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+#include <cstddef> |
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+#include <string> |
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+#include <vector> |
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+ |
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+#include <GL/glew.h> |
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+#include <glm/glm.hpp> |
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+ |
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+#include <glfbo3d.hpp> |
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+#include <glshader.hpp> |
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+#include <gltest.hpp> |
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+ |
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+ |
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+constexpr auto size = 256; |
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+constexpr auto fbo_size_divisor = 2; |
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+ |
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+ |
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+static void draw(GLuint texture0) |
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+{ |
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+ glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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+ glViewport(0, 0, size, size); |
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+ glActiveTexture(GL_TEXTURE0 + 0); |
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+ glBindTexture(GL_TEXTURE_3D, texture0); |
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+ auto draw = Shader({ |
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+ "draw.vert", |
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+ "draw.geom", "quad.geom", |
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+ "draw.frag", |
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+ }); |
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+ draw |
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+ .use() |
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+ .uniform("texture0", 0); |
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+ auto t = 0.0F; |
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+ gltest_set_time(t); |
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+ while ((t = gltest_get_time()) < 1) |
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+ { |
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+ draw |
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+ .uniform("z", t * 2 - 1, false) |
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+ .validate(); |
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+ glDrawArrays(GL_TRIANGLES, 0, 3); |
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+ gltest_swap_buffers(); |
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+ } |
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+} |
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+ |
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+ |
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+GLTEST(3, 2, size, size, glfbo3d) |
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+{ |
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+ // Settings. |
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+ Shader::root("tests/shaders"); |
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+ auto fbo_size = glm::ivec3(size / fbo_size_divisor); |
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+ |
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+ // Create and bind vertex array. |
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+ auto vertex_array = GLuint{}; |
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+ glGenVertexArrays(1, &vertex_array); |
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+ glBindVertexArray(vertex_array); |
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+ |
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+ // Create texture. |
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+ auto texture0 = GLuint{}; |
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+ glGenTextures(1, &texture0); |
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+ glBindTexture(GL_TEXTURE_3D, texture0); |
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+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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+ glTexImage3D( |
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+ GL_TEXTURE_3D, 0, GL_RGBA32F, |
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+ fbo_size.x, fbo_size.y, fbo_size.z, 0, |
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+ GL_RGBA, GL_FLOAT, nullptr |
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+ ); |
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+ |
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+ // Create framebuffer. |
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+ auto framebuffer = GLuint{}; |
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+ glGenFramebuffers(1, &framebuffer); |
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+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
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+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture0, 0); |
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+ |
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+ // Set with CPU and draw. |
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+ auto data = std::vector<glm::vec4>{}; |
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+ data.reserve((size_t)(fbo_size.x * fbo_size.y * fbo_size.z)); |
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+ for (int z = 0; z < fbo_size.z; ++z) |
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+ for (int y = 0; y < fbo_size.y; ++y) |
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+ for (int x = 0; x < fbo_size.x; ++x) |
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+ data.emplace_back( |
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+ x / (fbo_size.x / 8) % 2 ^ // NOLINT |
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+ y / (fbo_size.y / 4) % 2 ^ // NOLINT |
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+ z / (fbo_size.z / 2) % 2 // NOLINT |
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+ ); |
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+ glBindTexture(GL_TEXTURE_3D, texture0); |
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+ glTexSubImage3D( |
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+ GL_TEXTURE_3D, 0, |
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+ 0, 0, 0, fbo_size.x, fbo_size.y, fbo_size.z, |
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+ GL_RGBA, GL_FLOAT, &data[0] |
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+ ); |
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+ draw(texture0); |
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+ |
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+ // Set with GPU and draw. |
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+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
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+ glViewport(0, 0, fbo_size.x, fbo_size.y); |
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+ auto instance_count = fbo_size.z; |
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+ auto set = Shader({ |
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+ "set.vert", |
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+ "set.geom", "quad.geom", |
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+ "set.frag", |
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+ }); |
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+ set |
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+ .use() |
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+ .uniform("instance_count", instance_count) |
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+ .validate(); |
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+ glDrawArraysInstanced(GL_TRIANGLES, 0, 3, instance_count); |
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+ draw(texture0); |
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+ |
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+ // Delete. |
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+ glDeleteFramebuffers(1, &framebuffer); |
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+ glDeleteTextures(1, &texture0); |
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+ glDeleteVertexArrays(1, &vertex_array); |
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+} |
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new file mode 100644 |
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+#version 150 |
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+ |
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+ |
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+#define QUAD_EMIT_VERTEX_(X, Y, Z, LAYER) position = vec3(X, Y, Z); gl_Position = vec4(position, 1); gl_Layer = LAYER; EmitVertex(); |
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+ |
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+ |
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+layout(triangles) in; |
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+layout(triangle_strip, max_vertices = 4) out; |
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+ |
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+ |
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+out vec3 position; |
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+ |
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+ |
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+void quad(int layer, int layer_count) |
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+{ |
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+ float z = (layer + 0.5) / layer_count * 2 - 1; |
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+ QUAD_EMIT_VERTEX_(-1, -1, z, layer); |
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+ QUAD_EMIT_VERTEX_(-1, +1, z, layer); |
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+ QUAD_EMIT_VERTEX_(+1, -1, z, layer); |
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+ QUAD_EMIT_VERTEX_(+1, +1, z, layer); |
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+ EndPrimitive(); |
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+} |
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new file mode 100644 |
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+#version 150 |
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+ |
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+#extension GL_ARB_shading_language_include : require |
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+ |
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+ |
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+#include "quad.geom.h" |
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+ |
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+ |
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+uniform int instance_count; |
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+ |
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+ |
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+in int instance_id[]; |
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+ |
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+ |
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+void main() |
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+{ |
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+ quad(instance_id[0], instance_count); |
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+} |