#include #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 */); }