Bug 1164 - Implements the proposed Mesh API

* clutter/cogl/cogl-mesh.h
	* clutter/cogl/cogl-types.h
	* clutter/cogl/cogl.h.in
	* clutter/cogl/common/Makefile.am
	* clutter/cogl/common/cogl-mesh-private.h
	* clutter/cogl/common/cogl-mesh.c
	* clutter/cogl/gl/cogl-context.c
	* clutter/cogl/gl/cogl-context.h
	* clutter/cogl/gl/cogl-defines.h.in
	* clutter/cogl/gl/cogl.c
	* clutter/cogl/gles/cogl-context.c
	* clutter/cogl/gles/cogl-context.h
	* doc/reference/cogl/cogl-docs.sgml
	* doc/reference/cogl/cogl-sections.txt:
	The Mesh API provides a means for submitting an extensible number of
	per vertex attributes to OpenGL in a way that doesn't require format
	conversions and so that the data can be mapped into the GPU (in vertex
	buffer objects) for - hopefully - fast re-use.

	There are a number of things we can potentially use this API for, but
	right now this just provides a foundation to build on. Please read
	the extensive list of TODO items in cogl-mesh.c for examples.

	Please refer to the cogl-mesh section in the reference manual for
	documentation of the API.

	* tests/conform/Makefile.am
	* tests/conform/test-conform-main.c
	* tests/conform/test-mesh-contiguous.c
	* tests/conform/test-mesh-interleved.c
	* tests/conform/test-mesh-mutability.c:
	Privides basic coverage testing for the mesh API.
This commit is contained in:
Robert Bragg
2008-11-10 18:53:14 +00:00
parent acff6d8196
commit 16897e0729
20 changed files with 2780 additions and 6 deletions

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@@ -10,6 +10,9 @@ test_conformance_SOURCES = \
test-timeline-rewind.c \
test-timeline-smoothness.c \
test-timeline.c \
test-mesh-contiguous.c \
test-mesh-interleved.c \
test-mesh-mutability.c \
test-pick.c \
test-label-cache.c \
test-clutter-entry.c \

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@@ -51,7 +51,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/timeline", test_timeline_rewind);
TEST_CONFORM_SIMPLE ("/timeline", test_timeline_smoothness);
}
TEST_CONFORM_SIMPLE ("/picking", test_pick);
TEST_CONFORM_SIMPLE ("/label", test_label_cache);
@@ -75,12 +75,16 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/rectangle", test_rect_set_color);
TEST_CONFORM_SIMPLE ("/fixed", test_fixed_constants);
TEST_CONFORM_SIMPLE ("/invariants", test_initial_state);
TEST_CONFORM_SIMPLE ("/invatiants", test_realized);
TEST_CONFORM_SIMPLE ("/invariants", test_mapped);
TEST_CONFORM_SIMPLE ("/invariants", test_show_on_set_parent);
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_contiguous);
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_interleved);
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_mutability);
g_test_run ();
return EXIT_SUCCESS;
}

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@@ -0,0 +1,183 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that the simplest usage of the mesh API, where we add
* contiguous (x,y) GLfloat vertices, and RGBA GLubyte color attributes to a
* mesh object, submit, and draw.
*
* It also tries to verify that the enable/disable attribute APIs are working
* too.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle mesh;
ClutterGeometry stage_geom;
guint frame;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = state->stage_geom.height - 90;
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
g_print ("y_off = %d\n", y_off);
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a blue pixel */
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
/* Should see a red pixel */
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
/* Should see a blue pixel */
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
/* Draw a faded blue triangle */
cogl_mesh_enable_attribute (state->mesh, "gl_Color::blue");
glColor4ub (0xff, 0x00, 0x00, 0xff);
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a red triangle */
/* Here we are testing that the disable attribute works; if it doesn't
* the triangle will remain faded blue */
cogl_translate (100, 0, 0);
cogl_mesh_disable_attribute (state->mesh, "gl_Color::blue");
glColor4ub (0xff, 0x00, 0x00, 0xff);
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a faded blue triangle */
/* Here we are testing that the re-enable works; if it doesn't
* the triangle will remain red */
cogl_translate (100, 0, 0);
cogl_mesh_enable_attribute (state->mesh, "gl_Color::blue");
glColor4ub (0xff, 0x00, 0x00, 0xff);
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
if (state->frame >= 2)
validate_result (state);
else
sleep (1);
state->frame++;
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
void
test_mesh_contiguous (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
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. */
g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
{
GLfloat triangle_verts[3][2] =
{
{0.0, 0.0},
{100.0, 100.0},
{0.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0x00, 0xff, 0xff}, /* blue */
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
state.mesh = cogl_mesh_new (3 /* n vertices */);
cogl_mesh_add_attribute (state.mesh,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_mesh_add_attribute (state.mesh,
"gl_Color::blue",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_mesh_submit (state.mesh);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_mesh_unref (state.mesh);
g_print ("OK\n");
}

