/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// EXTERNAL INCLUDES
#include <dali/devel-api/actors/actor-devel.h>
-
+#include <dali/devel-api/common/capabilities.h>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/integration-api/render-task-list-integ.h>
#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/images/texture-set-image.h>
#include <cstdio>
#include <string>
// INTERNAL INCLUDES
#include <dali-test-suite-utils.h>
-#include <test-trace-call-stack.h>
#include <mesh-builder.h>
+#include <test-trace-call-stack.h>
using namespace Dali;
namespace // unnamed namespace
{
+const BlendFactor::Type DEFAULT_BLEND_FACTOR_SRC_RGB(BlendFactor::SRC_ALPHA);
+const BlendFactor::Type DEFAULT_BLEND_FACTOR_DEST_RGB(BlendFactor::ONE_MINUS_SRC_ALPHA);
+const BlendFactor::Type DEFAULT_BLEND_FACTOR_SRC_ALPHA(BlendFactor::ONE);
+const BlendFactor::Type DEFAULT_BLEND_FACTOR_DEST_ALPHA(BlendFactor::ONE_MINUS_SRC_ALPHA);
-const BlendFactor::Type DEFAULT_BLEND_FACTOR_SRC_RGB( BlendFactor::SRC_ALPHA );
-const BlendFactor::Type DEFAULT_BLEND_FACTOR_DEST_RGB( BlendFactor::ONE_MINUS_SRC_ALPHA );
-const BlendFactor::Type DEFAULT_BLEND_FACTOR_SRC_ALPHA( BlendFactor::ONE );
-const BlendFactor::Type DEFAULT_BLEND_FACTOR_DEST_ALPHA( BlendFactor::ONE_MINUS_SRC_ALPHA );
-
-const BlendEquation::Type DEFAULT_BLEND_EQUATION_RGB( BlendEquation::ADD );
-const BlendEquation::Type DEFAULT_BLEND_EQUATION_ALPHA( BlendEquation::ADD );
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_RGB(BlendEquation::ADD);
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_ALPHA(BlendEquation::ADD);
/**
* @brief Get GL stencil test enumeration value as a string.
std::string GetStencilTestString(void)
{
std::stringstream stream;
- stream << GL_STENCIL_TEST;
+ stream << std::hex << GL_STENCIL_TEST;
return stream.str();
}
std::string GetDepthTestString(void)
{
std::stringstream stream;
- stream << GL_DEPTH_TEST;
+ stream << std::hex << GL_DEPTH_TEST;
return stream.str();
}
-void ResetDebugAndFlush( TestApplication& application, TraceCallStack& glEnableDisableStack, TraceCallStack& glStencilFunctionStack )
+void ResetDebugAndFlush(TestApplication& application, TraceCallStack& glEnableDisableStack, TraceCallStack& glStencilFunctionStack)
{
glEnableDisableStack.Reset();
glStencilFunctionStack.Reset();
application.Render();
}
-void TestConstraintNoBlue( Vector4& current, const PropertyInputContainer& inputs )
+void TestConstraintNoBlue(Vector4& current, const PropertyInputContainer& inputs)
{
current.b = 0.0f;
}
+Texture CreateTexture(TextureType::Type type, Pixel::Format format, int width, int height)
+{
+ Texture texture = Texture::New(type, format, width, height);
+
+ int bufferSize = width * height * Pixel::GetBytesPerPixel(format);
+ uint8_t* buffer = reinterpret_cast<uint8_t*>(malloc(bufferSize));
+ PixelData pixelData = PixelData::New(buffer, bufferSize, width, height, format, PixelData::FREE);
+ texture.Upload(pixelData, 0u, 0u, 0u, 0u, width, height);
+ return texture;
+}
+
+Renderer CreateRenderer(Actor actor, Geometry geometry, Shader shader, int depthIndex)
+{
+ Texture image0 = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGB888, 64, 64);
+ TextureSet textureSet0 = CreateTextureSet(image0);
+ Renderer renderer0 = Renderer::New(geometry, shader);
+ renderer0.SetTextures(textureSet0);
+ renderer0.SetProperty(Renderer::Property::DEPTH_INDEX, depthIndex);
+ actor.AddRenderer(renderer0);
+ return renderer0;
+}
+
+Actor CreateActor(Actor parent, int siblingOrder, const char* location)
+{
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.Add(actor);
+ actor.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location));
+
+ return actor;
+}
+
} // unnamed namespace
void renderer_test_startup(void)
test_return_value = TET_PASS;
}
-
int UtcDaliRendererNew01(void)
{
TestApplication application;
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- DALI_TEST_EQUALS( (bool)renderer, true, TEST_LOCATION );
+ DALI_TEST_EQUALS((bool)renderer, true, TEST_LOCATION);
END_TEST;
}
int UtcDaliRendererNew02(void)
{
TestApplication application;
- Renderer renderer;
- DALI_TEST_EQUALS( (bool)renderer, false, TEST_LOCATION );
+ Renderer renderer;
+ DALI_TEST_EQUALS((bool)renderer, false, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- Renderer rendererCopy( renderer );
- DALI_TEST_EQUALS( (bool)rendererCopy, true, TEST_LOCATION );
+ Renderer rendererCopy(renderer);
+ DALI_TEST_EQUALS((bool)rendererCopy, true, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Renderer renderer2;
- DALI_TEST_EQUALS( (bool)renderer2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS((bool)renderer2, false, TEST_LOCATION);
renderer2 = renderer;
- DALI_TEST_EQUALS( (bool)renderer2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS((bool)renderer2, true, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliRendererMoveConstructor(void)
+{
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+ DALI_TEST_CHECK(renderer);
+ DALI_TEST_EQUALS(1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
+
