texCoord;\n"
"uniform mediump mat4 u_posTrans;\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = u_posTrans * vec4(a_position, 1.0);\n"
" v_texCoord = a_texCoord;\n"
"}\n";
static const char* const fragmentTemplate =
"${FRAG_HEADER}"
"${FRAG_IN} mediump vec2 v_texCoord;\n"
"uniform mediump sampler2D u_sampler;\n"
"\n"
"void main (void)\n"
"{\n"
" ${FRAG_COLOR} = ${TEXTURE_2D_FUNC}(u_sampler, v_texCoord);\n"
"}\n";
gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position");
context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(positionFactor)));
context.attributes.push_back(gls::VarSpec("a_texCoord", Vec2(0.0f), Vec2(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_sampler", 0));
context.uniforms.push_back(gls::VarSpec("u_posTrans", translationMat<4>(positionFactor-1.0f), translationMat<4>(1.0f-positionFactor)));
for (int i = 0; i < numTextures; i++)
context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true,
GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
Vec4(0.0f), Vec4(1.0f)));
return context;
}
gls::ProgramContext ProgramLibrary::generateBufferAndTextureContext (const int numTextures, const int texWid, const int texHei) const
{
static const char* const vertexTemplate =
"${VTX_HEADER}"
"${VTX_IN} highp vec3 a_position;\n"
"${VTX_TEX_COORD_INPUTS}"
"${VTX_TEX_COORD_OUTPUTS}"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = vec4(a_position, 1.0);\n"
"${VTX_TEX_COORD_WRITES}"
"}\n";
static const char* const fragmentTemplate =
"${FRAG_HEADER}"
"${FRAG_TEX_COORD_INPUTS}"
"${FRAG_SAMPLERS}"
"\n"
"void main (void)\n"
"{\n"
" ${FRAG_COLOR} =${FRAG_COLOR_EXPRESSION};\n"
"}\n";
map<string, string> firstLevelParams;
{
string vtxTexCoordInputs;
string vtxTexCoordOutputs;
string vtxTexCoordWrites;
string fragTexCoordInputs;
string fragSamplers;
string fragColorExpression;
for (int i = 0; i < numTextures; i++)
{
vtxTexCoordInputs += "${VTX_IN} mediump vec2 a_texCoord" + toString(i) + ";\n";
vtxTexCoordOutputs += "${VTX_OUT} mediump vec2 v_texCoord" + toString(i) + ";\n";
vtxTexCoordWrites += "\tv_texCoord" + toString(i) + " = " + "a_texCoord" + toString(i) + ";\n";
fragTexCoordInputs += "${FRAG_IN} mediump vec2 v_texCoord" + toString(i) + ";\n";
fragSamplers += "uniform mediump sampler2D u_sampler" + toString(i) + ";\n";
fragColorExpression += string() + (i > 0 ? " +" : "") + "\n\t\t${TEXTURE_2D_FUNC}(u_sampler" + toString(i) + ", v_texCoord" + toString(i) + ")";
}
firstLevelParams["VTX_TEX_COORD_INPUTS"] = substitute(vtxTexCoordInputs);
firstLevelParams["VTX_TEX_COORD_OUTPUTS"] = substitute(vtxTexCoordOutputs);
firstLevelParams["VTX_TEX_COORD_WRITES"] = vtxTexCoordWrites;
firstLevelParams["FRAG_TEX_COORD_INPUTS"] = substitute(fragTexCoordInputs);
firstLevelParams["FRAG_SAMPLERS"] = fragSamplers;
firstLevelParams["FRAG_COLOR_EXPRESSION"] = substitute(fragColorExpression);
}
gls::ProgramContext context(substitute(vertexTemplate, firstLevelParams).c_str(), substitute(fragmentTemplate, firstLevelParams).c_str(), "a_position");
context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)));
for (int i = 0; i < numTextures; i++)
{
context.attributes.push_back(gls::VarSpec("a_texCoord" + de::toString(i), Vec2(0.0f), Vec2(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_sampler" + de::toString(i), i));
context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, i,
texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true,
GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
Vec4(0.0f), Vec4(1.0f / (float)numTextures)));
}
return context;
}
gls::ProgramContext ProgramLibrary::generateFragmentPointLightContext (const int texWid, const int texHei) const
{
static const char* const vertexTemplate =
"${VTX_HEADER}"
"struct Material\n"
"{\n"
" mediump vec3 ambientColor;\n"
" mediump vec4 diffuseColor;\n"
" mediump vec3 emissiveColor;\n"
" mediump vec3 specularColor;\n"
" mediump float shininess;\n"
"};\n"
"\n"
"struct Light\n"
"{\n"
" mediump vec3 color;\n"
" mediump vec4 position;\n"
" mediump vec3 direction;\n"
" mediump float constantAttenuation;\n"
" mediump float linearAttenuation;\n"
" mediump float quadraticAttenuation;\n"
"};\n"
"\n"
