/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace
{
-void TestConstraintNoBlue( Vector4& current, const PropertyInputContainer& inputs )
+struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
+
+PropertyBuffer CreateVertexBuffer( const std::string& aPosition, const std::string& aTexCoord )
{
- current.b = 0.0f;
+ const float halfQuadSize = .5f;
+ TexturedQuadVertex texturedQuadVertexData[4] = {
+ { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
+ { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
+ { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
+ { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
+
+ Property::Map vertexFormat;
+ vertexFormat[aPosition] = Property::VECTOR2;
+ vertexFormat[aTexCoord] = Property::VECTOR2;
+
+ PropertyBuffer vertexData = PropertyBuffer::New( vertexFormat );
+ vertexData.SetData( texturedQuadVertexData, 4 );
+
+ return vertexData;
}
+
}
END_TEST;
}
+int UtcDaliGeometryCopyConstructor(void)
+{
+ TestApplication application;
+
+ Geometry geometry = Geometry::New();
+
+ Geometry geometryCopy(geometry);
+
+ DALI_TEST_EQUALS( (bool)geometryCopy, true, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliGeometryAssignmentOperator(void)
+{
+ TestApplication application;
+
+ Geometry geometry = Geometry::New();
+
+ Geometry geometry2;
+ DALI_TEST_EQUALS( (bool)geometry2, false, TEST_LOCATION );
+
+ geometry2 = geometry;
+ DALI_TEST_EQUALS( (bool)geometry2, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliGeometryDownCast01(void)
{
TestApplication application;
END_TEST;
}
-
-int UtcDaliGeometryConstraint01(void)
+int UtcDaliGeometryAddVertexBuffer(void)
{
TestApplication application;
- tet_infoline("Test that a non-uniform geometry property can be constrained");
+ tet_infoline("Test AddVertexBuffer");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ PropertyBuffer vertexBuffer1 = CreateVertexBuffer("aPosition1", "aTexCoord1" );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer1 );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "fade-color", initialColor );
-
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
-
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( geometry, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
+ application.Render();
application.SendNotification();
- application.Render(0);
- // Expect no blue component in either buffer - yellow
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
+ {
+ const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
+ application.GetGlAbstraction().GetBufferDataCalls();
- geometry.RemoveConstraints();
- geometry.SetProperty(colorIndex, Color::WHITE );
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( bufferDataCalls[0], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
+ }
+
+ // add the second vertex buffer
+ application.GetGlAbstraction().ResetBufferDataCalls();
+
+ PropertyBuffer vertexBuffer2 = CreateVertexBuffer( "aPosition2", "aTexCoord2" );
+ geometry.AddVertexBuffer( vertexBuffer2 );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION );
+ application.Render();
+ application.SendNotification();
+
+ {
+ const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
+ application.GetGlAbstraction().GetBufferDataCalls();
+
+ //Check that only the new buffer gets uploaded
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( bufferDataCalls[0], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliGeometryGetNumberOfVertexBuffers(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test GetNumberOfVertexBuffers");
+ PropertyBuffer vertexBuffer1 = CreateVertexBuffer("aPosition1", "aTexCoord1" );
+ PropertyBuffer vertexBuffer2 = CreateVertexBuffer("aPosition2", "aTexCoord2" );
+ PropertyBuffer vertexBuffer3 = CreateVertexBuffer("aPosition3", "aTexCoord3" );
+
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer1 );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 1u, TEST_LOCATION );
+
+ geometry.AddVertexBuffer( vertexBuffer2 );
+ geometry.AddVertexBuffer( vertexBuffer3 );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 3u, TEST_LOCATION );
+
+ geometry.RemoveVertexBuffer( 2u );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 2u, TEST_LOCATION );
END_TEST;
}
-int UtcDaliGeometryConstraint02(void)
+int UtcDaliGeometryRemoveVertexBuffer(void)
{
TestApplication application;
- tet_infoline("Test that a uniform map geometry property can be constrained");
+ tet_infoline("Test RemoveVertexBuffer");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
+ PropertyBuffer vertexBuffer1 = CreateVertexBuffer("aPosition1", "aTexCoord1" );
+ PropertyBuffer vertexBuffer2 = CreateVertexBuffer("aPosition2", "aTexCoord2" );
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer1 );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "fade-color", initialColor );
- geometry.AddUniformMapping( colorIndex, std::string("uFadeColor") );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 1u, TEST_LOCATION );
- TestGlAbstraction& gl = application.GetGlAbstraction();
+ geometry.RemoveVertexBuffer( 0 );
+ geometry.AddVertexBuffer( vertexBuffer2 );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 1u, TEST_LOCATION );
- application.SendNotification();
- application.Render(0);
+ geometry.RemoveVertexBuffer( 0 );
+ DALI_TEST_EQUALS( geometry.GetNumberOfVertexBuffers(), 0u, TEST_LOCATION );
+
+ //Todo: test by checking the BufferDataCalls
+ // make sure the vertex buffer in actually removed from gl
+
+ END_TEST;
+}
+
+int UtcDaliGeometrySetIndexBuffer(void)
+{
+ TestApplication application;
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ tet_infoline("Test SetIndexBuffer");
+
+ PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
+
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer );
+
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+ Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
+ actor.AddRenderer(renderer);
+ Stage::GetCurrent().Add(actor);
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( geometry, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
- // Expect no blue component in either buffer - yellow
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ {
+ const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
