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d03c3a646a
The vertex shader in this test now uses the cogl_* names for the GL builtin so that it will work on GLES2 as well.
138 lines
3.7 KiB
C
138 lines
3.7 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, 0xff, 0xff };
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static void
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draw_frame (void)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_material_set_color (material, &color);
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/* Override the vertex color in the texture environment with a
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constant green color */
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cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer_combine_constant (material, 0, &color);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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&error))
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{
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g_warning ("Error setting blend constant: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something using the material */
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cogl_set_source (material);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_program_use (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_program_use (COGL_INVALID_HANDLE);
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cogl_handle_unref (material);
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cogl_handle_unref (program);
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}
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static void
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validate_pixel (int x, int y)
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{
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guint8 pixels[4];
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cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
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/* The final color should be green. If it's blue then the layer
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state is being ignored. If it's green then the stage is showing
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through */
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g_assert_cmpint (pixels[0], ==, 0x00);
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g_assert_cmpint (pixels[1], ==, 0xff);
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g_assert_cmpint (pixels[2], ==, 0x00);
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}
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static void
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validate_result (void)
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{
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/* Non-shader version */
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validate_pixel (25, 25);
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/* Shader version */
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validate_pixel (75, 25);
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}
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static void
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on_paint (void)
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{
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draw_frame ();
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validate_result ();
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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}
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void
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test_cogl_just_vertex_shader (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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ClutterActor *stage;
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guint paint_handler;
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stage = clutter_stage_get_default ();
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/* If shaders aren't supported then we can't run the test */
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if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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{
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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