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65 changes: 38 additions & 27 deletions src/Mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -40,15 +40,21 @@ const GLvoid* BufferOffset(std::size_t byteOffset) {
Mesh::~Mesh() = default;

MeshShaderBindings MeshShaderBindings::FromShader(const Shader& shader) {
return {.position = shader.GetAttribLocation("s_vPosition"),
.normal = shader.GetAttribLocation("s_vNormal"),
.uv = shader.GetAttribLocation("s_vUV"),
.tangent = shader.GetAttribLocation("s_vTangent"),
.world = shader.GetUniformLocation("gWorld"),
.rotation = shader.GetUniformLocation("mRotate"),
.instanceWorld = shader.GetAttribLocation("instanceWorld"),
.instanceRotation = shader.GetAttribLocation("instanceRotation"),
.instanced = shader.GetUniformLocation("instanced")};
MeshShaderBindings bindings{
.position = shader.GetAttribLocation("s_vPosition"),
.normal = shader.GetAttribLocation("s_vNormal"),
.uv = shader.GetAttribLocation("s_vUV"),
.tangent = shader.GetAttribLocation("s_vTangent"),
.world = shader.GetUniformLocation("gWorld"),
.rotation = shader.GetUniformLocation("mRotate"),
.instanceWorld = shader.GetAttribLocation("instanceWorld"),
.instanceRotation = shader.GetAttribLocation("instanceRotation"),
.instanced = shader.GetUniformLocation("instanced")};
if (bindings.position < 0) {
throw std::invalid_argument(
"Mesh shader must declare an active s_vPosition attribute");
}
return bindings;
}

void Mesh::SetMaterial(std::shared_ptr<Material> material) {
Expand Down Expand Up @@ -181,27 +187,31 @@ void Mesh::Draw(const Transform& transform, const Material& material,
glUniform1i(bindings.instanced, instanceBuffer != 0);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(bindings.position, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(bindings.normal, 3, GL_FLOAT, GL_FALSE, 0,
BufferOffset(sizeof(float) * 3 *
static_cast<std::size_t>(vertexCount_)));
glVertexAttribPointer(bindings.uv, 2, GL_FLOAT, GL_FALSE, 0,
BufferOffset(sizeof(float) * 6 *
static_cast<std::size_t>(vertexCount_)));
glVertexAttribPointer(bindings.tangent, 3, GL_FLOAT, GL_FALSE, 0,
BufferOffset(sizeof(float) * 8 *
static_cast<std::size_t>(vertexCount_)));
const auto configureAttribute = [](GLint location, GLint componentCount,
const GLvoid* offset) {
if (location < 0) return;
const auto attribute = static_cast<GLuint>(location);
glVertexAttribPointer(attribute, componentCount, GL_FLOAT, GL_FALSE, 0,
offset);
glEnableVertexAttribArray(attribute);
};
configureAttribute(bindings.position, 3, nullptr);
configureAttribute(bindings.normal, 3,
BufferOffset(sizeof(float) * 3 *
static_cast<std::size_t>(vertexCount_)));
configureAttribute(bindings.uv, 2,
BufferOffset(sizeof(float) * 6 *
static_cast<std::size_t>(vertexCount_)));
configureAttribute(bindings.tangent, 3,
BufferOffset(sizeof(float) * 8 *
static_cast<std::size_t>(vertexCount_)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);

glUniformMatrix4fv(bindings.world, 1, GL_FALSE,
glm::value_ptr(modelMatrix));
glUniformMatrix4fv(bindings.rotation, 1, GL_FALSE,
glm::value_ptr(rotationMatrix)); // rotation of model

glEnableVertexAttribArray(bindings.position);
glEnableVertexAttribArray(bindings.normal);
glEnableVertexAttribArray(bindings.uv);
glEnableVertexAttribArray(bindings.tangent);
if (instanceBuffer != 0) {
glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
for (GLuint column = 0; column < 4; ++column) {
Expand Down Expand Up @@ -235,10 +245,11 @@ void Mesh::Draw(const Transform& transform, const Material& material,
}
}
}
glDisableVertexAttribArray(bindings.position);
glDisableVertexAttribArray(bindings.normal);
glDisableVertexAttribArray(bindings.uv);
glDisableVertexAttribArray(bindings.tangent);
for (const GLint location :
{bindings.position, bindings.normal, bindings.uv, bindings.tangent}) {
if (location >= 0)
glDisableVertexAttribArray(static_cast<GLuint>(location));
}
}

int Mesh::GetNumFaces() const { return faceCount_; }
Expand Down
56 changes: 49 additions & 7 deletions tests/OpenGLRenderTests.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <stdexcept>
#include <string>
#include <vector>

