mutter/tests/conform/test-cogl-texture-3d.c
Neil Roberts cefc0e381b Add a conformance test for 3D textures
This creates a 3D texture with different colors on all of the images
and renders it using a VBO to verify that the texture coordinates can
select all of the images.
2010-07-13 14:29:02 +01:00

231 lines
6.1 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0xff, 0x0, 0xff };
#define TEX_WIDTH 4
#define TEX_HEIGHT 8
#define TEX_DEPTH 16
/* Leave four bytes of padding between each row */
#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
/* Leave four rows of padding between each image */
#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
static CoglHandle
create_texture_3d (void)
{
int x, y, z;
guint8 *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
guint8 *p = data;
CoglHandle tex;
GError *error = NULL;
for (z = 0; z < TEX_DEPTH; z++)
{
for (y = 0; y < TEX_HEIGHT; y++)
{
for (x = 0; x < TEX_WIDTH; x++)
{
/* Set red, green, blue to values based on x, y, z */
*(p++) = 255 - x * 8;
*(p++) = y * 8;
*(p++) = 255 - z * 8;
/* Fully opaque */
*(p++) = 0xff;
}
/* Set the padding between rows to 0xde */
memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
}
/* Set the padding between images to 0xad */
memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
}
tex = cogl_texture_3d_new_from_data (TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
COGL_TEXTURE_NO_AUTO_MIPMAP,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEX_ROWSTRIDE,
TEX_IMAGE_STRIDE,
data,
&error);
if (tex == COGL_INVALID_HANDLE)
{
g_assert (error != NULL);
g_warning ("Failed to create 3D texture: %s", error->message);
g_assert_not_reached ();
}
g_free (data);
return tex;
}
static void
draw_frame (void)
{
CoglHandle tex = create_texture_3d ();
CoglHandle material = cogl_material_new ();
typedef struct { float x, y, s, t, r; } Vert;
CoglHandle vbo, indices;
Vert *verts, *v;
int i;
cogl_material_set_layer (material, 0, tex);
cogl_handle_unref (tex);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material);
cogl_handle_unref (material);
/* Render the texture repeated horizontally twice using a regular
cogl rectangle. This should end up with the r texture coordinates
as zero */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render all of the images in the texture using coordinates from a VBO */
v = verts = g_new (Vert, 4 * TEX_DEPTH);
for (i = 0; i < TEX_DEPTH; i++)
{
float r = (i + 0.5f) / TEX_DEPTH;
v->x = i * TEX_WIDTH;
v->y = TEX_HEIGHT;
v->s = 0;
v->t = 0;
v->r = r;
v++;
v->x = i * TEX_WIDTH;
v->y = TEX_HEIGHT * 2;
v->s = 0;
v->t = 1;
v->r = r;
v++;
v->x = i * TEX_WIDTH + TEX_WIDTH;
v->y = TEX_HEIGHT * 2;
v->s = 1;
v->t = 1;
v->r = r;
v++;
v->x = i * TEX_WIDTH + TEX_WIDTH;
v->y = TEX_HEIGHT;
v->s = 1;
v->t = 0;
v->r = r;
v++;
}
vbo = cogl_vertex_buffer_new (4 * TEX_DEPTH);
cogl_vertex_buffer_add (vbo, "gl_Vertex",
2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (Vert),
&verts->x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0",
3, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (Vert),
&verts->s);
cogl_vertex_buffer_submit (vbo);
g_free (verts);
indices = cogl_vertex_buffer_indices_get_for_quads (6 * TEX_DEPTH);
cogl_vertex_buffer_draw_elements (vbo,
COGL_VERTICES_MODE_TRIANGLES,
indices,
0, TEX_DEPTH * 4 - 1,
0, TEX_DEPTH * 6);
cogl_handle_unref (vbo);
}
static void
validate_block (int block_x, int block_y, int z)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (TEX_WIDTH * TEX_HEIGHT * 4);
cogl_read_pixels (block_x * TEX_WIDTH, block_y * TEX_HEIGHT,
TEX_WIDTH, TEX_HEIGHT,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (y = 0; y < TEX_HEIGHT; y++)
for (x = 0; x < TEX_WIDTH; x++)
{
g_assert_cmpint (p[0], ==, 255 - x * 8);
g_assert_cmpint (p[1], ==, y * 8);
g_assert_cmpint (p[2], ==, 255 - z * 8);
p += 4;
}
g_free (data);
}
static void
validate_result (void)
{
int i;
validate_block (0, 0, 0);
for (i = 0; i < TEX_DEPTH; i++)
validate_block (i, 1, i);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_texture_3d (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint paint_handler;
stage = clutter_stage_get_default ();
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
{
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");
}