// Copyright (c) 2010 The Chromium OS Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <stdlib.h>
#include "main.h"
#include "testbase.h"
#include "utils.h"
namespace glbench {
class TriangleSetupTest : public DrawElementsTestFunc {
public:
TriangleSetupTest() {}
virtual ~TriangleSetupTest() {}
virtual bool Run();
virtual const char* Name() const { return "triangle_setup"; }
private:
DISALLOW_COPY_AND_ASSIGN(TriangleSetupTest);
};
const char* kVertexShader =
"attribute vec4 c;"
"void main() {"
" gl_Position = c;"
"}";
const char* kFragmentShader =
"uniform vec4 color;"
"void main() {"
" gl_FragColor = color;"
"}";
bool TriangleSetupTest::Run() {
glViewport(0, 0, g_width, g_height);
// This specifies a square mesh in the middle of the viewport.
// Larger meshes make this test too slow for devices that do 1 mtri/sec.
// Also note that GLES 2.0 uses 16 bit indices.
GLint width = 128;
GLint height = 128;
GLfloat *vertices = NULL;
GLsizeiptr vertex_buffer_size = 0;
CreateLattice(&vertices, &vertex_buffer_size, 1.f / g_width, 1.f / g_height,
width, height);
GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
vertex_buffer_size, vertices);
GLuint program =
InitShaderProgram(kVertexShader, kFragmentShader);
GLint attribute_index = glGetAttribLocation(program, "c");
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
GLint color_uniform = glGetUniformLocation(program, "color");
GLushort *indices = NULL;
GLuint index_buffer = 0;
GLsizeiptr index_buffer_size = 0;
{
// Use orange for drawing solid/all culled quads.
const GLfloat orange[4] = {1.0f, 0.5f, 0.0f, 1.0f};
glUniform4fv(color_uniform, 1, orange);
count_ = CreateMesh(&indices, &index_buffer_size, width, height, 0);
index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
index_buffer_size, indices);
RunTest(this, "triangle_setup", count_ / 3, g_width, g_height, true);
glEnable(GL_CULL_FACE);
RunTest(this, "triangle_setup_all_culled", count_ / 3, g_width, g_height, true);
glDisable(GL_CULL_FACE);
glDeleteBuffers(1, &index_buffer);
delete[] indices;
}
{
// Use blue-ish color for drawing quad with many holes.
const GLfloat cyan[4] = {0.0f, 0.5f, 0.5f, 1.0f};
glUniform4fv(color_uniform, 1, cyan);
count_ = CreateMesh(&indices, &index_buffer_size, width, height,
RAND_MAX / 2);
index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
index_buffer_size, indices);
glEnable(GL_CULL_FACE);
RunTest(this, "triangle_setup_half_culled", count_ / 3, g_width, g_height, true);
glDeleteBuffers(1, &index_buffer);
delete[] indices;
}
glDeleteProgram(program);
glDeleteBuffers(1, &vertex_buffer);
delete[] vertices;
return true;
}
TestBase* GetTriangleSetupTest() {
return new TriangleSetupTest;
}
} // namespace glbench