mutter/tests/conform/test-cogl-just-vertex-shader.c
Neil Roberts d03c3a646a test-cogl-just-vertex-shader: Update to use the portable cogl_* names
The vertex shader in this test now uses the cogl_* names for the GL
builtin so that it will work on GLES2 as well.
2010-12-13 17:29:15 +00:00

138 lines
3.7 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff };
static void
draw_frame (void)
{
CoglHandle material = cogl_material_new ();
CoglColor color;
GError *error = NULL;
CoglHandle shader, program;
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
cogl_material_set_color (material, &color);
/* Override the vertex color in the texture environment with a
constant green color */
cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
cogl_material_set_layer_combine_constant (material, 0, &color);
if (!cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(CONSTANT)",
&error))
{
g_warning ("Error setting blend constant: %s", error->message);
g_assert_not_reached ();
}
/* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader,
"void\n"
"main ()\n"
"{\n"
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
"}\n");
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
char *log = cogl_shader_get_info_log (shader);
g_warning ("Shader compilation failed:\n%s", log);
g_free (log);
g_assert_not_reached ();
}
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_program_link (program);
cogl_handle_unref (shader);
/* Draw something using the material */
cogl_set_source (material);
cogl_rectangle (0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_program_use (program);
cogl_rectangle (50, 0, 100, 50);
cogl_program_use (COGL_INVALID_HANDLE);
cogl_handle_unref (material);
cogl_handle_unref (program);
}
static void
validate_pixel (int x, int y)
{
guint8 pixels[4];
cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
/* The final color should be green. If it's blue then the layer
state is being ignored. If it's green then the stage is showing
through */
g_assert_cmpint (pixels[0], ==, 0x00);
g_assert_cmpint (pixels[1], ==, 0xff);
g_assert_cmpint (pixels[2], ==, 0x00);
}
static void
validate_result (void)
{
/* Non-shader version */
validate_pixel (25, 25);
/* Shader version */
validate_pixel (75, 25);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_just_vertex_shader (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint paint_handler;
stage = clutter_stage_get_default ();
/* If shaders aren't supported then we can't run the test */
if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
{
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
if (g_test_verbose ())
g_print ("OK\n");
}
else if (g_test_verbose ())
g_print ("Skipping\n");
}