"${VTX_IN} highp vec4 a_position${NS};\n"
"${VTX_IN} mediump vec3 a_normal${NS};\n"
"${VTX_IN} mediump vec3 a_color${NS};\n"
"${VTX_IN} mediump vec4 a_texCoord0${NS};\n"
"\n"
"uniform Material u_material${NS};\n"
"uniform Light u_light${NS}[1];\n"
"uniform highp mat4 u_mvpMatrix${NS};\n"
"uniform mediump mat4 u_modelViewMatrix${NS};\n"
"uniform mediump mat3 u_normalMatrix${NS};\n"
"uniform mediump mat4 u_texCoordMatrix0${NS};\n"
"\n"
"${VTX_OUT} mediump vec4 v_baseColor${NS};\n"
"${VTX_OUT} mediump vec2 v_texCoord0${NS};\n"
"\n"
"${VTX_OUT} mediump vec3 v_eyeNormal${NS};\n"
"${VTX_OUT} mediump vec3 v_directionToLight${NS}[1];\n"
"${VTX_OUT} mediump float v_distanceToLight${NS}[1];\n"
"\n"
"vec3 direction (vec4 from, vec4 to)\n"
"{\n"
" return vec3(to.xyz * from.w - from.xyz * to.w);\n"
"}\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = u_mvpMatrix${NS} * a_position${NS};\n"
" v_texCoord0${NS} = (u_texCoordMatrix0${NS} * a_texCoord0${NS}).xy;\n"
"\n"
" mediump vec4 eyePosition = u_modelViewMatrix${NS} * a_position${NS};\n"
" mediump vec3 eyeNormal = normalize(u_normalMatrix${NS} * a_normal${NS});\n"
"\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
" color.rgb += u_material${NS}.emissiveColor;\n"
"\n"
" color.a *= u_material${NS}.diffuseColor.a;\n"
"\n"
" v_baseColor${NS} = color;\n"
"\n"
" v_distanceToLight${NS}[0] = distance(eyePosition, u_light${NS}[0].position);\n"
" v_directionToLight${NS}[0] = normalize(direction(eyePosition, u_light${NS}[0].position));\n"
"\n"
" v_eyeNormal${NS} = eyeNormal;\n"
"}\n";
static const char* const fragmentTemplate =
"${FRAG_HEADER}"
"struct Light\n"
"{\n"
" mediump vec3 color;\n"
" mediump vec4 position;\n"
" mediump vec3 direction;\n"
" mediump float constantAttenuation;\n"
" mediump float linearAttenuation;\n"
" mediump float quadraticAttenuation;\n"
"};\n"
"\n"
"struct Material\n"
"{\n"
" mediump vec3 ambientColor;\n"
" mediump vec4 diffuseColor;\n"
" mediump vec3 emissiveColor;\n"
" mediump vec3 specularColor;\n"
" mediump float shininess;\n"
"};\n"
"\n"
"uniform sampler2D u_sampler0${NS};\n"
"uniform Light u_light${NS}[1];\n"
"uniform Material u_material${NS};\n"
"\n"
"${FRAG_IN} mediump vec4 v_baseColor${NS};\n"
"${FRAG_IN} mediump vec2 v_texCoord0${NS};\n"
"\n"
"${FRAG_IN} mediump vec3 v_eyeNormal${NS};\n"
"${FRAG_IN} mediump vec3 v_directionToLight${NS}[1];\n"
"${FRAG_IN} mediump float v_distanceToLight${NS}[1];\n"
"\n"
"mediump vec3 computeLighting (Light light, mediump vec3 directionToLight, mediump vec3 vertexEyeNormal)\n"
"{\n"
" mediump float normalDotDirection = max(dot(vertexEyeNormal, directionToLight), 0.0);\n"
" mediump vec3 color = normalDotDirection * u_material${NS}.diffuseColor.rgb * light.color;\n"
"\n"
" if (normalDotDirection != 0.0)\n"
" {\n"
" mediump vec3 h = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n"
" color.rgb += pow(max(dot(vertexEyeNormal, h), 0.0), u_material${NS}.shininess) * u_material${NS}.specularColor * light.color;\n"
" }\n"
"\n"
" return color;\n"
"}\n"
"\n"
"mediump float computePointLightAttenuation (Light light, mediump float distanceToLight)\n"
"{\n"
" mediump float constantAttenuation = light.constantAttenuation;\n"
" mediump float linearAttenuation = light.linearAttenuation * distanceToLight;\n"
" mediump float quadraticAttenuation = light.quadraticAttenuation * distanceToLight * distanceToLight;\n"
"\n"
" return 1.0 / (constantAttenuation + linearAttenuation + quadraticAttenuation);\n"
"}\n"
"\n"
"void main (void)\n"
"{\n"
" mediump vec3 eyeNormal = normalize(v_eyeNormal${NS});\n"
" mediump vec4 color = v_baseColor${NS};\n"
"\n"
" color.rgb += computePointLightAttenuation(u_light${NS}[0], v_distanceToLight${NS}[0]) * computeLighting(u_light${NS}[0], normalize(v_directionToLight${NS}[0]), eyeNormal);\n"
"\n"
" color *= ${TEXTURE_2D_FUNC}(u_sampler0${NS}, v_texCoord0${NS});\n"
"\n"
" ${FRAG_COLOR} = color;\n"
"}\n";
gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position${NS}");
context.attributes.push_back(gls::VarSpec("a_position${NS}", Vec4(-1.0f), Vec4(1.0f)));
context.attributes.push_back(gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f)));
