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