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, Color::MAGENTA);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+
+ Renderer move = std::move(renderer);
+ DALI_TEST_CHECK(move);
+ DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(move.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+ DALI_TEST_CHECK(!renderer);
+
+ END_TEST;
+}
+
+int UtcDaliRendererMoveAssignment(void)
+{
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+ DALI_TEST_CHECK(renderer);
+ DALI_TEST_EQUALS(1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
+
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, Color::MAGENTA);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+
+ Renderer move;
+ move = std::move(renderer);
+ DALI_TEST_CHECK(move);
+ DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(move.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+ DALI_TEST_CHECK(!renderer);
+
END_TEST;
}
TestApplication application;
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
BaseHandle handle(renderer);
- Renderer renderer2 = Renderer::DownCast(handle);
- DALI_TEST_EQUALS( (bool)renderer2, true, TEST_LOCATION );
+ Renderer renderer2 = Renderer::DownCast(handle);
+ DALI_TEST_EQUALS((bool)renderer2, true, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Handle handle = Handle::New(); // Create a custom object
+ Handle handle = Handle::New(); // Create a custom object
Renderer renderer = Renderer::DownCast(handle);
- DALI_TEST_EQUALS( (bool)renderer, false, TEST_LOCATION );
+ DALI_TEST_EQUALS((bool)renderer, false, TEST_LOCATION);
+ END_TEST;
+}
+
+// using a template to auto deduce the parameter types
+template<typename P1, typename P2, typename P3, typename P4, typename P5, typename P6, typename P7, typename P8>
+void TEST_RENDERER_PROPERTY(P1 renderer, P2 stringName, P3 type, P4 isWriteable, P5 isAnimateable, P6 isConstraintInput, P7 enumName, P8 LOCATION)
+{
+ DALI_TEST_EQUALS(renderer.GetPropertyName(enumName), stringName, LOCATION);
+ DALI_TEST_EQUALS(renderer.GetPropertyIndex(stringName), static_cast<Property::Index>(enumName), LOCATION);
+ DALI_TEST_EQUALS(renderer.GetPropertyType(enumName), type, LOCATION);
+ DALI_TEST_EQUALS(renderer.IsPropertyWritable(enumName), isWriteable, LOCATION);
+ DALI_TEST_EQUALS(renderer.IsPropertyAnimatable(enumName), isAnimateable, LOCATION);
+ DALI_TEST_EQUALS(renderer.IsPropertyAConstraintInput(enumName), isConstraintInput, LOCATION);
+}
+
+int UtcDaliRendererDefaultProperties(void)
+{
+ TestApplication application;
+ /* from renderer-impl.cpp
+ DALI_PROPERTY( "depthIndex", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_INDEX )
+ DALI_PROPERTY( "faceCullingMode", INTEGER, true, false, false, Dali::Renderer::Property::FACE_CULLING_MODE )
+ DALI_PROPERTY( "blendMode", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_MODE )
+ DALI_PROPERTY( "blendEquationRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_EQUATION_RGB )
+ DALI_PROPERTY( "blendEquationAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_EQUATION_ALPHA )
+ DALI_PROPERTY( "blendFactorSrcRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_SRC_RGB )
+ DALI_PROPERTY( "blendFactorDestRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_DEST_RGB )
+ DALI_PROPERTY( "blendFactorSrcAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_SRC_ALPHA )
+ DALI_PROPERTY( "blendFactorDestAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_DEST_ALPHA )
+ DALI_PROPERTY( "blendColor", VECTOR4, true, false, false, Dali::Renderer::Property::BLEND_COLOR )
+ DALI_PROPERTY( "blendPreMultipliedAlpha", BOOLEAN, true, false, false, Dali::Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA )
+ DALI_PROPERTY( "indexRangeFirst", INTEGER, true, false, false, Dali::Renderer::Property::INDEX_RANGE_FIRST )
+ DALI_PROPERTY( "indexRangeCount", INTEGER, true, false, false, Dali::Renderer::Property::INDEX_RANGE_COUNT )
+ DALI_PROPERTY( "depthWriteMode", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_WRITE_MODE )
+ DALI_PROPERTY( "depthFunction", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_FUNCTION )
+ DALI_PROPERTY( "depthTestMode", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_TEST_MODE )
+ DALI_PROPERTY( "renderMode", INTEGER, true, false, false, Dali::Renderer::Property::RENDER_MODE )
+ DALI_PROPERTY( "stencilFunction", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION )
+ DALI_PROPERTY( "stencilFunctionMask", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION_MASK )
+ DALI_PROPERTY( "stencilFunctionReference", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION_REFERENCE )
+ DALI_PROPERTY( "stencilMask", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_MASK )
+ DALI_PROPERTY( "stencilOperationOnFail", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_FAIL )
+ DALI_PROPERTY( "stencilOperationOnZFail", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
+ DALI_PROPERTY( "stencilOperationOnZPass", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
+ DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelRenderer::Property::OPACITY )