+ application.GetGlAbstraction().GetBufferDataCalls();
- application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( bufferDataCalls[0], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
+ }
- geometry.RemoveConstraints();
- geometry.SetProperty(colorIndex, Color::WHITE );
+ // Set index buffer
+ application.GetGlAbstraction().ResetBufferDataCalls();
+
+ const unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
+ geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
+ {
+ const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
+ application.GetGlAbstraction().GetBufferDataCalls();
- END_TEST;
-}
+ //Only the index buffer should be uploaded
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
+ // should be unsigned short instead of unsigned int
+ DALI_TEST_EQUALS( bufferDataCalls[0], 6*sizeof( unsigned short ), TEST_LOCATION );
+ }
-int UtcDaliGeometryAnimatedProperty01(void)
+ END_TEST;
+}
+
+int UtcDaliGeometrySetGetGeometryType01(void)
{
TestApplication application;
- tet_infoline("Test that a non-uniform geometry property can be animated");
+ tet_infoline("Test SetType and GetType: without index buffer");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
+ unsigned int numVertex = 4u;
+ PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "fade-color", initialColor );
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+
+ /****************************************************/
+ // Default (TRIANGLES), no index buffer
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // Test the default geometry type is GL_TRIANGLE
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ std::stringstream out;
+ out << GL_TRIANGLES << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLES, TEST_LOCATION);
+ /*********************************************************/
+ // LINES, no index buffer
+ geometry.SetType( Geometry::LINES );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_LINES
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_LINES << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::LINES, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( geometry, colorIndex ), keyFrames );
- animation.Play();
+ /*****************************************************/
+ //POINTS
+ geometry.SetType( Geometry::POINTS );
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
- application.Render(500);
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_POINTS
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_POINTS << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::POINTS, TEST_LOCATION);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION );
+ /*****************************************************/
+ //TRIANGLE_STRIP, no index buffer
+ geometry.SetType( Geometry::TRIANGLE_STRIP );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
- application.Render(500);
+ // geometry type is set as GL_TRIANGLE_STRIP
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_STRIP << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_STRIP, TEST_LOCATION);
+
+ /*****************************************************/
+ //TRIANGLE_FAN, no index buffer
+ geometry.SetType( Geometry::TRIANGLE_FAN );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_TRIANGLE_FAN
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_FAN << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_FAN, TEST_LOCATION);
END_TEST;
}
-int UtcDaliGeometryAnimatedProperty02(void)
+int UtcDaliGeometrySetGetGeometryType02(void)
{
TestApplication application;
- tet_infoline("Test that a uniform map geometry property can be animated");
+ tet_infoline("Test SetType and GetType: with index buffer");
+
+ unsigned int numVertex = 4u;
+ unsigned int numIndex = 6u; // 6 unsigned short
+ PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer );
+ const unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
+ geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+
+ /****************************************************/
+ // Default (TRIANGLES), with index buffer
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "fade-color", initialColor );
- geometry.AddUniformMapping( colorIndex, std::string("uFadeColor") );
+ // Test the default geometry type is GL_TRIANGLE
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ std::stringstream out;
+ out << GL_TRIANGLES << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- TestGlAbstraction& gl = application.GetGlAbstraction();
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLES, TEST_LOCATION);
+ /*********************************************************/
+ // LINES, with index buffer
+ geometry.SetType( Geometry::LINES );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ // geometry type is set as GL_LINES
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_LINES << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( geometry, colorIndex ), keyFrames );
- animation.Play();
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::LINES, TEST_LOCATION);
+ /*****************************************************/
+ //POINTS
+ geometry.SetType( Geometry::POINTS );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_POINTS
+ // As Points does not use the index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_POINTS << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::POINTS, TEST_LOCATION);
+
+ /*****************************************************/
+ //TRIANGLE_STRIP
+ geometry.SetType( Geometry::TRIANGLE_STRIP );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_TRIANGLE_STRIP
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_STRIP << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_STRIP, TEST_LOCATION);
+
+ /*****************************************************/
+ //TRIANGLE_FAN
+ geometry.SetType( Geometry::TRIANGLE_FAN );
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
application.SendNotification();
- application.Render(500);
+ drawTrace.Enable( false );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
+ // geometry type is set as GL_TRIANGLE_FAN
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_FAN << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_FAN, TEST_LOCATION);
END_TEST;
}