#include #include #include "test-utils.h" #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) typedef struct _TestState { int fb_width; int fb_height; } TestState; static CoglTexture3D * create_texture_3d (CoglContext *context) { int x, y, z; uint8_t *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH); uint8_t *p = data; CoglTexture3D *tex; CoglError *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 (context, TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH, COGL_PIXEL_FORMAT_RGBA_8888, TEX_ROWSTRIDE, TEX_IMAGE_STRIDE, data, &error); if (tex == NULL) { 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 (TestState *state) { CoglTexture *tex = create_texture_3d (test_ctx); CoglPipeline *pipeline = cogl_pipeline_new (test_ctx); typedef struct { float x, y, s, t, r; } Vert; CoglPrimitive *primitive; CoglAttributeBuffer *attribute_buffer; CoglAttribute *attributes[2]; Vert *verts, *v; int i; cogl_pipeline_set_layer_texture (pipeline, 0, tex); cogl_object_unref (tex); cogl_pipeline_set_layer_filters (pipeline, 0, COGL_PIPELINE_FILTER_NEAREST, COGL_PIPELINE_FILTER_NEAREST); /* Render the texture repeated horizontally twice using a regular cogl rectangle. This should end up with the r texture coordinates as zero */ cogl_framebuffer_draw_textured_rectangle (test_fb, pipeline, 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 CoglPrimitive */ 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++; } attribute_buffer = cogl_attribute_buffer_new (test_ctx, 4 * TEX_DEPTH * sizeof (Vert), verts); attributes[0] = cogl_attribute_new (attribute_buffer, "cogl_position_in", sizeof (Vert), G_STRUCT_OFFSET (Vert, x), 2, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT); attributes[1] = cogl_attribute_new (attribute_buffer, "cogl_tex_coord_in", sizeof (Vert), G_STRUCT_OFFSET (Vert, s), 3, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT); primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES, 6 * TEX_DEPTH, attributes, 2 /* n_attributes */); cogl_primitive_set_indices (primitive, cogl_get_rectangle_indices (test_ctx, TEX_DEPTH), 6 * TEX_DEPTH); cogl_primitive_draw (primitive, test_fb, pipeline); g_free (verts); cogl_object_unref (primitive); cogl_object_unref (attributes[0]); cogl_object_unref (attributes[1]); cogl_object_unref (attribute_buffer); cogl_object_unref (pipeline); } static void validate_block (int block_x, int block_y, int z) { int x, y; for (y = 0; y < TEX_HEIGHT; y++) for (x = 0; x < TEX_WIDTH; x++) test_utils_check_pixel_rgb (test_fb, block_x * TEX_WIDTH + x, block_y * TEX_HEIGHT + y, 255 - x * 8, y * 8, 255 - z * 8); } 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 test_multi_texture (TestState *state) { CoglPipeline *pipeline; CoglTexture3D *tex_3d; CoglTexture2D *tex_2d; uint8_t tex_data[4]; cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1); /* Tests a pipeline that is using multi-texturing to combine a 3D texture with a 2D texture. The texture from another layer is sampled with TEXTURE_? just to pick up a specific bug that was happening with the ARBfp fragend */ pipeline = cogl_pipeline_new (test_ctx); tex_data[0] = 0xff; tex_data[1] = 0x00; tex_data[2] = 0x00; tex_data[3] = 0xff; tex_2d = cogl_texture_2d_new_from_data (test_ctx, 1, 1, /* width/height */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 4, /* rowstride */ tex_data, NULL); cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d); tex_data[0] = 0x00; tex_data[1] = 0xff; tex_data[2] = 0x00; tex_data[3] = 0xff; tex_3d = cogl_texture_3d_new_from_data (test_ctx, 1, 1, 1, /* width/height/depth */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 4, /* rowstride */ 4, /* image_stride */ tex_data, NULL); cogl_pipeline_set_layer_texture (pipeline, 1, tex_3d); cogl_pipeline_set_layer_combine (pipeline, 0, "RGBA = REPLACE(PREVIOUS)", NULL); cogl_pipeline_set_layer_combine (pipeline, 1, "RGBA = ADD(TEXTURE_0, TEXTURE_1)", NULL); cogl_framebuffer_draw_rectangle (test_fb, pipeline, 0, 0, 10, 10); test_utils_check_pixel (test_fb, 5, 5, 0xffff00ff); cogl_object_unref (tex_2d); cogl_object_unref (tex_3d); cogl_object_unref (pipeline); } void test_texture_3d (void) { TestState state; state.fb_width = cogl_framebuffer_get_width (test_fb); state.fb_height = cogl_framebuffer_get_height (test_fb); cogl_framebuffer_orthographic (test_fb, 0, 0, /* x_1, y_1 */ state.fb_width, /* x_2 */ state.fb_height /* y_2 */, -1, 100 /* near/far */); draw_frame (&state); validate_result (); test_multi_texture (&state); if (cogl_test_verbose ()) g_print ("OK\n"); }