mutter/tests/conform/test-vertex-buffer-contiguous.c
Robert Bragg e338245827 Renames the mesh api to the "vertex buffer api".
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
2009-01-20 22:29:35 +00:00

196 lines
5.4 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that the simplest usage of the vertex buffer API,
* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
* attributes to a buffer, submit, and draw.
*
* It also tries to verify that the enable/disable attribute APIs are working
* too.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle buffer;
ClutterGeometry stage_geom;
guint frame;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = state->stage_geom.height - 90;
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
if (g_test_verbose ())
g_print ("y_off = %d\n", y_off);
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a blue pixel */
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
/* Should see a red pixel */
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
/* Should see a blue pixel */
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
/* Draw a faded blue triangle */
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a red triangle */
/* Here we are testing that the disable attribute works; if it doesn't
* the triangle will remain faded blue */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a faded blue triangle */
/* Here we are testing that the re-enable works; if it doesn't
* the triangle will remain red */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
if (state->frame >= 2)
validate_result (state);
else
g_usleep (G_USEC_PER_SEC);
state->frame++;
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
guint idle_source;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* 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 (group, "paint", G_CALLBACK (on_paint), &state);
{
GLfloat triangle_verts[3][2] =
{
{0.0, 0.0},
{100.0, 100.0},
{0.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0x00, 0xff, 0xff}, /* blue */
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
cogl_vertex_buffer_add (state.buffer,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_vertex_buffer_add (state.buffer,
"gl_Color::blue",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_vertex_buffer_submit (state.buffer);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_vertex_buffer_unref (state.buffer);
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
}