+ DALI_PROPERTY( "renderingBehavior", INTEGER, true, false, false, Dali::DevelRenderer::Property::RENDERING_BEHAVIOR )
+ DALI_PROPERTY( "blendEquation", INTEGER, true, false, false, Dali::DevelRenderer::Property::BLEND_EQUATION )
+*/
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+ DALI_TEST_EQUALS(renderer.GetPropertyCount(), 27, TEST_LOCATION);
+
+ TEST_RENDERER_PROPERTY(renderer, "depthIndex", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "faceCullingMode", Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendMode", Property::INTEGER, true, false, false, Renderer::Property::BLEND_MODE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendEquationRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_RGB, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendEquationAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_ALPHA, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendFactorSrcRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_RGB, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendFactorDestRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_RGB, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendFactorSrcAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendFactorDestAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendColor", Property::VECTOR4, true, false, false, Renderer::Property::BLEND_COLOR, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendPreMultipliedAlpha", Property::BOOLEAN, true, false, false, Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "indexRangeFirst", Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_FIRST, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "indexRangeCount", Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_COUNT, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "depthWriteMode", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_WRITE_MODE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "depthFunction", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_FUNCTION, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "depthTestMode", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_TEST_MODE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "renderMode", Property::INTEGER, true, false, false, Renderer::Property::RENDER_MODE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilFunction", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilFunctionMask", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_MASK, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilFunctionReference", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_REFERENCE, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilMask", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_MASK, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilOperationOnFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_FAIL, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "opacity", Property::FLOAT, true, true, true, DevelRenderer::Property::OPACITY, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "renderingBehavior", Property::INTEGER, true, false, false, DevelRenderer::Property::RENDERING_BEHAVIOR, TEST_LOCATION);
+ TEST_RENDERER_PROPERTY(renderer, "blendEquation", Property::INTEGER, true, false, false, DevelRenderer::Property::BLEND_EQUATION, TEST_LOCATION);
+
END_TEST;
}
int UtcDaliRendererSetGetGeometry(void)
{
TestApplication application;
- tet_infoline( "Test SetGeometry, GetGeometry" );
+ tet_infoline("Test SetGeometry, GetGeometry");
Geometry geometry1 = CreateQuadGeometry();
Geometry geometry2 = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry1, shader);
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetGeometry(), geometry1, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetGeometry(), geometry1, TEST_LOCATION);
// Set geometry2 to the renderer
- renderer.SetGeometry( geometry2 );
+ renderer.SetGeometry(geometry2);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetGeometry(), geometry2, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetGeometry(), geometry2, TEST_LOCATION);
END_TEST;
}
int UtcDaliRendererSetGetShader(void)
{
TestApplication application;
- tet_infoline( "Test SetShader, GetShader" );
+ tet_infoline("Test SetShader, GetShader");
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableCullFaceCallTrace(true);
Shader shader1 = CreateShader();
- shader1.RegisterProperty( "uFadeColor", Color::RED );
+ shader1.RegisterProperty("uFadeColor", Color::RED);
Shader shader2 = CreateShader();
- shader2.RegisterProperty( "uFadeColor", Color::GREEN );
+ shader2.RegisterProperty("uFadeColor", Color::GREEN);
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New(geometry, shader1);
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
// Expect that the first shaders's fade color property is accessed
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::RED, TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetShader(), shader1, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetShader(), shader1, TEST_LOCATION);
// set the second shader to the renderer
