Add OpenGL triangle integration test with GLSL shaders

- Add tests/RHI/OpenGL/integration/triangle/ with main.cpp, CMakeLists.txt
- Add GLSL shaders (triangle.vert, triangle.frag) for vertex/fragment shading
- Use OpenGLVertexArray, OpenGLBuffer, OpenGLShader, OpenGLPipelineState
- Disable depth test to allow 2D triangle rendering
- GT.ppm reused from D3D12 triangle test (0% diff)
This commit is contained in:
2026-03-22 02:30:52 +08:00
parent 3357de85c9
commit f8e7edd2c1
6 changed files with 280 additions and 0 deletions

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@@ -7,3 +7,4 @@ find_package(Python3 REQUIRED)
enable_testing()
add_subdirectory(minimal)
add_subdirectory(triangle)

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@@ -0,0 +1,57 @@
cmake_minimum_required(VERSION 3.15)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
project(OpenGL_Triangle)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/tests/OpenGL/package)
add_executable(OpenGL_Triangle
WIN32
main.cpp
${PACKAGE_DIR}/src/glad.c
)
target_include_directories(OpenGL_Triangle PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${ENGINE_ROOT_DIR}/include
${PACKAGE_DIR}/include
)
target_link_libraries(OpenGL_Triangle PRIVATE
opengl32
XCEngine
)
target_compile_definitions(OpenGL_Triangle PRIVATE
UNICODE
_UNICODE
)
add_custom_command(TARGET OpenGL_Triangle POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Res
$<TARGET_FILE_DIR:OpenGL_Triangle>/Res
)
add_custom_command(TARGET OpenGL_Triangle POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/tests/RHI/OpenGL/integration/run_integration_test.py
$<TARGET_FILE_DIR:OpenGL_Triangle>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/tests/RHI/OpenGL/integration/compare_ppm.py
$<TARGET_FILE_DIR:OpenGL_Triangle>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:OpenGL_Triangle>/
)
add_test(NAME OpenGL_Triangle_Integration
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:OpenGL_Triangle>/run_integration_test.py
$<TARGET_FILE:OpenGL_Triangle>
triangle.ppm
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
5
WORKING_DIRECTORY $<TARGET_FILE_DIR:OpenGL_Triangle>
)

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@@ -0,0 +1,8 @@
#version 460
in vec4 vColor;
out vec4 fragColor;
void main() {
fragColor = vColor;
}

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@@ -0,0 +1,11 @@
#version 460
layout(location = 0) in vec4 aPosition;
layout(location = 1) in vec4 aColor;
out vec4 vColor;
void main() {
gl_Position = aPosition;
vColor = aColor;
}

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@@ -0,0 +1,203 @@
#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
#include <glad/glad.h>
#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
#include "XCEngine/RHI/OpenGL/OpenGLSwapChain.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include "XCEngine/RHI/OpenGL/OpenGLScreenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Containers/String.h"
#pragma comment(lib, "opengl32.lib")
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
static const int gWidth = 1280;
static const int gHeight = 720;
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] OpenGL Triangle Test Starting");
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"XCEngine_OpenGL_Triangle";
if (!RegisterClassExW(&wc)) {
Log("[ERROR] Failed to register window class");
return -1;
}
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowExW(
0,
L"XCEngine_OpenGL_Triangle",
L"OpenGL Triangle Test",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL
);
if (!hwnd) {
Log("[ERROR] Failed to create window");
return -1;
}
OpenGLDevice device;
if (!device.InitializeWithExistingWindow(hwnd)) {
Log("[ERROR] Failed to initialize OpenGL device");
return -1;
}
ShowWindow(hwnd, nShowCmd);
UpdateWindow(hwnd);
Log("[INFO] OpenGL Device: %S", device.GetDeviceInfo().renderer.c_str());
Log("[INFO] OpenGL Version: %S", device.GetDeviceInfo().version.c_str());
OpenGLSwapChain swapChain;
swapChain.Initialize(hwnd, gWidth, gHeight);
OpenGLCommandList commandList;
struct Vertex {
float pos[4];
float col[4];
};
Vertex vertices[] = {
{ { 0.0f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
{ { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
{ { 0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } },
};
OpenGLBuffer vertexBuffer;
if (!vertexBuffer.InitializeVertexBuffer(vertices, sizeof(vertices))) {
Log("[ERROR] Failed to initialize vertex buffer");
return -1;
}
vertexBuffer.SetStride(sizeof(Vertex));
OpenGLVertexArray vertexArray;
vertexArray.Initialize();
VertexAttribute posAttr = {};
posAttr.index = 0;
posAttr.count = 4;
posAttr.type = GL_FLOAT;
posAttr.normalized = GL_FALSE;
posAttr.stride = sizeof(Vertex);
posAttr.offset = 0;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), posAttr);
VertexAttribute colAttr = {};
colAttr.index = 1;
colAttr.count = 4;
colAttr.type = GL_FLOAT;
colAttr.normalized = GL_FALSE;
colAttr.stride = sizeof(Vertex);
colAttr.offset = sizeof(float) * 4;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), colAttr);
OpenGLShader shader;
if (!shader.CompileFromFile("Res/Shader/triangle.vert", "Res/Shader/triangle.frag")) {
Log("[ERROR] Failed to compile shaders");
return -1;
}
Log("[INFO] Shaders compiled successfully");
OpenGLPipelineState pipelineState;
OpenGLRasterizerState rasterizerState;
rasterizerState.cullFaceEnable = false;
pipelineState.SetRasterizerState(rasterizerState);
OpenGLDepthStencilState depthStencilState;
depthStencilState.depthTestEnable = false;
depthStencilState.depthWriteEnable = false;
pipelineState.SetDepthStencilState(depthStencilState);
ViewportState viewportState = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
pipelineState.SetViewport(viewportState);
pipelineState.AttachShader(shader.GetID());
pipelineState.Apply();
MSG msg = {};
int frameCount = 0;
const int targetFrameCount = 30;
while (frameCount < targetFrameCount) {
if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessageW(&msg);
} else {
commandList.SetViewport(0, 0, gWidth, gHeight);
commandList.Clear(0.0f, 0.0f, 1.0f, 1.0f, 1);
pipelineState.Bind();
vertexArray.Bind();
commandList.Draw(PrimitiveType::Triangles, 3, 0);
swapChain.Present(0, 0);
frameCount++;
}
}
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
OpenGLScreenshot::Capture(device, swapChain, "triangle.ppm");
vertexArray.Shutdown();
vertexBuffer.Shutdown();
shader.Shutdown();
pipelineState.Shutdown();
swapChain.Shutdown();
device.Shutdown();
Logger::Get().Shutdown();
Log("[INFO] OpenGL Triangle Test Finished");
return 0;
}