#[macro_use]
extern crate glium;
use glium::Surface;
mod support;
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
}
implement_vertex!(Vertex, position);
#[test]
fn uniforms_storage_single_value() {
let display = support::build_display();
let (vb, ib) = support::build_rectangle_vb_ib(&display);
let program = glium::Program::from_source(&display,
"
#version 110
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
"
#version 110
uniform vec4 color;
void main() {
gl_FragColor = color;
}
",
None).unwrap();
let uniforms = glium::uniforms::UniformsStorage::new("color", [1.0, 0.0, 0.0, 0.5f32]);
let texture = support::build_renderable_texture(&display);
texture.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
texture.as_surface().draw(&vb, &ib, &program, &uniforms, &Default::default()).unwrap();
let data: Vec<Vec<(u8, u8, u8, u8)>> = texture.read();
assert_eq!(data[0][0], (255, 0, 0, 128));
assert_eq!(data.last().unwrap().last().unwrap(), &(255, 0, 0, 128));
display.assert_no_error(None);
}
#[test]
fn uniforms_storage_multiple_values() {
let display = support::build_display();
let (vb, ib) = support::build_rectangle_vb_ib(&display);
let program = glium::Program::from_source(&display,
"
#version 110
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
"
#version 110
uniform vec4 color1;
uniform vec4 color2;
void main() {
gl_FragColor = color1 + color2;
}
",
None).unwrap();
let uniforms = glium::uniforms::UniformsStorage::new("color1", [0.7, 0.0, 0.0, 0.5f32]);
let uniforms = uniforms.add("color2", [0.3, 0.0, 0.0, 0.5f32]);
let texture = support::build_renderable_texture(&display);
texture.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
texture.as_surface().draw(&vb, &ib, &program, &uniforms, &Default::default()).unwrap();
let data: Vec<Vec<(u8, u8, u8, u8)>> = texture.read();
assert_eq!(data[0][0], (255, 0, 0, 255));
assert_eq!(data.last().unwrap().last().unwrap(), &(255, 0, 0, 255));
display.assert_no_error(None);
}
#[test]
fn uniforms_storage_ignore_inactive_uniforms() {
let display = support::build_display();
let (vb, ib) = support::build_rectangle_vb_ib(&display);
let program = glium::Program::from_source(&display,
"
#version 110
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
"
#version 110
uniform vec4 color;
void main() {
gl_FragColor = color;
}
",
None).unwrap();
let uniforms = glium::uniforms::UniformsStorage::new("color", [1.0, 0.0, 0.0, 0.5f32]);
let uniforms = uniforms.add("color2", 0.8f32);
let uniforms = uniforms.add("color3", [0.1, 1.2f32]);
let texture = support::build_renderable_texture(&display);
texture.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
texture.as_surface().draw(&vb, &ib, &program, &uniforms, &Default::default()).unwrap();
let data: Vec<Vec<(u8, u8, u8, u8)>> = texture.read();
assert_eq!(data[0][0], (255, 0, 0, 128));
assert_eq!(data.last().unwrap().last().unwrap(), &(255, 0, 0, 128));
display.assert_no_error(None);
}
#[test]
fn uniform_wrong_type() {
let display = support::build_display();
let (vb, ib) = support::build_rectangle_vb_ib(&display);
let program = glium::Program::from_source(&display,
"
#version 110
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
"
#version 110
uniform vec4 color;
void main() {
gl_FragColor = color;
}
",
None).unwrap();
let uniforms = glium::uniforms::UniformsStorage::new("color", 1.0f32);
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
match target.draw(&vb, &ib, &program, &uniforms, &Default::default()) {
Err(glium::DrawError::UniformTypeMismatch { .. }) => (),
a => panic!("{:?}", a)
};
target.finish().unwrap();
display.assert_no_error(None);
}