- renderer.SetShader( shader2 );
+ renderer.SetShader(shader2);
application.SendNotification();
application.Render(0);
// Expect that the second shader's fade color property is accessed
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetShader(), shader2, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetShader(), shader2, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test SetDepthIndex, GetDepthIndex");
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New(geometry, shader);
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 0, TEST_LOCATION);
- renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
+ renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 1);
+
+ DALI_TEST_EQUALS(renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 0, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION);
+
+ renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 10);
- renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 10 );
+ DALI_TEST_EQUALS(renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test SetFaceCullingMode(cullingMode)");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
// By default, none of the faces should be culled
- unsigned int cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
- DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::NONE );
+ unsigned int cullFace = renderer.GetProperty<int>(Renderer::Property::FACE_CULLING_MODE);
+ DALI_TEST_CHECK(static_cast<FaceCullingMode::Type>(cullFace) == FaceCullingMode::NONE);
- TestGlAbstraction& gl = application.GetGlAbstraction();
- TraceCallStack& cullFaceStack = gl.GetCullFaceTrace();
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& cullFaceStack = gl.GetCullFaceTrace();
gl.EnableCullFaceCallTrace(true);
{
cullFaceStack.Reset();
- renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT_AND_BACK );
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT_AND_BACK);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(cullFaceStack.CountMethod("CullFace"), 1, TEST_LOCATION);
std::ostringstream cullModeString;
- cullModeString << GL_FRONT_AND_BACK;
+ cullModeString << std::hex << GL_FRONT_AND_BACK;
- DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
- cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
- DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::FRONT_AND_BACK );
+ DALI_TEST_CHECK(cullFaceStack.FindMethodAndParams("CullFace", cullModeString.str()));
+ cullFace = renderer.GetProperty<int>(Renderer::Property::FACE_CULLING_MODE);
+ DALI_TEST_CHECK(static_cast<FaceCullingMode::Type>(cullFace) == FaceCullingMode::FRONT_AND_BACK);
}
{
cullFaceStack.Reset();
- renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(cullFaceStack.CountMethod("CullFace"), 1, TEST_LOCATION);
std::ostringstream cullModeString;
- cullModeString << GL_BACK;
+ cullModeString << std::hex << GL_BACK;
- DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
- cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
- DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::BACK );
+ DALI_TEST_CHECK(cullFaceStack.FindMethodAndParams("CullFace", cullModeString.str()));
+ cullFace = renderer.GetProperty<int>(Renderer::Property::FACE_CULLING_MODE);
+ DALI_TEST_CHECK(static_cast<FaceCullingMode::Type>(cullFace) == FaceCullingMode::BACK);
}
{
cullFaceStack.Reset();
- renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT );
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(cullFaceStack.CountMethod("CullFace"), 1, TEST_LOCATION);
std::ostringstream cullModeString;
- cullModeString << GL_FRONT;
+ cullModeString << std::hex << GL_FRONT;
- DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
- cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
- DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::FRONT );
+ DALI_TEST_CHECK(cullFaceStack.FindMethodAndParams("CullFace", cullModeString.str()));
+ cullFace = renderer.GetProperty<int>(Renderer::Property::FACE_CULLING_MODE);
+ DALI_TEST_CHECK(static_cast<FaceCullingMode::Type>(cullFace) == FaceCullingMode::FRONT);
}
{
cullFaceStack.Reset();
- renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE );
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 0, TEST_LOCATION );
- cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
- DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::NONE );
+ DALI_TEST_EQUALS(cullFaceStack.CountMethod("CullFace"), 0, TEST_LOCATION);
+ cullFace = renderer.GetProperty<int>(Renderer::Property::FACE_CULLING_MODE);
+ DALI_TEST_CHECK(static_cast<FaceCullingMode::Type>(cullFace) == FaceCullingMode::NONE);
}
END_TEST;
tet_infoline("Test BLEND_FACTOR properties ");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
// set a transparent actor color so that blending is enabled
- actor.SetOpacity( 0.5f );
+ actor.SetProperty(Actor::Property::OPACITY, 0.5f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE_MINUS_SRC_COLOR );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::SRC_ALPHA_SATURATE );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_COLOR );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::SRC_ALPHA_SATURATE );
