SET(KIT Rendering) SET(RenderingTests otherCoordinate.cxx TestPriorityStreaming.cxx ) SET(RenderingTestsWithArguments) INCLUDE_DIRECTORIES( ${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_SOURCE_DIR} ) IF(VTK_USE_DISPLAY) # For tests that actually use a vtkRenderWindow SET(RenderingTestsWithArguments ${RenderingTestsWithArguments} LoadOpenGLExtension.cxx TestActorLightingFlag.cxx TestAnimationScene.cxx TestBackfaceCulling.cxx TestBlurAndSobelPasses.cxx TestDynamic2DLabelMapper.cxx TestFBO.cxx TestFollowerPicking.cxx TestGaussianBlurPass.cxx TestGlyph3DMapper.cxx TestGlyph3DMapperMasking.cxx TestGlyph3DMapperOrientationArray.cxx TestGlyph3DMapperPicking.cxx TestGPUInfo.cxx TestGradientBackground.cxx TestHomogeneousTransformOfActor.cxx TestImageResliceMapperAlpha.cxx TestImageResliceMapperBackground.cxx TestImageResliceMapperBorder.cxx TestImageResliceMapperInterpolation.cxx TestImageResliceMapperOffAxis.cxx TestImageResliceMapperOrient3D.cxx TestImageResliceMapperSlab.cxx TestImageSliceMapperAlpha.cxx TestImageSliceMapperBackground.cxx TestImageSliceMapperBorder.cxx TestImageSliceMapperOrient2D.cxx TestImageSliceMapperOrient3D.cxx TestImageSliceMapperInterpolation.cxx TestImageStack.cxx TestInteractorTimers.cxx TestLabelPlacer.cxx TestLabelPlacer2D.cxx TestLabelPlacerCoincidentPoints.cxx TestLabelPlacementMapper2D.cxx TestLabelPlacementMapperCoincidentPoints.cxx TestLightActor.cxx TestLODActor.cxx TestManyActors.cxx # TestOffAxisStereo.cxx TestOrderedTriangulator.cxx TestOpacity.cxx TestOpenGLPolyDataMapper.cxx TestOSConeCxx.cxx TestPOVExporter.cxx TestResetCameraVerticalAspectRatio.cxx TestResetCameraVerticalAspectRatioParallel.cxx TestSetImageOrientation.cxx TestSobelGradientMagnitudePass.cxx TestShadowMapPass.cxx TestTextActorAlphaBlending.cxx TestTextActorDepthPeeling.cxx TestTextActor3DAlphaBlending.cxx TestTextActor3DDepthPeeling.cxx TestTexturedBackground.cxx TestTextureSize.cxx TestTDx.cxx TestTilingCxx.cxx TestTransformCoordinateUseDouble.cxx TestTranslucentLUTAlphaBlending.cxx TestTranslucentLUTDepthPeeling.cxx TestTranslucentLUTDepthPeelingPass.cxx TestTranslucentLUTTextureAlphaBlending.cxx TestTranslucentLUTTextureDepthPeeling.cxx ) IF(WIN32 AND NOT VTK_USE_X) SET(RenderingTestsWithArguments ${RenderingTestsWithArguments} TestWin32OpenGLRenderWindow.cxx ) ENDIF(WIN32 AND NOT VTK_USE_X) IF(VTK_DATA_ROOT) SET(RenderingTestsWithArguments ${RenderingTestsWithArguments} TestAreaSelections.cxx TestMultiTexturing.cxx TestMultiTexturingTransform.cxx TestGlyph3DMapperArrow.cxx TestScalarBar.cxx TestScenePicker.cxx TestTextureRGBA.cxx TestTextureRGBADepthPeeling.cxx TestTranslucentImageActorAlphaBlending.cxx TestTranslucentImageActorDepthPeeling.cxx TestTStripsColorsTCoords.cxx TestTStripsNormalsColorsTCoords.cxx TestTStripsNormalsTCoords.cxx TestTStripsTCoords.cxx ) ENDIF(VTK_DATA_ROOT) IF(VTK_USE_DISPLAY AND VTK_DATA_ROOT) SET(RenderingTestsWithArguments ${RenderingTestsWithArguments} RenderNonFinite.cxx SurfacePlusEdges.cxx TestLabelPlacementMapper.cxx ) ENDIF(VTK_USE_DISPLAY AND VTK_DATA_ROOT) IF (VTK_USE_GLSL_SHADERS) # Tests