Start day 16, scene refactor.
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10
16-scene-refactor/tests/bad_shader.vs
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10
16-scene-refactor/tests/bad_shader.vs
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#version 330 core
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layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
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out vec4 vertexColor; // specify a color output to the fragment shader
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void main()
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// syntax error here
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gl_Position = vec4(aPos, 1.0); // see how we directly give a vec3 to vec4's constructor
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vertexColor = vec4(0.5, 0.0, 0.0, 1.0); // set the output variable to a dark-red color
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}
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40
16-scene-refactor/tests/main.cpp
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16-scene-refactor/tests/main.cpp
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#include <fuc2/run.hpp>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "dbc.hpp"
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TEST_SET(shader_tests);
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TEST_SET(model_tests);
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using namespace fuc2;
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int main(int argc, char* argv[]) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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dbc::log("Failed to create GLFW window");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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dbc::log("Failed to initialize GLAD");
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return -1;
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}
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std::vector<fuc2::Set> tests{
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shader_tests::TESTS,
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model_tests::TESTS
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};
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return run_tests(tests, argc, argv);
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}
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5
16-scene-refactor/tests/meson.build
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5
16-scene-refactor/tests/meson.build
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fuc2_tests = files(
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'main.cpp',
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'shader_tests.cpp',
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'model_tests.cpp',
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)
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42
16-scene-refactor/tests/model_tests.cpp
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16-scene-refactor/tests/model_tests.cpp
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#include <deque>
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#include <string>
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#include <fuc2/testing.hpp>
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#include "model.hpp"
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#include "shader.hpp"
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using namespace fuc2;
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/*
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* This also tests Mesh by using Model to load them.
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*/
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namespace model_tests {
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void test_load_textures() {
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Shader shader{"shaders/14-vert.glsl", "shaders/14-frag.glsl"};
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Model popcorn{"assets", "popcorn_model_a.glb"};
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popcorn.draw(shader);
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Model crate_glb{"assets", "crate.glb"};
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crate_glb.draw(shader);
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Model crate_obj{"assets", "crate.obj"};
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crate_obj.draw(shader);
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}
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void test_failures() {
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auto runner = [&]() {
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Model bad_obj{"assets", "does_not_exist.obj"};
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};
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BLOWS_UP(runner, "should fail on missing file.");
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}
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fuc2::Set TESTS{
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.name="models",
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.options={ .fail_fast=false },
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.tests={
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TEST(test_load_textures),
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TEST(test_failures),
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}
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};
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}
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33
16-scene-refactor/tests/shader_tests.cpp
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16-scene-refactor/tests/shader_tests.cpp
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#include <deque>
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#include <string>
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#include <fuc2/testing.hpp>
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#include "shader.hpp"
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using namespace fuc2;
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namespace shader_tests {
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void test_load_shaders() {
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Shader shader("shaders/3.3.shader.vs", "shaders/3.3.shader.fs");
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shader.use();
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CHECK(shader.ID != UINT_MAX, "Shader not initialized");
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}
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void test_compile_fail() {
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auto runner = [&]() {
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Shader shader("tests/bad_shader.vs", "shaders/3.3.shader.fs");
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};
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BLOWS_UP(runner, "compile fail should blow up");
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}
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fuc2::Set TESTS{
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.name="shaders",
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.options={ .fail_fast=false },
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.tests={
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TEST(test_load_shaders),
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TEST(test_compile_fail),
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}
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};
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}
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