diff options
Diffstat (limited to 'cogl/tests/conform/test-point-sprite.c')
-rw-r--r-- | cogl/tests/conform/test-point-sprite.c | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/cogl/tests/conform/test-point-sprite.c b/cogl/tests/conform/test-point-sprite.c new file mode 100644 index 000000000..eb80cfb0a --- /dev/null +++ b/cogl/tests/conform/test-point-sprite.c @@ -0,0 +1,194 @@ +#include <cogl/cogl2-experimental.h> + +#include "test-utils.h" + +#define POINT_SIZE 8 + +static const CoglVertexP2T2 +point = + { + POINT_SIZE, POINT_SIZE, + 0.0f, 0.0f + }; + +static const uint8_t +tex_data[3 * 2 * 2] = + { + 0x00, 0x00, 0xff, 0x00, 0xff, 0x00, + 0x00, 0xff, 0xff, 0xff, 0x00, 0x00 + }; + +static void +do_test (CoglBool check_orientation, + CoglBool use_glsl) +{ + int fb_width = cogl_framebuffer_get_width (test_fb); + int fb_height = cogl_framebuffer_get_height (test_fb); + CoglPrimitive *prim; + CoglError *error = NULL; + CoglTexture2D *tex_2d; + CoglPipeline *pipeline, *solid_pipeline; + int tex_height; + + cogl_framebuffer_orthographic (test_fb, + 0, 0, /* x_1, y_1 */ + fb_width, /* x_2 */ + fb_height /* y_2 */, + -1, 100 /* near/far */); + + cogl_framebuffer_clear4f (test_fb, + COGL_BUFFER_BIT_COLOR, + 1.0f, 1.0f, 1.0f, 1.0f); + + /* If we're not checking the orientation of the point sprite then + * we'll set the height of the texture to 1 so that the vertical + * orientation does not matter */ + if (check_orientation) + tex_height = 2; + else + tex_height = 1; + + tex_2d = cogl_texture_2d_new_from_data (test_ctx, + 2, tex_height, /* width/height */ + COGL_PIXEL_FORMAT_RGB_888, + 6, /* row stride */ + tex_data, + &error); + g_assert (tex_2d != NULL); + g_assert (error == NULL); + + pipeline = cogl_pipeline_new (test_ctx); + cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d); + + cogl_pipeline_set_layer_filters (pipeline, + 0, /* layer_index */ + COGL_PIPELINE_FILTER_NEAREST, + COGL_PIPELINE_FILTER_NEAREST); + cogl_pipeline_set_point_size (pipeline, POINT_SIZE); + + /* If we're using GLSL then we don't need to enable point sprite + * coords and we can just directly reference cogl_point_coord in the + * snippet */ + if (use_glsl) + { + CoglSnippet *snippet = + cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP, + NULL, /* declarations */ + NULL /* post */); + static const char source[] = + " cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n"; + + cogl_snippet_set_replace (snippet, source); + + /* Keep a reference to the original pipeline because there is no + * way to remove a snippet in order to recreate the solid + * pipeline */ + solid_pipeline = cogl_pipeline_copy (pipeline); + + cogl_pipeline_add_layer_snippet (pipeline, 0, snippet); + + cogl_object_unref (snippet); + } + else + { + CoglBool res = + cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline, + /* layer_index */ + 0, + /* enable */ + TRUE, + &error); + g_assert (res == TRUE); + g_assert (error == NULL); + + solid_pipeline = cogl_pipeline_copy (pipeline); + + res = + cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline, + /* layer_index */ + 0, + /* enable */ + FALSE, + &error); + + g_assert (res == TRUE); + g_assert (error == NULL); + } + + prim = cogl_primitive_new_p2t2 (test_ctx, + COGL_VERTICES_MODE_POINTS, + 1, /* n_vertices */ + &point); + + cogl_primitive_draw (prim, test_fb, pipeline); + + /* Render the primitive again without point sprites to make sure + disabling it works */ + + cogl_framebuffer_push_matrix (test_fb); + cogl_framebuffer_translate (test_fb, + POINT_SIZE * 2, /* x */ + 0.0f, /* y */ + 0.0f /* z */); + cogl_primitive_draw (prim, test_fb, solid_pipeline); + cogl_framebuffer_pop_matrix (test_fb); + + cogl_object_unref (prim); + cogl_object_unref (solid_pipeline); + cogl_object_unref (pipeline); + cogl_object_unref (tex_2d); + + test_utils_check_pixel (test_fb, + POINT_SIZE - POINT_SIZE / 4, + POINT_SIZE - POINT_SIZE / 4, + 0x0000ffff); + test_utils_check_pixel (test_fb, + POINT_SIZE + POINT_SIZE / 4, + POINT_SIZE - POINT_SIZE / 4, + 0x00ff00ff); + test_utils_check_pixel (test_fb, + POINT_SIZE - POINT_SIZE / 4, + POINT_SIZE + POINT_SIZE / 4, + check_orientation ? + 0x00ffffff : + 0x0000ffff); + test_utils_check_pixel (test_fb, + POINT_SIZE + POINT_SIZE / 4, + POINT_SIZE + POINT_SIZE / 4, + check_orientation ? + 0xff0000ff : + 0x00ff00ff); + + /* When rendering without the point sprites all of the texture + coordinates should be 0,0 so it should get the top-left texel + which is blue */ + test_utils_check_region (test_fb, + POINT_SIZE * 3 - POINT_SIZE / 2 + 1, + POINT_SIZE - POINT_SIZE / 2 + 1, + POINT_SIZE - 2, POINT_SIZE - 2, + 0x0000ffff); + + if (cogl_test_verbose ()) + g_print ("OK\n"); +} + +void +test_point_sprite (void) +{ + do_test (FALSE /* don't check orientation */, + FALSE /* don't use GLSL */); +} + +void +test_point_sprite_orientation (void) +{ + do_test (TRUE /* check orientation */, + FALSE /* don't use GLSL */); +} + +void +test_point_sprite_glsl (void) +{ + do_test (FALSE /* don't check orientation */, + TRUE /* use GLSL */); +} |