testing GLSL Shaders. SET(RenderingTestsWithArguments ${RenderingTestsWithArguments} TestGenericVertexAttributesGLSLCxx.cxx TestGenericVertexAttributesGLSLAlphaBlending.cxx TestGenericVertexAttributesGLSLDepthPeelingPass.cxx ) # Temporarily disable LIC tests on Mac IF(NOT APPLE) IF (VTK_DATA_ROOT) SET( RenderingTestsWithArguments ${RenderingTestsWithArguments} TestSurfaceLIC.cxx ) ENDIF (VTK_DATA_ROOT) ENDIF() ENDIF (VTK_USE_GLSL_SHADERS) ENDIF(VTK_USE_DISPLAY) CREATE_TEST_SOURCELIST(Tests ${KIT}CxxTests.cxx ${RenderingTests};${RenderingTestsWithArguments} EXTRA_INCLUDE vtkTestDriver.h ) SET (TEST_FBO_IMPLEMENTATION_EXE TestFBOImplementation) CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/TestFBOInclude.h.in ${CMAKE_CURRENT_BINARY_DIR}/TestFBOInclude.h @ONLY IMMEDIATE ESCAPE_QUOTES) # This is used by TestFBO. Using a separate processes makes is possible to # avoid issues to OpenGL implementations segfaulting etc. from affecting the # test. ADD_EXECUTABLE(TestFBOImplementation TestFBOImplementation.cxx) TARGET_LINK_LIBRARIES(TestFBOImplementation vtkRendering ${OPENGL_gl_LIBRARY}) IF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) TARGET_LINK_LIBRARIES(TestFBOImplementation ${OSMESA_LIBRARY}) ENDIF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) ADD_EXECUTABLE(${KIT}CxxTests ${Tests}) TARGET_LINK_LIBRARIES(${KIT}CxxTests vtkRendering vtkIO ${OPENGL_gl_LIBRARY}) IF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) TARGET_LINK_LIBRARIES(${KIT}CxxTests ${OSMESA_LIBRARY}) ENDIF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) SET (TestsToRun ${Tests}) LIST (REMOVE_ITEM TestsToRun ${KIT}CxxTests.cxx) # # Add all the executables FOREACH (test ${RenderingTests}) GET_FILENAME_COMPONENT(TName ${test} NAME_WE) ADD_TEST(${TName} ${CXX_TEST_PATH}/${KIT}CxxTests ${TName} -T ${VTK_BINARY_DIR}/Testing/Temporary ) ENDFOREACH (test) FOREACH (test ${RenderingTestsWithArguments}) GET_FILENAME_COMPONENT(TName ${test} NAME_WE) IF (VTK_DATA_ROOT) ADD_TEST(${TName} ${CXX_TEST_PATH}/${KIT}CxxTests ${TName} -D ${VTK_DATA_ROOT} -T ${VTK_BINARY_DIR}/Testing/Temporary -V Baseline/${KIT}/${TName}.png) ELSE (VTK_DATA_ROOT) ADD_TEST(${TName} ${CXX_TEST_PATH}/${KIT}CxxTests ${TName} -T ${VTK_BINARY_DIR}/Testing/Temporary ) ENDIF (VTK_DATA_ROOT) ENDFOREACH(test) # # Add other odd tests or executables # FOREACH (exe TimeRenderer TimeRenderer2 VTKBenchMark ) ADD_EXECUTABLE(${exe} ${exe}.cxx) TARGET_LINK_LIBRARIES(${exe} vtkRendering vtkIO ${OPENGL_gl_LIBRARY}) IF (APPLE) TARGET_LINK_LIBRARIES(${exe} "-framework GLUT") ENDIF (APPLE) IF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) TARGET_LINK_LIBRARIES(${exe} ${OSMESA_LIBRARY}) ENDIF (VTK_OPENGL_HAS_OSMESA AND OSMESA_LIBRARY) ENDFOREACH (exe) IF(VTK_USE_GLSL_SHADERS AND VTK_USE_DISPLAY) set_tests_properties(TestGenericVertexAttributesGLSLDepthPeelingPass PROPERTIES FAIL_REGULAR_EXPRESSION "ERROR:.*vtkOpenGLProperty.*Couldn't build the shader program. At this point , it can be an error in a shader or a driver bug.") ENDIF(VTK_USE_GLSL_SHADERS AND VTK_USE_DISPLAY)