mutter/tests/conform/test-cogl-viewport.c
Neil Roberts c0a553163b cogl: Support any format in cogl_read_pixels
cogl_read_pixels() no longer asserts that the format passed in is
RGBA_8888 but instead accepts any format. The appropriate GL enums for
the format are passed to glReadPixels so OpenGL should be perform a
conversion if neccessary.

It currently assumes glReadPixels will always give us premultiplied
data. This will usually be correct because the result of the default
blending operations for Cogl ends up with premultiplied data in the
framebuffer. However it is possible for the framebuffer to be in
whatever format depending on what CoglMaterial is used to render to
it. Eventually we may want to add a way for an application to inform
Cogl that the framebuffer is not premultiplied in case it is being
used for some special purpose.

If the requested format is not premultiplied then Cogl will convert
it. The tests have been changed to read the data as premultiplied so
that they won't be affected by the conversion. Picking in Clutter has
been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need
the alpha component. clutter_stage_read_pixels is left unchanged
because the application can't specify a format for that so it seems to
make most sense to store unpremultiplied values.

http://bugzilla.openedhand.com/show_bug.cgi?id=1959
2010-03-02 11:01:35 +00:00

417 lines
15 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
#define FRAMEBUFFER_WIDTH 640
#define FRAMEBUFFER_HEIGHT 480
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static void
assert_region_color (int x,
int y,
int width,
int height,
guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
guint8 *data = g_malloc0 (width * height * 4);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
guint8 *pixel = &data[y*width*4 + x*4];
#if 1
g_assert (pixel[RED] == red &&
pixel[GREEN] == green &&
pixel[BLUE] == blue &&
pixel[ALPHA] == alpha);
#endif
}
g_free (data);
}
static void
assert_rectangle_color_and_black_border (int x,
int y,
int width,
int height,
guint8 red,
guint8 green,
guint8 blue)
{
/* check the rectangle itself... */
assert_region_color (x, y, width, height, red, green, blue, 0xff);
/* black to left of the rectangle */
assert_region_color (x-10, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
/* black to right of the rectangle */
assert_region_color (x+width, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
/* black above the rectangle */
assert_region_color (x-10, y-10, width+20, 10, 0x00, 0x00, 0x00, 0xff);
/* and black below the rectangle */
assert_region_color (x-10, y+height, width+20, 10, 0x00, 0x00, 0x00, 0xff);
}
static void
on_paint (ClutterActor *actor, void *state)
{
float saved_viewport[4];
CoglMatrix saved_projection;
CoglMatrix projection;
CoglMatrix modelview;
guchar *data;
CoglHandle tex;
CoglHandle offscreen;
CoglColor black;
float x0;
float y0;
float width;
float height;
/* for clearing the offscreen framebuffer to black... */
cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
cogl_get_viewport (saved_viewport);
cogl_get_projection_matrix (&saved_projection);
cogl_push_matrix ();
cogl_matrix_init_identity (&projection);
cogl_matrix_init_identity (&modelview);
cogl_set_projection_matrix (&projection);
cogl_set_modelview_matrix (&modelview);
/* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer)
* and position it a (20, 10) inside the framebuffer.
* - Fill the whole viewport with a purple rectangle
* - Verify that the framebuffer is black with a 100x200 purple rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
100, /* width */
200); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* fill the viewport with purple.. */
cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0x00, 0xff);
/* - Create a viewport twice the size of the onscreen framebuffer with
* a negative offset positioning it at (-20, -10) relative to the
* buffer itself.
* - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
* is (20, 10) within the framebuffer)
* - Verify that the framebuffer is black with a 100x200 green rectangle at
* (20, 10)
*/
cogl_set_viewport (-20, /* x */
-10, /* y */
FRAMEBUFFER_WIDTH * 2, /* width */
FRAMEBUFFER_HEIGHT * 2); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* draw a 100x200 green rectangle offset into the viewport such that its
* top left corner should be found at (20, 10) in the offscreen buffer */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (x0, y0, x0 + width, y0 - height);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0xff, 0x00);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 window space clip rectangle at (20, 10)
* - Fill the whole viewport with a blue rectangle
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_clip_push_window_rectangle (20, 10, 100, 200);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
* (i.e. (40, 20) inside the framebuffer)
* - Fill the whole viewport with a green rectangle
* - Verify that the framebuffer is black with a 100x200 green rectangle at
