#include #include #include "test-conform-common.h" #define RED 0 #define GREEN 1 #define BLUE 2 #define ALPHA 3 #define FRAMEBUFFER_WIDTH 640 #define FRAMEBUFFER_HEIGHT 480 static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff }; static void assert_region_color (int x, int y, int width, int height, guint8 red, guint8 green, guint8 blue, guint8 alpha) { guint8 *data = g_malloc0 (width * height * 4); cogl_read_pixels (x, y, width, height, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, data); for (y = 0; y < height; y++) for (x = 0; x < width; x++) { guint8 *pixel = &data[y*width*4 + x*4]; #if 1 g_assert (pixel[RED] == red && pixel[GREEN] == green && pixel[BLUE] == blue && pixel[ALPHA] == alpha); #endif } g_free (data); } static void assert_rectangle_color_and_black_border (int x, int y, int width, int height, guint8 red, guint8 green, guint8 blue) { /* check the rectangle itself... */ assert_region_color (x, y, width, height, red, green, blue, 0xff); /* black to left of the rectangle */ assert_region_color (x-10, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff); /* black to right of the rectangle */ assert_region_color (x+width, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff); /* black above the rectangle */ assert_region_color (x-10, y-10, width+20, 10, 0x00, 0x00, 0x00, 0xff); /* and black below the rectangle */ assert_region_color (x-10, y+height, width+20, 10, 0x00, 0x00, 0x00, 0xff); } static void on_paint (ClutterActor *actor, void *state) { float saved_viewport[4]; CoglMatrix saved_projection; CoglMatrix projection; CoglMatrix modelview; guchar *data; CoglHandle tex; CoglHandle offscreen; CoglColor black; float x0; float y0; float width; float height; /* for clearing the offscreen framebuffer to black... */ cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff); cogl_get_viewport (saved_viewport); cogl_get_projection_matrix (&saved_projection); cogl_push_matrix (); cogl_matrix_init_identity (&projection); cogl_matrix_init_identity (&modelview); cogl_set_projection_matrix (&projection); cogl_set_modelview_matrix (&modelview); /* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer) * and position it a (20, 10) inside the framebuffer. * - Fill the whole viewport with a purple rectangle * - Verify that the framebuffer is black with a 100x200 purple rectangle at * (20, 10) */ cogl_set_viewport (20, /* x */ 10, /* y */ 100, /* width */ 200); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* fill the viewport with purple.. */ cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff); cogl_rectangle (-1, 1, 1, -1); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0xff, 0x00, 0xff); /* - Create a viewport twice the size of the onscreen framebuffer with * a negative offset positioning it at (-20, -10) relative to the * buffer itself. * - Draw a 100x200 green rectangle at (40, 20) within the viewport (which * is (20, 10) within the framebuffer) * - Verify that the framebuffer is black with a 100x200 green rectangle at * (20, 10) */ cogl_set_viewport (-20, /* x */ -10, /* y */ FRAMEBUFFER_WIDTH * 2, /* width */ FRAMEBUFFER_HEIGHT * 2); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* draw a 100x200 green rectangle offset into the viewport such that its * top left corner should be found at (20, 10) in the offscreen buffer */ /* (offset 40 pixels right from the left of the viewport) */ x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f; /* (offset 20 pixels down from the top of the viewport) */ y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f; width = (1.0f / FRAMEBUFFER_WIDTH) * 100; height = (1.0f / FRAMEBUFFER_HEIGHT) * 200; cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff); cogl_rectangle (x0, y0, x0 + width, y0 - height); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0x00, 0xff, 0x00); /* - Create a 200x400 viewport and position it a (20, 10) inside the draw * buffer. * - Push a 100x200 window space clip rectangle at (20, 10) * - Fill the whole viewport with a blue rectangle * - Verify that the framebuffer is black with a 100x200 blue rectangle at * (20, 10) */ cogl_set_viewport (20, /* x */ 10, /* y */ 200, /* width */ 400); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); cogl_clip_push_window_rectangle (20, 10, 100, 200); /* fill the viewport with blue.. */ cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff); cogl_rectangle (-1, 1, 1, -1); cogl_clip_pop (); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0x00, 0x00, 0xff); /* - Create a 200x400 viewport and position it a (20, 10) inside the draw * buffer. * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport * (i.e. (40, 20) inside the framebuffer) * - Fill the whole viewport with a green rectangle * - Verify that the framebuffer is black with a 100x200 green rectangle at * (40, 20) */ cogl_set_viewport (20, /* x */ 10, /* y */ 200, /* width */ 400); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* figure out where to position our clip rectangle in model space * coordinates... */ /* (offset 40 pixels right from the left of the viewport) */ x0 = -1.0f + (2.0f / 200) * 20.f; /* (offset 20 pixels down from the top of the viewport) */ y0 = 1.0f - (2.0f / 400) * 10.0f; width = (2.0f / 200) * 100; height = (2.0f / 400) * 200; /* add the clip rectangle... */ cogl_push_matrix (); cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0); /* XXX: Rotate just enough to stop Cogl from converting our model space * rectangle into a window space rectangle.. */ cogl_rotate (0.1, 0, 0, 1); cogl_clip_push_rectangle (-(width/2.0), -(height/2.0), width/2.0, height/2.0); cogl_pop_matrix (); /* fill the viewport with green.. */ cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff); cogl_rectangle (-1, 1, 1, -1); cogl_clip_pop (); assert_rectangle_color_and_black_border (40, 20, 100, 200, 0x00, 0xff, 0x00); /* Set the viewport to something specific so we can verify that it gets * restored after we are done testing with an offscreen framebuffer... */ cogl_set_viewport (20, 10, 100, 200); /* * Next test offscreen drawing... */ data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT); tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */ COGL_PIXEL_FORMAT_ANY, /* internal fmt */ FRAMEBUFFER_WIDTH * 4, /* rowstride */ data); g_free (data); offscreen = cogl_offscreen_new_to_texture (tex); cogl_push_framebuffer (offscreen); /* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer) * and position it a (20, 10) inside the framebuffer. * - Fill the whole viewport with a blue rectangle * - Verify that the framebuffer is black with a 100x200 blue rectangle at * (20, 10) */ cogl_set_viewport (20, /* x */ 10, /* y */ 100, /* width */ 200); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* fill the viewport with blue.. */ cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff); cogl_rectangle (-1, 1, 1, -1); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0x00, 0x00, 0xff); /* - Create a viewport twice the size of the offscreen framebuffer with * a negative offset positioning it at (-20, -10) relative to the * buffer itself. * - Draw a 100x200 red rectangle at (40, 20) within the viewport (which * is (20, 10) within the framebuffer) * - Verify that the framebuffer is black with a 100x200 red rectangle at * (20, 10) */ cogl_set_viewport (-20, /* x */ -10, /* y */ FRAMEBUFFER_WIDTH * 2, /* width */ FRAMEBUFFER_HEIGHT * 2); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* draw a 100x200 red rectangle offset into the viewport such that its * top left corner should be found at (20, 10) in the offscreen buffer */ /* (offset 40 pixels right from the left of the viewport) */ x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f; /* (offset 20 pixels down from the top of the viewport) */ y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f; width = (1.0f / FRAMEBUFFER_WIDTH) * 100; height = (1.0f / FRAMEBUFFER_HEIGHT) * 200; cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_rectangle (x0, y0, x0 + width, y0 - height); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0xff, 0x00, 0x00); /* - Create a 200x400 viewport and position it a (20, 10) inside the draw * buffer. * - Push a 100x200 window space clip rectangle at (20, 10) * - Fill the whole viewport with a blue rectangle * - Verify that the framebuffer is black with a 100x200 blue rectangle at * (20, 10) */ cogl_set_viewport (20, /* x */ 10, /* y */ 200, /* width */ 400); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); cogl_clip_push_window_rectangle (20, 10, 100, 200); /* fill the viewport with blue.. */ cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff); cogl_rectangle (-1, 1, 1, -1); cogl_clip_pop (); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0x00, 0x00, 0xff); /* - Create a 200x400 viewport and position it a (20, 10) inside the draw * buffer. * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport * (i.e. (40, 20) inside the framebuffer) * - Fill the whole viewport with a green rectangle * - Verify that the framebuffer is black with a 100x200 green rectangle at * (40, 20) */ cogl_set_viewport (20, /* x */ 10, /* y */ 200, /* width */ 400); /* height */ /* clear everything... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); /* figure out where to position our clip rectangle in model space * coordinates... */ /* (offset 40 pixels right from the left of the viewport) */ x0 = -1.0f + (2.0f / 200) * 20.f; /* (offset 20 pixels down from the top of the viewport) */ y0 = 1.0f - (2.0f / 400) * 10.0f; width = (2.0f / 200) * 100; height = (2.0f / 400) * 200; /* add the clip rectangle... */ cogl_push_matrix (); cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0); /* XXX: Rotate just enough to stop Cogl from converting our model space * rectangle into a window space rectangle.. */ cogl_rotate (0.1, 0, 0, 1); cogl_clip_push_rectangle (-(width/2.0), -(height/2.0), width/2, height/2); cogl_pop_matrix (); /* fill the viewport with green.. */ cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff); cogl_rectangle (-1, 1, 1, -1); cogl_clip_pop (); assert_rectangle_color_and_black_border (40, 20, 100, 200, 0x00, 0xff, 0x00); /* Set the viewport to something obscure to verify that it gets * replace when we switch back to the onscreen framebuffer... */ cogl_set_viewport (0, 0, 10, 10); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); /* * Verify that the previous onscreen framebuffer's viewport was restored * by drawing a white rectangle across the whole viewport. This should * draw a 100x200 rectangle at (20,10) relative to the onscreen draw * buffer... */ cogl_clear (&black, COGL_BUFFER_BIT_COLOR); cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff); cogl_rectangle (-1, 1, 1, -1); assert_rectangle_color_and_black_border (20, 10, 100, 200, 0xff, 0xff, 0xff); /* Uncomment to display the last contents of the offscreen framebuffer */ #if 1 cogl_matrix_init_identity (&projection); cogl_matrix_init_identity (&modelview); cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT); cogl_set_projection_matrix (&projection); cogl_set_modelview_matrix (&modelview); cogl_set_source_texture (tex); cogl_rectangle (-1, 1, 1, -1); #endif cogl_handle_unref (tex); /* Finally restore the stage's original state... */ cogl_pop_matrix (); cogl_set_projection_matrix (&saved_projection); cogl_set_viewport (saved_viewport[0], saved_viewport[1], saved_viewport[2], saved_viewport[3]); /* Comment this out if you want visual feedback of what this test * paints. */ clutter_main_quit (); } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_cogl_viewport (TestConformSimpleFixture *fixture, gconstpointer data) { guint idle_source; ClutterActor *stage; stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); /* We force continuous redrawing of the stage, since we need to skip * the first few frames, and we wont be doing anything else that * will trigger redrawing. */ idle_source = g_idle_add (queue_redraw, stage); g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL); clutter_actor_show (stage); clutter_main (); g_source_remove (idle_source); /* Remove all of the actors from the stage */ clutter_container_foreach (CLUTTER_CONTAINER (stage), (ClutterCallback) clutter_actor_destroy, NULL); if (g_test_verbose ()) g_print ("OK\n"); }