5985eef44c
This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
86 lines
2.2 KiB
Makefile
86 lines
2.2 KiB
Makefile
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UNIT_TESTS = \
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test-textures.c \
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test-events.c \
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test-offscreen.c \
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test-scale.c \
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test-actors.c \
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test-behave.c \
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test-project.c \
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test-perspective.c \
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test-rotate.c \
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test-depth.c \
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test-threads.c \
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test-score.c \
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test-script.c \
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test-model.c \
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test-grab.c \
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test-fullscreen.c \
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test-shader.c \
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test-unproject.c \
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test-viewport.c \
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test-fbo.c \
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test-multistage.c \
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test-cogl-primitives.c \
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test-cogl-tex-tile.c \
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test-cogl-tex-convert.c \
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test-cogl-tex-foreign.c \
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test-cogl-tex-getset.c \
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test-cogl-offscreen.c \
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test-cogl-tex-polygon.c \
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test-cogl-multitexture.c \
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test-stage-read-pixels.c \
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test-random-text.c \
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test-clip.c \
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test-paint-wrapper.c \
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test-texture-quality.c \
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test-layout.c \
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test-animation.c \
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test-easing.c \
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test-binding-pool.c \
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test-text.c \
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test-text-field.c \
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test-clutter-cairo-flowers.c \
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test-simple.c
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if X11_TESTS
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UNIT_TESTS += test-pixmap.c
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UNIT_TESTS += test-devices.c
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endif
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#FIXME - this is is a bit of a yukky way of ensuring the tests find our data:
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test-script.json:
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ln -sf $(top_srcdir)/tests/data/test-script.json
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redhand.png:
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ln -sf $(top_srcdir)/tests/data/redhand.png
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redhand_alpha.png:
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ln -sf $(top_srcdir)/tests/data/redhand_alpha.png
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light0.png:
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ln -sf $(top_srcdir)/tests/data/light0.png
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light1.png:
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ln -sf $(top_srcdir)/tests/data/light1.png
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# For convenience, this provides a way to easily run individual unit tests:
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.PHONY: wrappers
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wrappers: test-interactive$(EXEEXT)
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for i in $(UNIT_TESTS); \
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do \
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ln -sf $(top_srcdir)/tests/interactive/wrapper.sh $${i%*.c}; \
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done
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# NB: BUILT_SOURCES here a misnomer. We aren't building source, just inserting
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# a phony rule that will generate symlink scripts for running individual tests
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BUILT_SOURCES = wrappers redhand.png redhand_alpha.png light0.png light1.png test-script.json
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INCLUDES = -I$(top_srcdir)/ -I$(top_srcdir)/clutter -I$(top_builddir)/clutter
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LDADD = $(top_builddir)/clutter/libclutter-@CLUTTER_FLAVOUR@-@CLUTTER_MAJORMINOR@.la
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AM_CFLAGS = $(CLUTTER_CFLAGS)
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AM_LDFLAGS = $(CLUTTER_LIBS)
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noinst_PROGRAMS = test-interactive
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test_interactive_SOURCES = \
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test-main.c \
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$(UNIT_TESTS)
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test_interactive_LDFLAGS = -export-dynamic
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