* (40, 20)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* figure out where to position our clip rectangle in model space
* coordinates... */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (2.0f / 200) * 20.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (2.0f / 400) * 10.0f;
width = (2.0f / 200) * 100;
height = (2.0f / 400) * 200;
/* add the clip rectangle... */
cogl_push_matrix ();
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
/* XXX: Rotate just enough to stop Cogl from converting our model space
* rectangle into a window space rectangle.. */
cogl_rotate (0.1, 0, 0, 1);
cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
width/2.0, height/2.0);
cogl_pop_matrix ();
/* fill the viewport with green.. */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (40, 20, 100, 200,
0x00, 0xff, 0x00);
/* Set the viewport to something specific so we can verify that it gets
* restored after we are done testing with an offscreen framebuffer... */
cogl_set_viewport (20, 10, 100, 200);
/*
* Next test offscreen drawing...
*/
data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
COGL_PIXEL_FORMAT_ANY, /* internal fmt */
FRAMEBUFFER_WIDTH * 4, /* rowstride */
data);
g_free (data);
offscreen = cogl_offscreen_new_to_texture (tex);
cogl_push_framebuffer (offscreen);
/* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer)
* and position it a (20, 10) inside the framebuffer.
* - Fill the whole viewport with a blue rectangle
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
100, /* width */
200); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a viewport twice the size of the offscreen framebuffer with
* a negative offset positioning it at (-20, -10) relative to the
* buffer itself.
* - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
* is (20, 10) within the framebuffer)
* - Verify that the framebuffer is black with a 100x200 red rectangle at
* (20, 10)
*/
cogl_set_viewport (-20, /* x */
-10, /* y */
FRAMEBUFFER_WIDTH * 2, /* width */
FRAMEBUFFER_HEIGHT * 2); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* draw a 100x200 red rectangle offset into the viewport such that its
* top left corner should be found at (20, 10) in the offscreen buffer */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (x0, y0, x0 + width, y0 - height);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0x00, 0x00);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 window space clip rectangle at (20, 10)
* - Fill the whole viewport with a blue rectangle
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_clip_push_window_rectangle (20, 10, 100, 200);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
* (i.e. (40, 20) inside the framebuffer)
* - Fill the whole viewport with a green rectangle
* - Verify that the framebuffer is black with a 100x200 green rectangle at
* (40, 20)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* figure out where to position our clip rectangle in model space
* coordinates... */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (2.0f / 200) * 20.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (2.0f / 400) * 10.0f;
width = (2.0f / 200) * 100;
height = (2.0f / 400) * 200;
/* add the clip rectangle... */
cogl_push_matrix ();
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
/* XXX: Rotate just enough to stop Cogl from converting our model space
* rectangle into a window space rectangle.. */
cogl_rotate (0.1, 0, 0, 1);
cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
width/2, height/2);
cogl_pop_matrix ();
/* fill the viewport with green.. */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (40, 20, 100, 200,
0x00, 0xff, 0x00);
/* Set the viewport to something obscure to verify that it gets
* replace when we switch back to the onscreen framebuffer... */
cogl_set_viewport (0, 0, 10, 10);
cogl_pop_framebuffer ();
cogl_handle_unref (offscreen);
/*
* Verify that the previous onscreen framebuffer's viewport was restored
* by drawing a white rectangle across the whole viewport. This should
* draw a 100x200 rectangle at (20,10) relative to the onscreen draw
* buffer...
*/
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0xff, 0xff);
/* Uncomment to display the last contents of the offscreen framebuffer */
#if 1
cogl_matrix_init_identity (&projection);
cogl_matrix_init_identity (&modelview);
cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT);
cogl_set_projection_matrix (&projection);
cogl_set_modelview_matrix (&modelview);
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
#endif
cogl_handle_unref (tex);
/* Finally restore the stage's original state... */
cogl_pop_matrix ();
cogl_set_projection_matrix (&saved_projection);
cogl_set_viewport (saved_viewport[0], saved_viewport[1],
saved_viewport[2], saved_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;
}
void
test_cogl_viewport (TestConformSimpleFixture *fixture,
gconstpointer data)
{
guint idle_source;
ClutterActor *stage;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
/* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_source_remove (idle_source);
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}