Пример #1
0
//------------------------------------------------------------------------------
//## DepthTest, DepthWrite
TEST_F(Test_Visual_VisualComponent, DepthTest)
{
    auto texture1 = Texture2D::create(32, 32);
    auto texture2 = Texture2D::create(32, 32);
    texture1->clear(Color::Red);
    texture2->clear(Color::Green);

    //* [ ] default (enabled depth test and write)
    {
        auto sprite1 = Sprite::create(texture1, 5, 5);
        sprite1->setPosition(0, 0, 0);
        sprite1->setEulerAngles(0, -Math::PI / 4, 0);
        sprite1->setShadingModel(ShadingModel::UnLighting);

        auto sprite2 = Sprite::create(texture2, 5, 5);
        sprite2->setPosition(0, 0, 0);
        sprite2->setEulerAngles(0, Math::PI / 4, 0);
        sprite2->setShadingModel(ShadingModel::UnLighting);

        TestEnv::updateFrame();
        ASSERT_SCREEN(LN_ASSETFILE("Visual/Result/Test_Visual_VisualComponent-DepthTest-1.png"));
        LN_TEST_CLEAN_SCENE;
    }

    //* [ ] disable depth test
    {
        auto sprite1 = Sprite::create(texture1, 4, 4);
        sprite1->setPosition(0, 0, 0);
        sprite1->setEulerAngles(0, -Math::PI / 4, 0);
        sprite1->setShadingModel(ShadingModel::UnLighting);

        auto sprite2 = Sprite::create(texture2, 4, 4);
        sprite2->setPosition(0, 0, 0);
        sprite2->setEulerAngles(0, Math::PI / 4, 0);
        sprite2->setShadingModel(ShadingModel::UnLighting);
        sprite2->setDepthTestEnabled(false);

        TestEnv::updateFrame();
        ASSERT_SCREEN(LN_ASSETFILE("Visual/Result/Test_Visual_VisualComponent-DepthTest-2.png"));
        LN_TEST_CLEAN_SCENE;
    }

    //* [ ] disable depth write
    {
        auto sprite1 = Sprite::create(texture1, 4, 4);
        sprite1->setPosition(0, 0, 0);
        sprite1->setEulerAngles(0, -Math::PI / 4, 0);
        sprite1->setShadingModel(ShadingModel::UnLighting);
        sprite1->setDepthWriteEnabled(false);

        auto sprite2 = Sprite::create(texture2, 4, 4);
        sprite2->setPosition(0, 0, 0);
        sprite2->setEulerAngles(0, Math::PI / 4, 0);
        sprite2->setShadingModel(ShadingModel::UnLighting);

