mutter/tests/conform/test-point-sprite.c
Robert Bragg 6436cd073d Declare interface types as void and remove cast macros
This declares the interface types CoglFramebuffer, CoglBuffer,
CoglTexture, CoglMetaTexture and CoglPrimitiveTexture as void when
including the public cogl.h header so that users don't have to use lots
of C type casts between instance types and interface types.

This also removes all of the COGL_XYZ() type cast macros since they do
nothing more than compile time type casting but it's less readable if
you haven't seen that coding pattern before.

Unlike with gobject based apis that use per-type macros for casting and
performing runtime type checking we instead prefer to do our runtime
type checking internally within the front-end public apis when objects
are passed into Cogl. This greatly reduces the verbosity for users of
the api and may help reduce the chance of excessive runtime type
checking that can sometimes be a problem.

(cherry picked from commit 248a76f5eac7e5ae4fb45208577f9a55360812a7)

Since we can't break the 1.x api this version of the patch actually
defines compatible NOP macros within deprecated/cogl-type-casts.h
2013-11-27 19:33:44 +00:00

196 lines
6.5 KiB
C

#include <cogl/cogl2-experimental.h>
#include "test-utils.h"
#define POINT_SIZE 8
static const CoglVertexP2T2
point =
{
POINT_SIZE, POINT_SIZE,
0.0f, 0.0f
};
static const uint8_t
tex_data[3 * 2 * 2] =
{
0x00, 0x00, 0xff, 0x00, 0xff, 0x00,
0x00, 0xff, 0xff, 0xff, 0x00, 0x00
};
static void
do_test (CoglBool check_orientation,
CoglBool use_glsl)
{
int fb_width = cogl_framebuffer_get_width (test_fb);
int fb_height = cogl_framebuffer_get_height (test_fb);
CoglPrimitive *prim;
CoglError *error = NULL;
CoglTexture2D *tex_2d;
CoglPipeline *pipeline, *solid_pipeline;
int tex_height;
cogl_framebuffer_orthographic (test_fb,
0, 0, /* x_1, y_1 */
fb_width, /* x_2 */
fb_height /* y_2 */,
-1, 100 /* near/far */);
cogl_framebuffer_clear4f (test_fb,
COGL_BUFFER_BIT_COLOR,
1.0f, 1.0f, 1.0f, 1.0f);
/* If we're not checking the orientation of the point sprite then
* we'll set the height of the texture to 1 so that the vertical
* orientation does not matter */
if (check_orientation)
tex_height = 2;
else
tex_height = 1;
tex_2d = cogl_texture_2d_new_from_data (test_ctx,
2, tex_height, /* width/height */
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
6, /* row stride */
tex_data,
&error);
g_assert (tex_2d != NULL);
g_assert (error == NULL);
pipeline = cogl_pipeline_new (test_ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d);
cogl_pipeline_set_layer_filters (pipeline,
0, /* layer_index */
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
cogl_pipeline_set_point_size (pipeline, POINT_SIZE);
/* If we're using GLSL then we don't need to enable point sprite
* coords and we can just directly reference cogl_point_coord in the
* snippet */
if (use_glsl)
{
CoglSnippet *snippet =
cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
NULL, /* declarations */
NULL /* post */);
static const char source[] =
" cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n";
cogl_snippet_set_replace (snippet, source);
/* Keep a reference to the original pipeline because there is no
* way to remove a snippet in order to recreate the solid
* pipeline */
solid_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
cogl_object_unref (snippet);
}
else
{
CoglBool res =
cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
/* layer_index */
0,
/* enable */
TRUE,
&error);
g_assert (res == TRUE);
g_assert (error == NULL);
solid_pipeline = cogl_pipeline_copy (pipeline);
res =
cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline,
/* layer_index */
0,
/* enable */
FALSE,
&error);
g_assert (res == TRUE);
g_assert (error == NULL);
}
prim = cogl_primitive_new_p2t2 (test_ctx,
COGL_VERTICES_MODE_POINTS,
1, /* n_vertices */
&point);
cogl_primitive_draw (prim, test_fb, pipeline);
/* Render the primitive again without point sprites to make sure
disabling it works */
cogl_framebuffer_push_matrix (test_fb);
cogl_framebuffer_translate (test_fb,
POINT_SIZE * 2, /* x */
0.0f, /* y */
0.0f /* z */);
cogl_primitive_draw (prim, test_fb, solid_pipeline);
cogl_framebuffer_pop_matrix (test_fb);
cogl_object_unref (prim);
cogl_object_unref (solid_pipeline);
cogl_object_unref (pipeline);
cogl_object_unref (tex_2d);
test_utils_check_pixel (test_fb,
POINT_SIZE - POINT_SIZE / 4,
POINT_SIZE - POINT_SIZE / 4,
0x0000ffff);
test_utils_check_pixel (test_fb,
POINT_SIZE + POINT_SIZE / 4,
POINT_SIZE - POINT_SIZE / 4,
0x00ff00ff);
test_utils_check_pixel (test_fb,
POINT_SIZE - POINT_SIZE / 4,
POINT_SIZE + POINT_SIZE / 4,
check_orientation ?
0x00ffffff :
0x0000ffff);
test_utils_check_pixel (test_fb,
POINT_SIZE + POINT_SIZE / 4,
POINT_SIZE + POINT_SIZE / 4,
check_orientation ?
0xff0000ff :
0x00ff00ff);
/* When rendering without the point sprites all of the texture
coordinates should be 0,0 so it should get the top-left texel
which is blue */
test_utils_check_region (test_fb,
POINT_SIZE * 3 - POINT_SIZE / 2 + 1,
POINT_SIZE - POINT_SIZE / 2 + 1,
POINT_SIZE - 2, POINT_SIZE - 2,
0x0000ffff);
if (cogl_test_verbose ())
g_print ("OK\n");
}
void
test_point_sprite (void)
{
do_test (FALSE /* don't check orientation */,
FALSE /* don't use GLSL */);
}
void
test_point_sprite_orientation (void)
{
do_test (TRUE /* check orientation */,
FALSE /* don't use GLSL */);
}
void
test_point_sprite_glsl (void)
{
do_test (FALSE /* don't check orientation */,
TRUE /* use GLSL */);
}