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@@ -0,0 +1,165 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that interleved attributes work with the mesh API.
* We add (x,y) GLfloat vertices, interleved with RGBA GLubyte color
* attributes to a mesh object, submit and draw.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle mesh;
ClutterGeometry stage_geom;
guint frame;
} TestState;
typedef struct _InterlevedVertex
{
GLfloat x;
GLfloat y;
GLubyte r;
GLubyte g;
GLubyte b;
GLubyte a;
} InterlevedVertex;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = state->stage_geom.height - 90;
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a blue pixel */
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
/* Draw a faded blue triangle */
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
if (state->frame >= 2)
validate_result (state);
else
sleep (1);
state->frame++;
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
void
test_mesh_interleved (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
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. */
g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
{
InterlevedVertex verts[3] =
{
{ /* .x = */ 0.0, /* .y = */ 0.0,
/* blue */
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0xff },
{ /* .x = */ 100.0, /* .y = */ 100.0,
/* transparent blue */
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
{ /* .x = */ 0.0, /* .y = */ 100.0,
/* transparent blue */
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
};
/* We assume the compiler is doing no funny struct padding for this test:
*/
g_assert (sizeof (InterlevedVertex) == 12);
state.mesh = cogl_mesh_new (3 /* n vertices */);
cogl_mesh_add_attribute (state.mesh,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
12, /* stride */
&verts[0].x);
cogl_mesh_add_attribute (state.mesh,
"gl_Color",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
12, /* stride */
&verts[0].r);
cogl_mesh_submit (state.mesh);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_mesh_unref (state.mesh);
g_print ("OK\n");
}

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@@ -0,0 +1,198 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that modifying mesh objects works, by updating
* vertex positions, and deleting and re-adding different color attributes.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle mesh;
ClutterGeometry stage_geom;
guint frame;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = state->stage_geom.height - 90;
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a red pixel */
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
/* Should see a green pixel */
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] != 0 && pixel[BLUE] == 0);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
GLfloat triangle_verts[3][2] =
{
{100.0, 0.0},
{200.0, 100.0},
{100.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0xff, 0x00, 0xff}, /* blue */
{0x00, 0xff, 0x00, 0x00}, /* transparent blue */
{0x00, 0xff, 0x00, 0x00} /* transparent blue */
};
/*
* Draw a red triangle
*/
glColor4ub (0xff, 0x00, 0x00, 0xff);
cogl_mesh_add_attribute (state->mesh,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_mesh_delete_attribute (state->mesh, "gl_Color");
cogl_mesh_submit (state->mesh);
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/*
* Draw a faded green triangle
*/
cogl_mesh_add_attribute (state->mesh,
"gl_Color",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_mesh_submit (state->mesh);
cogl_translate (100, 0, 0);
cogl_mesh_draw_arrays (state->mesh,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
if (state->frame >= 2)
validate_result (state);
else
sleep (1);
state->frame++;
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
void
test_mesh_mutability (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
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. */
g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
{
GLfloat triangle_verts[3][2] =
{
{0.0, 0.0},
{100.0, 100.0},
{0.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0x00, 0xff, 0xff}, /* blue */
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
state.mesh = cogl_mesh_new (3 /* n vertices */);
cogl_mesh_add_attribute (state.mesh,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_mesh_add_attribute (state.mesh,
"gl_Color",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_mesh_submit (state.mesh);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_mesh_unref (state.mesh);
g_print ("OK\n");
}