| 59 | } |
| 60 | |
| 61 | UNIT_TEST(UniformValueTest) |
| 62 | { |
| 63 | uint32_t constexpr VertexShaderID = 1; |
| 64 | uint32_t constexpr FragmentShaderID = 2; |
| 65 | uint32_t constexpr ProgramID = 2; |
| 66 | int32_t constexpr positionLoc = 10; |
| 67 | int32_t constexpr modelViewLoc = 11; |
| 68 | |
| 69 | float matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; |
| 70 | |
| 71 | MemoryComparer<float> comparer(matrix, 16 * sizeof(float)); |
| 72 | |
| 73 | { |
| 74 | InSequence seq; |
| 75 | EXPECTGL(glCreateShader(gl_const::GLVertexShader)).WillOnce(Return(VertexShaderID)); |
| 76 | EXPECTGL(glShaderSource(VertexShaderID, _)).Times(1); |
| 77 | EXPECTGL(glCompileShader(VertexShaderID, _)).WillOnce(Return(true)); |
| 78 | EXPECTGL(glCreateShader(gl_const::GLFragmentShader)).WillOnce(Return(FragmentShaderID)); |
| 79 | EXPECTGL(glShaderSource(FragmentShaderID, _)).Times(1); |
| 80 | EXPECTGL(glCompileShader(FragmentShaderID, _)).WillOnce(Return(true)); |
| 81 | |
| 82 | EXPECTGL(glCreateProgram()).WillOnce(Return(ProgramID)); |
| 83 | EXPECTGL(glAttachShader(ProgramID, VertexShaderID)); |
| 84 | EXPECTGL(glAttachShader(ProgramID, FragmentShaderID)); |
| 85 | |
| 86 | EXPECTGL(glLinkProgram(ProgramID, _)).WillOnce(Return(true)); |
| 87 | |
| 88 | EXPECTGL(glGetProgramiv(ProgramID, gl_const::GLActiveUniforms)).WillOnce(Return(9)); |
| 89 | for (int i = 0; i < 9; i++) |
| 90 | { |
| 91 | EXPECTGL(glGetActiveUniform(ProgramID, _, _, _, _)).WillOnce(Invoke(mock_glGetActiveUniform)); |
| 92 | EXPECTGL(glGetUniformLocation(ProgramID, _)).WillOnce(Return(i == 8 ? modelViewLoc : positionLoc)); |
| 93 | } |
| 94 | |
| 95 | EXPECTGL(glDetachShader(ProgramID, VertexShaderID)); |
| 96 | EXPECTGL(glDetachShader(ProgramID, FragmentShaderID)); |
| 97 | |
| 98 | EXPECTGL(glUseProgram(ProgramID)); |
| 99 | |
| 100 | EXPECTGL(glUniformValuei(positionLoc, 1)); |
| 101 | |
| 102 | EXPECTGL(glUniformValuei(positionLoc, 1, 2)); |
| 103 | |
| 104 | EXPECTGL(glUniformValuei(positionLoc, 1, 2, 3)); |
| 105 | |
| 106 | EXPECTGL(glUniformValuei(positionLoc, 1, 2, 3, 4)); |
| 107 | |
| 108 | EXPECTGL(glUniformValuef(positionLoc, 1.0f)); |
| 109 | |
| 110 | EXPECTGL(glUniformValuef(positionLoc, 1.0f, 2.0f)); |
| 111 | |
| 112 | EXPECTGL(glUniformValuef(positionLoc, 1.0f, 2.0f, 3.0f)); |
| 113 | |
| 114 | EXPECTGL(glUniformValuef(positionLoc, 1.0f, 2.0f, 3.0f, 4.0f)); |
| 115 | |
| 116 | EXPECTGL(glUniformMatrix4x4Value(modelViewLoc, _)).WillOnce(Invoke(&comparer, &MemoryComparer<float>::Compare)); |
| 117 | |
| 118 | EXPECTGL(glUseProgram(0)); |