mutter/tests/conform/test-backface-culling.c
Robert Bragg ffb592de59 [tests] test-backface-culling: test culling with offscreen rendering
Since offscreen rendering is internally forced to be upside down Cogl
needs to reverse the glFrontFace winding order so as not to interfere
with the use of cogl_set_backface_culling_enabled()

This ensures we test that mechanism.
2009-11-04 03:34:09 +00:00

343 lines
9.8 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#ifdef CLUTTER_COGL_HAS_GL
/* Size the texture so that it is just off a power of two to enourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 257
#else /* CLUTTER_COGL_HAS_GL */
/* We can't use the funny-sized texture on GL ES because it will break
cogl_texture_polygon. However there is only one code path for
rendering quads so there is no need */
#define TEXTURE_SIZE 32
#endif /* CLUTTER_COGL_HAS_GL */
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
/* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE 32
typedef struct _TestState
{
CoglHandle texture;
CoglHandle offscreen;
CoglHandle offscreen_tex;
} TestState;
#include <gdk-pixbuf/gdk-pixbuf.h>
static gboolean
validate_part (int xnum, int ynum, gboolean shown)
{
guchar *pixels, *p;
gboolean ret = TRUE;
pixels = g_malloc0 ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2) * 4);
/* Read the appropriate part but skip out a few pixels around the
edges */
cogl_read_pixels (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixels);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != (shown ? 255 : 0))
ret = FALSE;
if (p[1] != 0)
ret = FALSE;
if (p[2] != 0)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
do_test_backface_culling (TestState *state)
{
int i;
CoglHandle material = cogl_material_new ();
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_backface_culling_enabled (TRUE);
cogl_push_matrix ();
/* Render the scene twice - once with backface culling enabled and
once without. The second time is translated so that it is below
the first */
for (i = 0; i < 2; i++)
{
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4];
cogl_set_source (material);
memset (verts, 0, sizeof (verts));
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x1, y1, x2, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture with flipped texcoords */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
1.0, 0.0, 0.0, 1.0);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x2, y1, x1, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture polygon */
verts[0].x = x1; verts[0].y = y2;
verts[1].x = x2; verts[1].y = y2;
verts[2].x = x2; verts[2].y = y1;
verts[3].x = x1; verts[3].y = y1;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture polygon */
verts[0].x = x1; verts[0].y = y1;
verts[1].x = x2; verts[1].y = y1;
verts[2].x = x2; verts[2].y = y2;
verts[3].x = x1; verts[3].y = y2;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a regular rectangle (this should always show) */
cogl_set_source_color4f (1.0, 0, 0, 1.0);
cogl_rectangle (x1, y1, x2, y2);
/* The second time round draw beneath the first with backface
culling disabled */
cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
cogl_set_backface_culling_enabled (FALSE);
}
cogl_handle_unref (material);
cogl_pop_matrix ();
/* Front-facing texture */
g_assert (validate_part (0, 0, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (5, 0, TRUE));
/* Backface culling disabled - everything should be shown */
/* Front-facing texture */
g_assert (validate_part (0, 1, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 1, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 1, TRUE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 1, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 1, TRUE));
/* Regular rectangle */
g_assert (validate_part (5, 1, TRUE));
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglColor clr;
float stage_viewport[4];
CoglMatrix stage_projection;
CoglMatrix stage_modelview;
cogl_color_set_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
do_test_backface_culling (state);
/* Since we are going to repeat the test rendering offscreen we clear the
* stage, just to minimize the chance of a some other bug causing us
* mistakenly reading back the results from the stage and giving a false
* posistive. */
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
/*
* Now repeat the test but rendered to an offscreen draw buffer...
*/
cogl_get_viewport (stage_viewport);
cogl_get_projection_matrix (&stage_projection);
cogl_get_modelview_matrix (&stage_modelview);
cogl_push_draw_buffer ();
cogl_set_draw_buffer (0 /* unused */, state->offscreen);
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
cogl_set_viewport (stage_viewport[0],
stage_viewport[1],
stage_viewport[2],
stage_viewport[3]);
cogl_set_projection_matrix (&stage_projection);
cogl_set_modelview_matrix (&stage_modelview);
do_test_backface_culling (state);
cogl_pop_draw_buffer ();
/* Incase we want feedback of what was drawn offscreen we draw it
* to the stage... */
cogl_set_source_texture (state->offscreen_tex);
cogl_rectangle (0, 0, stage_viewport[2], stage_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;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
{
*(--p) = 255;
*(--p) = 0;
*(--p) = 0;
*(--p) = 255;
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
return tex;
}
void
test_backface_culling (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
CoglHandle tex;
ClutterActor *stage;
float stage_width;
float stage_height;
const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
ClutterActor *group;
guint idle_source;
stage = clutter_stage_get_default ();
clutter_actor_get_size (stage, &stage_width, &stage_height);
state.offscreen = COGL_INVALID_HANDLE;
state.texture = make_texture ();
tex = cogl_texture_new_with_size (stage_width, stage_height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY); /* internal fmt */
state.offscreen = cogl_offscreen_new_to_texture (tex);
state.offscreen_tex = tex;
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
group = clutter_group_new ();
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);
clutter_actor_show_all (stage);
clutter_main ();
g_source_remove (idle_source);
cogl_handle_unref (state.offscreen);
cogl_handle_unref (state.offscreen_tex);
cogl_handle_unref (state.texture);
if (g_test_verbose ())
g_print ("OK\n");
}