        TestEnv::updateFrame();
        ASSERT_SCREEN(LN_ASSETFILE("Visual/Result/Test_Visual_VisualComponent-DepthTest-3.png"));
        LN_TEST_CLEAN_SCENE;
    }
}
Пример #2
0
void StateManagerGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
    // TODO(jmadill): Investigate only syncing vertex state for active attributes
    for (auto dirtyBit : angle::IterateBitSet(dirtyBits | mLocalDirtyBits))
    {
        switch (dirtyBit)
        {
            case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
                setScissorTestEnabled(state.isScissorTestEnabled());
                break;
            case gl::State::DIRTY_BIT_SCISSOR:
                setScissor(state.getScissor());
                break;
            case gl::State::DIRTY_BIT_VIEWPORT:
                setViewport(state.getViewport());
                break;
            case gl::State::DIRTY_BIT_DEPTH_RANGE:
                setDepthRange(state.getNearPlane(), state.getFarPlane());
                break;
            case gl::State::DIRTY_BIT_BLEND_ENABLED:
                setBlendEnabled(state.isBlendEnabled());
                break;
            case gl::State::DIRTY_BIT_BLEND_COLOR:
                setBlendColor(state.getBlendColor());
                break;
            case gl::State::DIRTY_BIT_BLEND_FUNCS:
            {
                const auto &blendState = state.getBlendState();
                setBlendFuncs(blendState.sourceBlendRGB, blendState.destBlendRGB,
                              blendState.sourceBlendAlpha, blendState.destBlendAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
            {
                const auto &blendState = state.getBlendState();
                setBlendEquations(blendState.blendEquationRGB, blendState.blendEquationAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_COLOR_MASK:
            {
                const auto &blendState = state.getBlendState();
                setColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
                             blendState.colorMaskBlue, blendState.colorMaskAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                setSampleAlphaToCoverageEnabled(state.isSampleAlphaToCoverageEnabled());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
                setSampleCoverageEnabled(state.isSampleCoverageEnabled());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
                setSampleCoverage(state.getSampleCoverageValue(), state.getSampleCoverageInvert());
                break;
            case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                setDepthTestEnabled(state.isDepthTestEnabled());
                break;
            case gl::State::DIRTY_BIT_DEPTH_FUNC:
                setDepthFunc(state.getDepthStencilState().depthFunc);
                break;
            case gl::State::DIRTY_BIT_DEPTH_MASK:
                setDepthMask(state.getDepthStencilState().depthMask);
                break;
            case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                setStencilTestEnabled(state.isStencilTestEnabled());
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilFrontFuncs(depthStencilState.stencilFunc, state.getStencilRef(),
                                     depthStencilState.stencilMask);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilBackFuncs(depthStencilState.stencilBackFunc, state.getStencilBackRef(),
                                    depthStencilState.stencilBackMask);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilFrontOps(depthStencilState.stencilFail,
                                   depthStencilState.stencilPassDepthFail,
                                   depthStencilState.stencilPassDepthPass);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilBackOps(depthStencilState.stencilBackFail,
                                  depthStencilState.stencilBackPassDepthFail,
                                  depthStencilState.stencilBackPassDepthPass);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                setStencilFrontWritemask(state.getDepthStencilState().stencilWritemask);
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask);
                break;
            case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
                setCullFaceEnabled(state.isCullFaceEnabled());
                break;
            case gl::State::DIRTY_BIT_CULL_FACE:
                setCullFace(state.getRasterizerState().cullMode);
                break;
            case gl::State::DIRTY_BIT_FRONT_FACE:
                setFrontFace(state.getRasterizerState().frontFace);
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                setPolygonOffsetFillEnabled(state.isPolygonOffsetFillEnabled());
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET:
            {
                const auto &rasterizerState = state.getRasterizerState();
                setPolygonOffset(rasterizerState.polygonOffsetFactor,
                                 rasterizerState.polygonOffsetUnits);
                break;
            }
            case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
                setRasterizerDiscardEnabled(state.isRasterizerDiscardEnabled());
                break;
            case gl::State::DIRTY_BIT_LINE_WIDTH:
                setLineWidth(state.getLineWidth());
                break;
            case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
                setPrimitiveRestartEnabled(state.isPrimitiveRestartEnabled());
                break;
            case gl::State::DIRTY_BIT_CLEAR_COLOR:
                setClearColor(state.getColorClearValue());
                break;
            case gl::State::DIRTY_BIT_CLEAR_DEPTH:
                setClearDepth(state.getDepthClearValue());
                break;
            case gl::State::DIRTY_BIT_CLEAR_STENCIL:
                setClearStencil(state.getStencilClearValue());
                break;
            case gl::State::DIRTY_BIT_UNPACK_ALIGNMENT:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_ROW_LENGTH:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_IMAGE_HEIGHT:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_IMAGES:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_ROWS:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_PIXELS:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_PACK_ALIGNMENT:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_REVERSE_ROW_ORDER:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_ROW_LENGTH:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_SKIP_ROWS:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_SKIP_PIXELS:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_DITHER_ENABLED:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_OBJECT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_OBJECT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_VERTEX_ARRAY_OBJECT:
                state.getVertexArray()->syncImplState();
                break;
            case gl::State::DIRTY_BIT_PROGRAM_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_PROGRAM_OBJECT:
                // TODO(jmadill): implement this
                break;
            default:
            {
                ASSERT(dirtyBit >= gl::State::DIRTY_BIT_CURRENT_VALUE_0 &&
                       dirtyBit < gl::State::DIRTY_BIT_CURRENT_VALUE_MAX);
                size_t attribIndex =
                    static_cast<size_t>(dirtyBit) - gl::State::DIRTY_BIT_CURRENT_VALUE_0;
                setAttributeCurrentData(attribIndex, state.getVertexAttribCurrentValue(
                                                         static_cast<unsigned int>(attribIndex)));
                break;
            }
        }

        mLocalDirtyBits.reset();
    }
}