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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 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 Light amount test.
*//*--------------------------------------------------------------------*/
#include "es2fLightAmountTest.hpp"
#include "tcuStringTemplate.hpp"
#include "gluDefs.hpp"
#include "gluShaderProgram.hpp"
#include "tcuTestLog.hpp"
#include "deStringUtil.hpp"
#include "deInt32.h"
#include "deRandom.h"
#include <stdio.h>
#include <vector>
#include "glw.h"
using namespace std;
namespace deqp
{
namespace gles2
{
namespace Functional
{
const char* s_noLightsVertexShader =
"uniform mat4 u_modelviewMatrix;\n"
"uniform mat4 u_modelviewProjectionMatrix;\n"
"uniform mat3 u_normalMatrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec3 a_normal;\n"
"\n"
"varying vec3 v_color;\n"
"\n"
"void main()\n"
"{\n"
" v_color = vec3(0.0);\n"
" gl_Position = u_modelviewProjectionMatrix * a_position;\n"
"}\n"
;
const char* s_vertexShaderTemplate =
"struct Light\n"
"{\n"
" vec3 position;\n"
" vec3 diffuse;\n"
" vec3 specular;\n"
" vec3 attenuation;\n"
"};\n"
"uniform Light u_lights[${NUM_DIR_LIGHTS} + ${NUM_OMNI_LIGHTS}];\n"
"uniform mat4 u_modelviewMatrix;\n"
"uniform mat4 u_modelviewProjectionMatrix;\n"
"uniform mat3 u_normalMatrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec3 a_normal;\n"
"\n"
"varying vec3 v_color;\n"
"\n"
"float computeAttenuation(vec3 dirToLight, vec3 attenuation)\n"
"{\n"
" float dist = length(dirToLight);\n"
" return 1.0 / (attenuation.x + attenuation.y*dist + attenuation.z*dist*dist);\n"
"}\n"
"\n"
"vec3 computeDirLight(int ndx, vec3 position, vec3 normal)\n"
"{\n"
" Light light = u_lights[ndx];\n"
" float cosAngle = dot(light.position, normal);\n"
" return cosAngle * light.diffuse;\n"
"}\n"
"\n"
"vec3 computeOmniLight(int ndx, vec3 position, vec3 normal)\n"
"{\n"
" Light light = u_lights[ndx];\n"
" vec3 dirToLight = light.position - position;\n"
" float cosAngle = dot(normalize(dirToLight), normal);\n"
" float atten = computeAttenuation(dirToLight, light.attenuation);\n"
" return atten * cosAngle * light.diffuse;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" vec3 lightSpacePos = vec3(u_modelviewMatrix * a_position);\n"
" vec3 lightNormal = normalize(u_normalMatrix * a_normal);\n"
" vec3 color = vec3(0.0);\n"
" for (int i = 0; i < ${NUM_DIR_LIGHTS}; i++)\n"
" color += computeDirLight(i, lightSpacePos, lightNormal);\n"
" for (int i = 0; i < ${NUM_OMNI_LIGHTS}; i++)\n"
" color += computeOmniLight(${NUM_DIR_LIGHTS}+i, lightSpacePos, lightNormal);\n"
" v_color = color;\n"
" gl_Position = u_modelviewProjectionMatrix * a_position;\n"
"}\n"
;
const char* s_fragmentShaderTemplate =
"varying highp vec3 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(v_color, 1.0);\n"
"}\n"
;
class LightAmountCase : public TestCase
{
public:
LightAmountCase(Context& context, const char* name, int numDirectionalLights, int numOmniLights, int numSpotLights)
: TestCase(context, name, name)
, m_numDirectionalLights (numDirectionalLights)
, m_numOmniLights (numOmniLights)
, m_numSpotLights (numSpotLights)
{
}
virtual IterateResult iterate (void);
private:
int m_numDirectionalLights;
int m_numOmniLights;
int m_numSpotLights;
};
TestCase::IterateResult LightAmountCase::iterate (void)
{
GLU_CHECK_MSG("LightAmountTest::iterate() begin");
string vertexShaderSource;
string fragmentShaderSource;
// Fill in shader template parameters.