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE_MINUS_SRC_COLOR);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::SRC_ALPHA_SATURATE);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_COLOR);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::SRC_ALPHA_SATURATE);
// Test that Set was successful:
- int srcFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
- int destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
- int srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
- int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+ int srcFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_RGB);
+ int destFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_RGB);
+ int srcFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_ALPHA);
+ int destFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_ALPHA);
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::SRC_ALPHA_SATURATE, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::SRC_ALPHA_SATURATE, destFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::SRC_ALPHA_SATURATE, destFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::SRC_ALPHA_SATURATE, destFactorAlpha, TEST_LOCATION);
application.SendNotification();
application.Render();
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+ DALI_TEST_EQUALS((GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION);
END_TEST;
}
tet_infoline("Test BLEND_FACTOR properties ");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetOpacity( 0.5f ); // enable blending
+ actor.SetProperty(Actor::Property::OPACITY, 0.5f); // enable blending
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::CONSTANT_COLOR );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_CONSTANT_COLOR );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::CONSTANT_ALPHA );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_CONSTANT_ALPHA );
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::CONSTANT_COLOR);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_CONSTANT_COLOR);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::CONSTANT_ALPHA);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_CONSTANT_ALPHA);
// Test that Set was successful:
{
- int srcFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
- int destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
- int srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
- int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
-
- DALI_TEST_EQUALS( (int)BlendFactor::CONSTANT_COLOR, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_CONSTANT_COLOR, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::CONSTANT_ALPHA, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_CONSTANT_ALPHA, destFactorAlpha, TEST_LOCATION );
+ int srcFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_RGB);
+ int destFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_RGB);
+ int srcFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_ALPHA);
+ int destFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_ALPHA);
+
+ DALI_TEST_EQUALS((int)BlendFactor::CONSTANT_COLOR, srcFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_CONSTANT_COLOR, destFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::CONSTANT_ALPHA, srcFactorAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_CONSTANT_ALPHA, destFactorAlpha, TEST_LOCATION);
}
application.SendNotification();
application.Render();
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+ DALI_TEST_EQUALS((GLenum)GL_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_ONE_MINUS_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_ONE_MINUS_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION);
END_TEST;
}
tet_infoline("Test GetBlendEquation() defaults ");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
// Test the defaults as documented in blending.h
- int equationRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
- int equationAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_ALPHA );
+ int equationRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_EQUATION_RGB);
+ int equationAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_EQUATION_ALPHA);
- DALI_TEST_EQUALS( (int)BlendEquation::ADD, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendEquation::ADD, equationAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS((int)BlendEquation::ADD, equationRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendEquation::ADD, equationAlpha, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test SetBlendEquation() ");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetOpacity( 0.1f );
+ actor.SetProperty(Actor::Property::OPACITY, 0.1f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
// Test the single blending equation setting
{
- renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::REVERSE_SUBTRACT );
- int equationRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
- DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
+ renderer.SetProperty(Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::REVERSE_SUBTRACT);