Expand Down Expand Up @@ -248,14 +249,9 @@ void SaveImage(const std::string& name, const Image& image) {
TEST_F(OpenGLRender, DeferredSpotlightKeepsCameraPositionInWorldSpace) {
constexpr auto fragment = R"(#version 330
in vec3 fE;
in vec3 fN;
in vec3 Tangent;
in vec2 UV;
uniform float preserveAttributes;
out vec4 color;
void main() {
vec3 attributes = fN + Tangent + vec3(UV, 0.0);
color = vec4(fE / 10.0 + preserveAttributes * attributes, 1.0);
color = vec4(fE / 10.0, 1.0);
})";
auto shader = std::make_shared<Shader>();
shader->AddShader(ReadFile(Asset("shaders/DSSpotLight.vsh")),
Expand All @@ -282,7 +278,6 @@ TEST_F(OpenGLRender, DeferredSpotlightKeepsCameraPositionInWorldSpace) {
glUniformMatrix4fv(shader->GetUniformLocation("gVC"), 1, GL_FALSE,
glm::value_ptr(projection));
glUniform3f(shader->GetUniformLocation("s_vCamPos"), 2.0F, 3.0F, 4.0F);
glUniform1f(shader->GetUniformLocation("preserveAttributes"), 0.0F);
mesh.Draw(Transform{.position = {0.0F, 0.0F, -2.0F}}, *material,
MeshShaderBindings::FromShader(*shader));

Expand All @@ -296,6 +291,53 @@ TEST_F(OpenGLRender, DeferredSpotlightKeepsCameraPositionInWorldSpace) {
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}

TEST_F(OpenGLRender, MeshBindingsRejectMissingPositionAttribute) {
constexpr auto vertex = R"(#version 330
void main() {
gl_Position = vec4(0.0);
})";
constexpr auto fragment = R"(#version 330
out vec4 color;
void main() {
color = vec4(1.0);
})";
auto shader = std::make_shared<Shader>();
shader->AddShader(vertex, ShaderType::Vertex);
shader->AddShader(fragment, ShaderType::Fragment);
shader->Link();

EXPECT_THROW(static_cast<void>(MeshShaderBindings::FromShader(*shader)),
std::invalid_argument);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}

TEST_F(OpenGLRender, StencilMeshDrawSkipsAbsentOptionalAttributes) {
constexpr auto fragment = R"(#version 330
out vec4 color;
void main() {
color = vec4(1.0);
})";
auto shader = std::make_shared<Shader>();
shader->AddShader(ReadFile(Asset("shaders/DSStencilPass.vsh")),
ShaderType::Vertex);
shader->AddShader(fragment, ShaderType::Fragment);
shader->Link();
auto material = std::make_shared<Material>(gsl_lite::not_null{shader});
Mesh mesh(gsl_lite::not_null{material},
Asset("models/cube2x2x2.obj").string());

RenderTarget target;
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
GL_FRAMEBUFFER_COMPLETE);
shader->Use();
const glm::mat4 projection(1.0F);
glUniformMatrix4fv(shader->GetUniformLocation("gVC"), 1, GL_FALSE,
glm::value_ptr(projection));
mesh.Draw(Transform{}, *material, MeshShaderBindings::FromShader(*shader));

EXPECT_EQ(glGetError(), GL_NO_ERROR);
}

TEST_F(OpenGLRender, DirectionalLightFullscreenTriangleDrawsEachPixelOnce) {
constexpr auto fragment = R"(#version 330
out vec4 color;
Expand Down
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