{
bool hasAnyLights = ((m_numDirectionalLights + m_numOmniLights + m_numSpotLights) != 0);
tcu::StringTemplate vertexTemplate(hasAnyLights ? s_vertexShaderTemplate : s_noLightsVertexShader);
tcu::StringTemplate fragmentTemplate(s_fragmentShaderTemplate);
map<string, string> params;
params.insert(pair<string, string>("NUM_DIR_LIGHTS", de::toString(m_numDirectionalLights)));
params.insert(pair<string, string>("NUM_OMNI_LIGHTS", de::toString(m_numOmniLights)));
params.insert(pair<string, string>("NUM_SPOT_LIGHTS", de::toString(m_numSpotLights)));
vertexShaderSource = vertexTemplate.specialize(params);
fragmentShaderSource = fragmentTemplate.specialize(params);
}
// Create shader and program objects.
glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource));
m_testCtx.getLog() << program;
// Draw something? Check results?
glUseProgram(program.getProgram());
bool testOk = program.isOk();
GLU_CHECK_MSG("LightAmountTest::iterate() end");
m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, testOk ? "Pass" : "Fail");
return TestCase::STOP;
}
//
LightAmountTest::LightAmountTest (Context& context) : TestCaseGroup(context, "light_amount", "Light Amount Stress Tests")
{
}
LightAmountTest::~LightAmountTest (void)
{
}
void LightAmountTest::init (void)
{
// name dir, omni, spot
addChild(new LightAmountCase(m_context, "none", 0, 0, 0 ));
addChild(new LightAmountCase(m_context, "1dir", 1, 0, 0 ));
addChild(new LightAmountCase(m_context, "2dir", 2, 0, 0 ));
addChild(new LightAmountCase(m_context, "4dir", 4, 0, 0 ));
addChild(new LightAmountCase(m_context, "6dir", 6, 0, 0 ));
addChild(new LightAmountCase(m_context, "8dir", 8, 0, 0 ));
addChild(new LightAmountCase(m_context, "10dir", 10, 0, 0 ));
addChild(new LightAmountCase(m_context, "12dir", 12, 0, 0 ));
addChild(new LightAmountCase(m_context, "14dir", 14, 0, 0 ));
addChild(new LightAmountCase(m_context, "16dir", 16, 0, 0 ));
addChild(new LightAmountCase(m_context, "1omni", 0, 1, 0 ));
addChild(new LightAmountCase(m_context, "2omni", 0, 2, 0 ));
addChild(new LightAmountCase(m_context, "4omni", 0, 4, 0 ));
addChild(new LightAmountCase(m_context, "6omni", 0, 6, 0 ));
addChild(new LightAmountCase(m_context, "8omni", 0, 8, 0 ));
addChild(new LightAmountCase(m_context, "10omni", 0, 10, 0 ));
addChild(new LightAmountCase(m_context, "12omni", 0, 12, 0 ));
addChild(new LightAmountCase(m_context, "14omni", 0, 14, 0 ));
addChild(new LightAmountCase(m_context, "16omni", 0, 16, 0 ));
// addChild(new LightAmountCase(m_context, "1spot", 0, 0, 1 ));
// addChild(new LightAmountCase(m_context, "2spot", 0, 0, 2 ));
// addChild(new LightAmountCase(m_context, "4spot", 0, 0, 4 ));
// addChild(new LightAmountCase(m_context, "6spot", 0, 0, 6 ));
// addChild(new LightAmountCase(m_context, "8spot", 0, 0, 8 ));
// addChild(new LightAmountCase(m_context, "1dir_1omni", 1, 1, 0 ));
// addChild(new LightAmountCase(m_context, "2dir_2omni", 2, 2, 0 ));
// addChild(new LightAmountCase(m_context, "4dir_4omni", 4, 4, 0 ));
// addChild(new LightAmountCase(m_context, "1dir_1spot", 1, 0, 1 ));
// addChild(new LightAmountCase(m_context, "2dir_2spot", 2, 0, 2 ));
// addChild(new LightAmountCase(m_context, "4dir_4spot", 4, 0, 4 ));
// addChild(new LightAmountCase(m_context, "1omni_1spot", 0, 1, 1 ));
// addChild(new LightAmountCase(m_context, "2omni_2spot", 0, 2, 2 ));
// addChild(new LightAmountCase(m_context, "4omni_4spot", 0, 4, 4 ));
// addChild(new LightAmountCase(m_context, "1dir_1omni_1spot", 1, 1, 1 ));
// addChild(new LightAmountCase(m_context, "2dir_2omni_2spot", 2, 2, 2 ));
// addChild(new LightAmountCase(m_context, "4dir_2omni_2spot", 4, 2, 2 ));
// addChild(new LightAmountCase(m_context, "2dir_4omni_2spot", 2, 4, 2 ));
// addChild(new LightAmountCase(m_context, "2dir_2omni_4spot", 2, 2, 4 ));
// addChild(new LightAmountCase(m_context, "4dir_4omni_4spot", 4, 4, 4 ));
}
} // Functional
} // gles2
} // deqp