serenity/Tests/LibGL/TestShaders.cpp
Tim Schumacher 82a152b696 LibGfx: Remove try_ prefix from bitmap creation functions
Those don't have any non-try counterpart, so we might as well just omit
it.
2023-01-26 20:24:37 +00:00

80 lines
2.4 KiB
C++

/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/LexicalPath.h>
#include <AK/String.h>
#include <LibGL/GL/gl.h>
#include <LibGL/GLContext.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/QOIWriter.h>
#include <LibTest/TestCase.h>
static NonnullOwnPtr<GL::GLContext> create_testing_context(int width, int height)
{
auto bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, { width, height }));
auto context = MUST(GL::create_context(*bitmap));
GL::make_context_current(context);
return context;
}
TEST_CASE(0001_program_creation)
{
auto context = create_testing_context(64, 64);
GLuint vertex_shader;
GLuint fragment_shader;
GLuint program;
auto vertex_shader_source = "#version 330\n"
"void main() {\n"
" gl_Position = vec4(0, 0, 0, 0);\n"
"}\n";
auto fragment_shader_source = "#version 330\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(1, 1, 1, 1);\n"
"}\n";
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, nullptr);
glCompileShader(vertex_shader);
GLint vertex_shader_compile_status;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_shader_compile_status);
EXPECT_EQ(vertex_shader_compile_status, GL_TRUE);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, nullptr);
glCompileShader(fragment_shader);
GLint fragment_shader_compile_status;
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_shader_compile_status);
EXPECT_EQ(fragment_shader_compile_status, GL_TRUE);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glUseProgram(program);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2i(-1, -1);
glColor3f(0, 1, 0);
glVertex2i(1, -1);
glColor3f(0, 0, 1);
glVertex2i(1, 1);
glEnd();
context->present();
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(program);
EXPECT_EQ(glGetError(), 0u);
}