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mutter-performance-source/cogl/tests/conform/test-vertex-buffer-contiguous.c

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that the simplest usage of the vertex buffer API,
* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
* attributes to a buffer, submit, and draw.
*
* It also tries to verify that the enable/disable attribute APIs are working
* too.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle buffer;
CoglHandle texture;
CoglHandle material;
ClutterGeometry stage_geom;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = 90;
if (cogl_test_verbose ())
g_print ("y_off = %d\n", y_off);
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a blue pixel */
cogl_read_pixels (10, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
if (cogl_test_verbose ())
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
/* Should see a red pixel */
cogl_read_pixels (110, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
if (cogl_test_verbose ())
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
/* Should see a blue pixel */
cogl_read_pixels (210, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
if (cogl_test_verbose ())
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
/* Should see a green pixel, at bottom of 4th triangle */
cogl_read_pixels (310, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
if (cogl_test_verbose ())
g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
/* Should see a red pixel, at top of 4th triangle */
cogl_read_pixels (310, y_off - 70, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
if (cogl_test_verbose ())
g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
/* Draw a faded blue triangle */
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a red triangle */
/* Here we are testing that the disable attribute works; if it doesn't
* the triangle will remain faded blue */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a faded blue triangle */
/* Here we are testing that the re-enable works; if it doesn't
* the triangle will remain red */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* Draw a textured triangle */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
cogl_set_source (state->material);
cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
validate_result (state);
}
static CoglBool
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_vertex_buffer_contiguous (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
unsigned int idle_source;
guchar tex_data[] = {
0xff, 0x00, 0x00, 0xff,
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff
};
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* We force continuous redrawing incase someone comments out the
* clutter_main_quit and wants visual feedback for the test since we
* wont be doing anything else that will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
state.texture = cogl_texture_new_from_data (2, 2,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
0, /* auto calc row stride */
tex_data);
state.material = cogl_material_new ();
cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
cogl_material_set_layer (state.material, 0, state.texture);
{
GLfloat triangle_verts[3][2] =
{
{0.0, 0.0},
{100.0, 100.0},
{0.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0x00, 0xff, 0xff}, /* blue */
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
GLfloat triangle_tex_coords[3][2] =
{
{0.0, 0.0},
{1.0, 1.0},
{0.0, 1.0}
};
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
cogl_vertex_buffer_add (state.buffer,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_vertex_buffer_add (state.buffer,
"gl_Color::blue",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_vertex_buffer_add (state.buffer,
"gl_MultiTexCoord0",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_tex_coords);
cogl_vertex_buffer_submit (state.buffer);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_handle_unref (state.buffer);
cogl_handle_unref (state.material);
cogl_handle_unref (state.texture);
g_source_remove (idle_source);
if (cogl_test_verbose ())
g_print ("OK\n");
}