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Add+rollout MeshDepthWritingMaterial
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#pragma once | ||
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#include <oscar/Graphics/Materials/MeshBasicMaterial.h> | ||
#include <oscar/Graphics/Materials/MeshDepthWritingMaterial.h> | ||
#include <oscar/Graphics/Materials/MeshPhongMaterial.h> |
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#include "MeshDepthWritingMaterial.h" | ||
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#include <oscar/Utils/CStringView.h> | ||
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using namespace osc; | ||
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namespace | ||
{ | ||
constexpr CStringView c_vertex_shader_src = R"( | ||
#version 330 core | ||
uniform mat4 uViewProjMat; | ||
layout (location = 0) in vec3 aPos; | ||
layout (location = 6) in mat4 aModelMat; | ||
void main() | ||
{ | ||
gl_Position = uViewProjMat * aModelMat * vec4(aPos, 1.0); | ||
} | ||
)"; | ||
constexpr CStringView c_fragment_shader_src = R"( | ||
#version 330 core | ||
void main() {} // implicitly writes the depth | ||
)"; | ||
} | ||
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osc::MeshDepthWritingMaterial::MeshDepthWritingMaterial() | ||
: Material{Shader{c_vertex_shader_src, c_fragment_shader_src}} | ||
{} |
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#pragma once | ||
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#include <oscar/Graphics/Material.h> | ||
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namespace osc | ||
{ | ||
// A material that only writes the depth of the mesh to the depth buffer (no | ||
// color output) | ||
class MeshDepthWritingMaterial final : public Material { | ||
public: | ||
MeshDepthWritingMaterial(); | ||
}; | ||
} |
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12 changes: 12 additions & 0 deletions
12
tests/testoscar/Graphics/Materials/TestMeshDepthWritingMaterial.cpp
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#include <oscar/Graphics/Materials/MeshDepthWritingMaterial.h> | ||
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#include <oscar/Platform/App.h> | ||
#include <gtest/gtest.h> | ||
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using namespace osc; | ||
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TEST(MeshDepthWritingMaterial, can_default_construct) | ||
{ | ||
App app; | ||
[[maybe_unused]] MeshDepthWritingMaterial default_constructed; // should compile, run, etc. | ||
} |