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e338245827
This better reflects the fact that the api manages sets of vertex attributes, and the attributes really have no implied form. It is only when you use the attributes to draw that they become mesh like; when you specify how they should be interpreted, e.g. as triangle lists or fans etc. This rename frees up the term "mesh", which can later be applied to a concept slightly more fitting. E.g. at some point it would be nice to have a higher level abstraction that sits on top of cogl vertex buffers that adds the concept of faces. (Somthing like Blender's mesh objects.) There have also been some discussions over particle engines, and these can be defined in terms of emitter faces; so some other kind of mesh abstraction might be usefull here.
174 lines
4.2 KiB
C
174 lines
4.2 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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/* This test verifies that interleved attributes work with the vertex buffer
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* API. We add (x,y) GLfloat vertices, interleved with RGBA GLubyte color
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* attributes to a buffer, submit and draw.
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*
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* If you want visual feedback of what this test paints for debugging purposes,
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* then remove the call to clutter_main_quit() in validate_result.
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*/
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typedef struct _TestState
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{
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CoglHandle buffer;
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ClutterGeometry stage_geom;
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guint frame;
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} TestState;
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typedef struct _InterlevedVertex
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{
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GLfloat x;
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GLfloat y;
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GLubyte r;
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GLubyte g;
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GLubyte b;
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GLubyte a;
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} InterlevedVertex;
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static void
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validate_result (TestState *state)
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{
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GLubyte pixel[4];
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GLint y_off = state->stage_geom.height - 90;
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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/* NB: We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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/* Should see a blue pixel */
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glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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if (g_test_verbose ())
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g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
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#undef RED
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#undef GREEN
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#undef BLUE
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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/* Draw a faded blue triangle */
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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if (state->frame >= 2)
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validate_result (state);
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else
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g_usleep (G_USEC_PER_SEC);
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state->frame++;
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_vertex_buffer_interleved (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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clutter_actor_get_geometry (stage, &state.stage_geom);
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group = clutter_group_new ();
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clutter_actor_set_size (group,
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state.stage_geom.width,
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state.stage_geom.height);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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{
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InterlevedVertex verts[3] =
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{
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{ /* .x = */ 0.0, /* .y = */ 0.0,
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/* blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0xff },
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{ /* .x = */ 100.0, /* .y = */ 100.0,
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/* transparent blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
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{ /* .x = */ 0.0, /* .y = */ 100.0,
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/* transparent blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
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};
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/* We assume the compiler is doing no funny struct padding for this test:
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*/
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g_assert (sizeof (InterlevedVertex) == 12);
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state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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12, /* stride */
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&verts[0].x);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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12, /* stride */
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&verts[0].r);
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cogl_vertex_buffer_submit (state.buffer);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_vertex_buffer_unref (state.buffer);
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g_source_remove (idle_source);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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