- Add VertexAttributeType and VertexAttributeNormalized enums in OpenGLVertexArray.h - Add ToGLAttributeType() converter in OpenGLVertexArray.cpp - Remove glActiveTexture() call from quad test (already handled by texture.Bind()) - Remove #include <glad/glad.h> from triangle test - Update unit tests to use encapsulated enums All three OpenGL integration tests (minimal, triangle, quad) pass with 0% pixel difference.
193 lines
5.2 KiB
C++
193 lines
5.2 KiB
C++
#include "fixtures/OpenGLTestFixture.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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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, CommandList_Clear_ColorBuffer) {
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OpenGLCommandList cmdList;
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cmdList.ClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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GLfloat color[4] = {};
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glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
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EXPECT_FLOAT_EQ(color[0], 1.0f);
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EXPECT_FLOAT_EQ(color[1], 0.0f);
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EXPECT_FLOAT_EQ(color[2], 0.0f);
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EXPECT_FLOAT_EQ(color[3], 1.0f);
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}
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TEST_F(OpenGLTestFixture, CommandList_Clear_DepthStencil) {
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OpenGLCommandList cmdList;
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cmdList.ClearDepth(0.5f);
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cmdList.ClearStencil(2);
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GLfloat depth = 0.0f;
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth);
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EXPECT_FLOAT_EQ(depth, 0.5f);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetIndexBuffer) {
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OpenGLCommandList cmdList;
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OpenGLBuffer buffer;
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buffer.InitializeIndexBuffer(nullptr, 12);
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cmdList.SetIndexBuffer(buffer.GetID(), GL_UNSIGNED_INT, 0);
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, CommandList_Draw_VAO) {
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OpenGLCommandList cmdList;
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OpenGLVertexArray vao;
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vao.Initialize();
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OpenGLBuffer vbo;
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float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f };
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vbo.InitializeVertexBuffer(vertices, sizeof(vertices));
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VertexAttribute attr;
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attr.index = 0;
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attr.count = 3;
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attr.type = VertexAttributeType::Float;
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attr.normalized = VertexAttributeNormalized::False;
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attr.stride = sizeof(float) * 3;
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attr.offset = 0;
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vao.AddVertexBuffer(vbo.GetID(), attr);
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OpenGLBuffer ibo;
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unsigned int indices[] = { 0, 1, 2 };
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ibo.InitializeIndexBuffer(indices, sizeof(indices));
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vao.SetIndexBuffer(ibo.GetID(), GL_UNSIGNED_INT);
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cmdList.BindVertexArray(vao.GetID());
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cmdList.SetPrimitiveType(PrimitiveType::Triangles);
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cmdList.Draw(PrimitiveType::Triangles, 3, 0);
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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vbo.Shutdown();
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ibo.Shutdown();
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, CommandList_SetViewport) {
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OpenGLCommandList cmdList;
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cmdList.SetViewport(0, 0, 800, 600);
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GLint viewport[4] = {};
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glGetIntegerv(GL_VIEWPORT, viewport);
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EXPECT_EQ(viewport[0], 0);
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EXPECT_EQ(viewport[1], 0);
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EXPECT_EQ(viewport[2], 800);
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EXPECT_EQ(viewport[3], 600);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetScissor) {
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OpenGLCommandList cmdList;
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cmdList.EnableScissorTest(true);
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cmdList.SetScissor(0, 0, 800, 600);
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GLint scissor[4] = {};
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glGetIntegerv(GL_SCISSOR_BOX, scissor);
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EXPECT_EQ(scissor[0], 0);
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EXPECT_EQ(scissor[1], 0);
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EXPECT_EQ(scissor[2], 800);
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EXPECT_EQ(scissor[3], 600);
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}
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TEST_F(OpenGLTestFixture, CommandList_EnableDisable_DepthTest) {
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OpenGLCommandList cmdList;
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cmdList.EnableDepthTest(true);
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GLint depthTest = 0;
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glGetIntegerv(GL_DEPTH_TEST, &depthTest);
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EXPECT_EQ(depthTest, 1);
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cmdList.EnableDepthTest(false);
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glGetIntegerv(GL_DEPTH_TEST, &depthTest);
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EXPECT_EQ(depthTest, 0);
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}
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TEST_F(OpenGLTestFixture, CommandList_EnableDisable_Blending) {
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OpenGLCommandList cmdList;
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cmdList.EnableBlending(true);
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GLint blend = 0;
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glGetIntegerv(GL_BLEND, &blend);
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EXPECT_EQ(blend, 1);
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cmdList.EnableBlending(false);
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glGetIntegerv(GL_BLEND, &blend);
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EXPECT_EQ(blend, 0);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetPrimitiveTopology) {
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OpenGLCommandList cmdList;
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cmdList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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cmdList.SetPrimitiveTopology(PrimitiveTopology::LineList);
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error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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cmdList.SetPrimitiveTopology(PrimitiveTopology::PointList);
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error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetDepthStencilState) {
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OpenGLCommandList cmdList;
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DepthStencilState state = {};
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state.depthEnable = true;
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state.depthWriteMask = true;
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state.depthFunc = ComparisonFunc::Less;
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cmdList.SetDepthStencilState(state);
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GLint depthTest = 0;
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glGetIntegerv(GL_DEPTH_TEST, &depthTest);
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EXPECT_EQ(depthTest, 1);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetBlendState) {
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OpenGLCommandList cmdList;
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BlendState state = {};
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state.renderTargets[0].blendEnable = true;
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state.renderTargets[0].srcBlend = BlendFactor::SrcAlpha;
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state.renderTargets[0].dstBlend = BlendFactor::InvSrcAlpha;
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cmdList.SetBlendState(state);
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GLint blend = 0;
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glGetIntegerv(GL_BLEND, &blend);
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EXPECT_EQ(blend, 1);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetBlendFactor) {
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OpenGLCommandList cmdList;
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float factor[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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cmdList.SetBlendFactor(factor);
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GLfloat color[4] = {};
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glGetFloatv(GL_BLEND_COLOR, color);
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EXPECT_FLOAT_EQ(color[0], 0.5f);
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EXPECT_FLOAT_EQ(color[1], 0.5f);
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EXPECT_FLOAT_EQ(color[2], 0.5f);
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EXPECT_FLOAT_EQ(color[3], 1.0f);
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}
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