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occt/tests/opengl/data/shaderprog/texture_multi1
kgv 0d828ac838 0032208: Tests - refactor visualization tests to cover several graphic drivers
Removed testgrids 'bugs/vis' and '3rdparty'; tests have been redistributed across other grids.
Moved testgrid 'v3d/ivtk' into dedicated 'vtk/ivtk'.

Added testgrid 'vselect' dedicated to 3D viewer picking/selection functionality
and filled with tests from 'v3d/vertex', 'v3d/face' and similar groups.

Added testgrid 'opengl' dedicated to OpenGL driver low-level functionality (GLSL programs and similar)
and filled with tests from 'v3d/glsl', 'v3d/raytrace', '3rdparty/fonts', 'bugs/vis' (portion) and similar.

Added testgrid 'opengles3' dedicated to OpenGL ES 3.0 driver low-level functionality
and reusing tests from 'opengl' testgrid.
Subgroup 'opengles3/raytrace' is disabled on Windows, as Ray-Tracing currently requires OpenGL ES 3.2.
while ANGLE library implements only OpenGL ES 3.0.

Added testgrid 'opengles2' dedicated to OpenGL ES 2.0 driver low-level functionality
and reusing a limited subset of passing tests from 'opengl' testgrid.
Currently testgrid is activated only on Windows platform when using ANGLE library
(properietary OpenGL ES drivers do not allow creation of restricted 2.0 context).

Test cases have been cleaned out to put bug description into log,
to properly load necessary plugins and to explicitly dump viewer.
2021-03-25 19:14:33 +03:00

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puts "========"
puts "0028912: Visualization, TKOpenGl - multi-texture support"
puts "========"
pload MODELING VISUALIZATION
set aShaderVert "
THE_SHADER_OUT vec2 TexCoord;
void main() {
TexCoord = occTexCoord.st;
gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
}"
set aShaderFrag "
uniform sampler2D occSampler1;
uniform sampler2D occSampler2;
uniform sampler2D occSampler3;
THE_SHADER_IN vec2 TexCoord;
void main() {
if (TexCoord.s < 0.5 && TexCoord.t < 0.5) { occFragColor = occTexture2D(occSampler0, TexCoord.st); }
else if (TexCoord.s < 0.5 && TexCoord.t >= 0.5) { occFragColor = occTexture2D(occSampler1, TexCoord.st); }
else if (TexCoord.s >= 0.5 && TexCoord.t < 0.5) { occFragColor = occTexture2D(occSampler2, TexCoord.st); }
else { occFragColor = occTexture2D(occSampler3, TexCoord.st); }
}"
# draw a box
box b 1 2 3
vclear
vclose ALL
vinit View1
vaxo
vdisplay -dispMode 1 b
vfit
vrotate 0.2 0.0 0.0
# take snapshot with built-in shader
vtexture b -tex0 3 -tex1 4 -tex2 5 -tex3 6
vdump $::imagedir/${::casename}_normal.png
#vshaderprog b $aShaderVert $aShaderFrag
vshaderprog b -vert $aShaderVert -frag $aShaderFrag
vdump $::imagedir/${::casename}_multi.png