context.attributes.push_back(gls::VarSpec("a_texCoord0${NS}", Vec4(-1.0f), Vec4(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].position", Vec4(-1.0f), Vec4(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].constantAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].linearAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].quadraticAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_mvpMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back(gls::VarSpec("u_modelViewMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back(gls::VarSpec("u_normalMatrix${NS}", translationMat<3>(-0.2f), translationMat<3>(0.2f)));
context.uniforms.push_back(gls::VarSpec("u_texCoordMatrix0${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back(gls::VarSpec("u_sampler0${NS}", 0));
context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA,
true, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
Vec4(0.0f), Vec4(1.0f)));
return context;
}
gls::ProgramContext ProgramLibrary::generateVertexUniformLoopLightContext (const int texWid, const int texHei) const
{
static const char* const vertexTemplate =
"${VTX_HEADER}"
"struct Material {\n"
" mediump vec3 ambientColor;\n"
" mediump vec4 diffuseColor;\n"
" mediump vec3 emissiveColor;\n"
" mediump vec3 specularColor;\n"
" mediump float shininess;\n"
"};\n"
"struct Light {\n"
" mediump vec3 color;\n"
" mediump vec4 position;\n"
" mediump vec3 direction;\n"
" mediump float constantAttenuation;\n"
" mediump float linearAttenuation;\n"
" mediump float quadraticAttenuation;\n"
" mediump float spotExponent;\n"
" mediump float spotCutoff;\n"
"};\n"
"${VTX_IN} highp vec4 a_position${NS};\n"
"${VTX_IN} mediump vec3 a_normal${NS};\n"
"${VTX_IN} mediump vec4 a_texCoord0${NS};\n"
"uniform Material u_material${NS};\n"
"uniform Light u_directionalLight${NS}[1];\n"
"uniform mediump int u_directionalLightCount${NS};\n"
"uniform Light u_spotLight${NS}[4];\n"
"uniform mediump int u_spotLightCount${NS};\n"
"uniform highp mat4 u_mvpMatrix${NS};\n"
"uniform highp mat4 u_modelViewMatrix${NS};\n"
"uniform mediump mat3 u_normalMatrix${NS};\n"
"uniform mediump mat4 u_texCoordMatrix0${NS};\n"
"${VTX_OUT} mediump vec4 v_color${NS};\n"
"${VTX_OUT} mediump vec2 v_texCoord0${NS};\n"
"mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n"
"{\n"
" return vec3(to.xyz * from.w - from.xyz * to.w);\n"
"}\n"
"\n"
"mediump vec3 computeLighting (\n"
" mediump vec3 directionToLight,\n"
" mediump vec3 halfVector,\n"
" mediump vec3 normal,\n"
" mediump vec3 lightColor,\n"
" mediump vec3 diffuseColor,\n"
" mediump vec3 specularColor,\n"
" mediump float shininess)\n"
"{\n"
" mediump float normalDotDirection = max(dot(normal, directionToLight), 0.0);\n"
" mediump vec3 color = normalDotDirection * diffuseColor * lightColor;\n"
"\n"
" if (normalDotDirection != 0.0)\n"
" color += pow(max(dot(normal, halfVector), 0.0), shininess) * specularColor * lightColor;\n"
"\n"
" return color;\n"
"}\n"
"\n"
"mediump float computeDistanceAttenuation (mediump float distToLight, mediump float constAtt, mediump float linearAtt, mediump float quadraticAtt)\n"
"{\n"
" return 1.0 / (constAtt + linearAtt * distToLight + quadraticAtt * distToLight * distToLight);\n"
"}\n"
"\n"
"mediump float computeSpotAttenuation (\n"
" mediump vec3 directionToLight,\n"
" mediump vec3 lightDir,\n"
" mediump float spotExponent,\n"
" mediump float spotCutoff)\n"
"{\n"
" mediump float spotEffect = dot(lightDir, normalize(-directionToLight));\n"
"\n"
" if (spotEffect < spotCutoff)\n"
" spotEffect = 0.0;\n"
"\n"
" spotEffect = pow(spotEffect, spotExponent);\n"
" return spotEffect;\n"
"}\n"
"\n"
"void main (void)\n"
"{\n"
" highp vec4 position = a_position${NS};\n"
" highp vec3 normal = a_normal${NS};\n"
" gl_Position = u_mvpMatrix${NS} * position;\n"
" v_texCoord0${NS} = (u_texCoordMatrix0${NS} * a_texCoord0${NS}).xy;\n"
" mediump vec4 color = vec4(u_material${NS}.emissiveColor, u_material${NS}.diffuseColor.a);\n"
"\n"
" highp vec4 eyePosition = u_modelViewMatrix${NS} * position;\n"
" mediump vec3 eyeNormal = normalize(u_normalMatrix${NS} * normal);\n"
" for (int i = 0; i < u_directionalLightCount${NS}; i++)\n"
