mutter/tests/conform/test-materials.c
Robert Bragg 3881fd3259 Adds cogl_framebuffer_draw_[*_]rectangle functions
This adds experimental 2.0 api replacements for the cogl_rectangle[_*]
functions that don't depend on having a current pipeline set on the
context via cogl_{set,push}_source() or having a current framebuffer set
on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch
away from having a statefull context that affects drawing to having
framebuffer drawing apis that are explicitly passed a framebuffer and
pipeline.

To test this change several of the conformance tests were updated to use
this api instead of cogl_rectangle and
cogl_rectangle_with_texture_coords. Since it's quite laborious going
through all of the conformance tests the opportunity was taken to make
other clean ups in the conformance tests to replace other uses of
1.x api with experimental 2.0 api so long as that didn't affect what was
being tested.
2012-03-20 12:33:40 +00:00

254 lines
7.6 KiB
C

#include "config.h"
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
#define QUAD_WIDTH 20
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24)
#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16)
#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8)
#define MASK_ALPHA(COLOR) (COLOR & 0xff)
typedef struct _TestState
{
ClutterGeometry stage_geom;
} TestState;
static void
check_quad (int quad_x, int quad_y, guint32 color)
{
test_utils_check_pixel (x * QUAD_WIDTH + (QUAD_WIDTH / 2),
y * QUAD_WIDTH + (QUAD_WIDTH / 2),
color);
}
static void
test_material_with_primitives (TestState *state,
int x, int y,
guint32 color)
{
CoglTextureVertex verts[4] = {
{ .x = 0, .y = 0, .z = 0 },
{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
};
CoglHandle vbo;
cogl_push_matrix ();
cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
cogl_translate (0, QUAD_WIDTH, 0);
cogl_polygon (verts, 4, FALSE);
cogl_translate (0, QUAD_WIDTH, 0);
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo,
"gl_Vertex",
2, /* n components */
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE, /* normalized */
sizeof (CoglTextureVertex), /* stride */
verts);
cogl_vertex_buffer_draw (vbo,
COGL_VERTICES_MODE_TRIANGLE_FAN,
0, /* first */
4); /* count */
cogl_handle_unref (vbo);
cogl_pop_matrix ();
check_quad (x, y, color);
check_quad (x, y+1, color);
check_quad (x, y+2, color);
}
static void
test_invalid_texture_layers (TestState *state, int x, int y)
{
CoglHandle material = cogl_material_new ();
/* explicitly create a layer with an invalid handle. This may be desireable
* if the user also sets a texture combine string that e.g. refers to a
* constant color. */
cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
cogl_set_source (material);
cogl_handle_unref (material);
/* We expect a white fallback material to be used */
test_material_with_primitives (state, x, y, 0xffffffff);
}
static void
test_using_all_layers (TestState *state, int x, int y)
{
CoglHandle material = cogl_material_new ();
guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
guint8 red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
CoglHandle white_texture;
CoglHandle red_texture;
GLint n_layers;
int i;
/* Create a material that uses the maximum number of layers. All but
the last layer will use a solid white texture. The last layer
will use a red texture. The layers will all be modulated together
so the final fragment should be red. */
white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
4, white_pixel);
red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
4, red_pixel);
/* FIXME: Cogl doesn't provide a way to query the maximum number of
texture layers so for now we'll just ask GL directly. */
#ifdef HAVE_COGL_GLES2
{
GLint n_image_units, n_attribs;
/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
GL_MAX_TEXTURE_IMAGE_UNITS instead */
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
/* Cogl needs a vertex attrib for each layer to upload the texture
coordinates */
glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
/* We can't use two of the attribs because they are used by the
position and color */
n_attribs -= 2;
n_layers = MIN (n_attribs, n_image_units);
}
#else
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
#endif
/* FIXME: is this still true? */
/* Cogl currently can't cope with more than 32 layers so we'll also
limit the maximum to that. */
if (n_layers > 32)
n_layers = 32;
for (i = 0; i < n_layers; i++)
{
cogl_material_set_layer_filters (material, i,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material, i,
i == n_layers - 1 ? red_texture : white_texture);
}
cogl_set_source (material);
cogl_handle_unref (material);
cogl_handle_unref (white_texture);
cogl_handle_unref (red_texture);
/* We expect the final fragment to be red */
test_material_with_primitives (state, x, y, 0xff0000ff);
}
static void
test_invalid_texture_layers_with_constant_colors (TestState *state,
int x, int y)
{
CoglHandle material = cogl_material_new ();
CoglColor constant_color;
/* explicitly create a layer with an invalid handle */
cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
/* ignore the fallback texture on the layer and use a constant color
instead */
cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(CONSTANT)",
NULL);
cogl_material_set_layer_combine_constant (material, 0, &constant_color);
cogl_set_source (material);
cogl_handle_unref (material);
/* We expect the final fragments to be green */
test_material_with_primitives (state, x, y, 0x0000ffff);
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
test_invalid_texture_layers (state,
0, 0 /* position */
);
test_invalid_texture_layers_with_constant_colors (state,
1, 0 /* position */
);
test_using_all_layers (state,
2, 0 /* position */
);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
clutter_main_quit ();
#endif
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_materials (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
unsigned int idle_source;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
clutter_actor_get_geometry (stage, &state.stage_geom);
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);
if (cogl_test_verbose ())
g_print ("OK\n");
}