mutter/cogl/tests/conform/test-viewport.c

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#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,
uint8_t red,
uint8_t green,
uint8_t blue,
uint8_t alpha)
{
uint8_t *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++)
{
uint8_t *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,
uint8_t red,
uint8_t green,
uint8_t 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,
ClutterPaintContext *paint_context,
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_init_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 = test_utils_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
TEST_UTILS_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_with_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_object_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_object_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_test_quit ();
}
static gboolean
queue_redraw (void *stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_viewport (TestUtilsGTestFixture *fixture,
void *data)
{
unsigned int idle_source;
ClutterActor *stage;
stage = clutter_stage_get_default ();
clutter_actor_set_background_color (CLUTTER_ACTOR (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_test_main ();
g_clear_handle_id (&idle_source, g_source_remove);
/* Remove all of the actors from the stage */
clutter_actor_remove_all_children (stage);
if (cogl_test_verbose ())
g_print ("OK\n");
}