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deba576dd1
Use the correct stage creation/destruction API.
147 lines
4.7 KiB
C
147 lines
4.7 KiB
C
#include <clutter/clutter.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
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static void
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paint_cb (ClutterActor *stage)
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{
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/* This texture is painted mirrored around the x-axis */
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guint8 data0[] = {
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0xff, 0x00, 0x00, /* red -> becomes bottom left */
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0x00, 0xff, 0x00, /* green -> becomes bottom right */
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0x00, 0x00, 0xff, /* blue -> becomes top left */
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0xff, 0x00, 0xff /* magenta -> becomes top right */
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};
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/* This texture is painted mirrored about the y-axis */
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guint8 data1[] = {
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0x00, 0xff, 0x00, /* green -> becomes top right */
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0xff, 0xff, 0x00, /* yellow -> becomes top left */
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0xff, 0x00, 0xff, /* magenta -> becomes bottom right */
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0x00, 0xff, 0xff /* cyan -> becomes bottom left */
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};
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CoglHandle tex0, tex1;
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CoglPipeline *pipeline;
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CoglMatrix matrix;
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int width, height;
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guint8 *pixels, *p;
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width = clutter_actor_get_width (stage);
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height = clutter_actor_get_height (stage);
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tex0 = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6,
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data0);
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tex1 = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6,
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data1);
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pipeline = cogl_pipeline_new ();
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/* Set the two textures as layers */
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cogl_pipeline_set_layer_texture (pipeline, 0, tex0);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_pipeline_set_layer_texture (pipeline, 1, tex1);
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cogl_pipeline_set_layer_filters (pipeline, 1,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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/* Set a combine mode so that the two textures get added together */
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA=ADD(PREVIOUS, TEXTURE)",
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NULL);
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/* Set a matrix on the first layer so that it will mirror about the y-axis */
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, 0.0f, 1.0f, 0.0f);
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cogl_matrix_scale (&matrix, 1.0f, -1.0f, 1.0f);
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cogl_pipeline_set_layer_matrix (pipeline, 0, &matrix);
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/* Set a matrix on the second layer so that it will mirror about the x-axis */
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, 1.0f, 0.0f, 0.0f);
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cogl_matrix_scale (&matrix, -1.0f, 1.0f, 1.0f);
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cogl_pipeline_set_layer_matrix (pipeline, 1, &matrix);
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, width, height);
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cogl_handle_unref (tex1);
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cogl_handle_unref (tex0);
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cogl_object_unref (pipeline);
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/* The textures are setup so that when added together with the
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correct matrices then all of the pixels should be white. We can
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verify this by reading back the entire stage */
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pixels = g_malloc (width * height * 4);
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cogl_read_pixels (0, 0, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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for (p = pixels + width * height * 4; p > pixels;)
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{
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p -= 4;
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g_assert_cmpint (p[0], ==, 0xff);
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g_assert_cmpint (p[1], ==, 0xff);
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g_assert_cmpint (p[2], ==, 0xff);
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}
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g_free (pixels);
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clutter_main_quit ();
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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_cogl_pipeline_user_matrix (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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ClutterActor *stage;
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guint idle_source;
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guint paint_handler;
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stage = clutter_stage_new ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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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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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (paint_cb),
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NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (stage, paint_handler);
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clutter_actor_destroy (stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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