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87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfShader.h"
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#include "gtest/gtest.h"
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using namespace cvf;
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(ShaderTest, BasicConstruction)
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{
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ref<Shader> vs = new Shader(Shader::VERTEX_SHADER, "VertexShader");
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ref<Shader> fs = new Shader(Shader::FRAGMENT_SHADER, "FragmentShader");
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ref<Shader> gs = new Shader(Shader::GEOMETRY_SHADER, "GeometryShader");
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EXPECT_EQ(1, vs->refCount());
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EXPECT_EQ(1, fs->refCount());
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EXPECT_EQ(1, gs->refCount());
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EXPECT_EQ(Shader::VERTEX_SHADER, vs->shaderType());
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EXPECT_EQ(Shader::FRAGMENT_SHADER, fs->shaderType());
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EXPECT_EQ(Shader::GEOMETRY_SHADER, gs->shaderType());
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EXPECT_TRUE(vs->shaderName() == "VertexShader");
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EXPECT_TRUE(fs->shaderName() == "FragmentShader");
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EXPECT_TRUE(gs->shaderName() == "GeometryShader");
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EXPECT_EQ(0u, vs->shaderOglId());
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EXPECT_EQ(0u, fs->shaderOglId());
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EXPECT_EQ(0u, gs->shaderOglId());
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EXPECT_EQ(-1, vs->compiledVersionTick());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(ShaderTest, ConstructionWithSourceCode)
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{
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const String dummySrc("Some source code");
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ref<Shader> shad = new Shader(Shader::VERTEX_SHADER, "VertexShader", dummySrc);
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EXPECT_EQ(Shader::VERTEX_SHADER, shad->shaderType());
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EXPECT_TRUE(shad->shaderName() == "VertexShader");
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EXPECT_EQ(-1, shad->compiledVersionTick());
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}
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