" {\n"
" mediump vec3 directionToLight = -u_directionalLight${NS}[i].direction;\n"
" mediump vec3 halfVector = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n"
" color.rgb += computeLighting(directionToLight, halfVector, eyeNormal, u_directionalLight${NS}[i].color, u_material${NS}.diffuseColor.rgb, u_material${NS}.specularColor, u_material${NS}.shininess);\n"
" }\n"
"\n"
" for (int i = 0; i < u_spotLightCount${NS}; i++)\n"
" {\n"
" mediump float distanceToLight = distance(eyePosition, u_spotLight${NS}[i].position);\n"
" mediump vec3 directionToLight = normalize(direction(eyePosition, u_spotLight${NS}[i].position));\n"
" mediump vec3 halfVector = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n"
" color.rgb += computeLighting(directionToLight, halfVector, eyeNormal, u_spotLight${NS}[i].color, u_material${NS}.diffuseColor.rgb, u_material${NS}.specularColor, u_material${NS}.shininess) * computeDistanceAttenuation(distanceToLight, u_spotLight${NS}[i].constantAttenuation, u_spotLight${NS}[i].linearAttenuation, u_spotLight${NS}[i].quadraticAttenuation) * computeSpotAttenuation(directionToLight, u_spotLight${NS}[i].direction, u_spotLight${NS}[i].spotExponent, u_spotLight${NS}[i].spotCutoff);\n"
" }\n"
"\n"
"\n"
" v_color${NS} = color;\n"
"}\n";
static const char* const fragmentTemplate =
"${FRAG_HEADER}"
"uniform sampler2D u_sampler0${NS};\n"
"${FRAG_IN} mediump vec4 v_color${NS};\n"
"${FRAG_IN} mediump vec2 v_texCoord0${NS};\n"
"void main (void)\n"
"{\n"
" mediump vec2 texCoord0 = v_texCoord0${NS};\n"
" mediump vec4 color = v_color${NS};\n"
" color *= ${TEXTURE_2D_FUNC}(u_sampler0${NS}, texCoord0);\n"
" ${FRAG_COLOR} = color;\n"
"}\n";
gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position${NS}");
context.attributes.push_back (gls::VarSpec("a_position${NS}", Vec4(-1.0f), Vec4(1.0f)));
context.attributes.push_back (gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f)));
context.attributes.push_back (gls::VarSpec("a_texCoord0${NS}", Vec4(-1.0f), Vec4(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].color", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].position", Vec4(-1.0f), Vec4(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f)));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].constantAttenuation", 0.1f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].linearAttenuation", 0.1f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].quadraticAttenuation", 0.1f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].spotExponent", 0.1f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].spotCutoff", 0.1f, 1.0f));
context.uniforms.push_back (gls::VarSpec("u_directionalLightCount${NS}", 1));
for (int i = 0; i < 4; i++)
{
const std::string ndxStr = de::toString(i);
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].color", Vec3(0.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].position", Vec4(-1.0f), Vec4(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].direction", Vec3(-1.0f), Vec3(1.0f)));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].constantAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].linearAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].quadraticAttenuation", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].spotExponent", 0.1f, 1.0f));
context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].spotCutoff", 0.1f, 1.0f));
}
context.uniforms.push_back (gls::VarSpec("u_spotLightCount${NS}", 4));
context.uniforms.push_back (gls::VarSpec("u_mvpMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back (gls::VarSpec("u_modelViewMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back (gls::VarSpec("u_normalMatrix${NS}", translationMat<3>(-0.2f), translationMat<3>(0.2f)));
context.uniforms.push_back (gls::VarSpec("u_texCoordMatrix0${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f)));
context.uniforms.push_back (gls::VarSpec("u_sampler0${NS}", 0));
context.textureSpecs.push_back (gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA,
true, GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
Vec4(0.0f), Vec4(1.0f)));
return context;
}
} // StressTestUtil
} // gls
} // deqp