+ int equationRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_EQUATION_RGB);
+ DALI_TEST_EQUALS((int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION);
}
- renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::REVERSE_SUBTRACT );
- renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::REVERSE_SUBTRACT );
+ renderer.SetProperty(Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::REVERSE_SUBTRACT);
+ renderer.SetProperty(Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::REVERSE_SUBTRACT);
// Test that Set was successful
{
- int equationRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
- int equationAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_ALPHA );
- DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationAlpha, TEST_LOCATION );
+ int equationRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_EQUATION_RGB);
+ int equationAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_EQUATION_ALPHA);
+ DALI_TEST_EQUALS((int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendEquation::REVERSE_SUBTRACT, equationAlpha, TEST_LOCATION);
}
// Render & check GL commands
application.Render();
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationAlpha(), TEST_LOCATION );
+ DALI_TEST_EQUALS((GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationRgb(), TEST_LOCATION);
+ DALI_TEST_EQUALS((GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationAlpha(), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliRendererBlendOptions05(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test SetAdvancedBlendEquation ");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 0.1f);
+
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
+ application.GetScene().Add(actor);
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MAX))
+ {
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::MAX);
+ int equationRgb = renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::MAX, equationRgb, TEST_LOCATION);
+ }
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+ {
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
+ int equation = renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION);
+
+ DALI_TEST_EQUALS((int)DevelBlendEquation::SCREEN, equation, TEST_LOCATION);
+ DALI_TEST_EQUALS(DevelRenderer::IsAdvancedBlendEquationApplied(renderer), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+ }
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MULTIPLY))
+ {
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::ADD);
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION_RGB, DevelBlendEquation::SCREEN);
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION_ALPHA, DevelBlendEquation::MULTIPLY);
+ int equationRgb = renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION_RGB);
+ int equationAlpha = renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION_ALPHA);
+
+ DALI_TEST_EQUALS((int)DevelBlendEquation::ADD, equationRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::ADD, equationAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS(DevelRenderer::IsAdvancedBlendEquationApplied(renderer), false, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+ }
+
+ tet_infoline("Error Checking\n");
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MULTIPLY) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::OVERLAY) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::DARKEN) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::LIGHTEN) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::COLOR_DODGE) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::COLOR_BURN) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::HARD_LIGHT) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SOFT_LIGHT) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::DIFFERENCE) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::EXCLUSION) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::HUE) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SATURATION) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::COLOR) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::LUMINOSITY))
+ {
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::MULTIPLY);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::MULTIPLY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::SCREEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::OVERLAY);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::OVERLAY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DARKEN);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::DARKEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LIGHTEN);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::LIGHTEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_DODGE);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_DODGE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_BURN);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_BURN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HARD_LIGHT);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::HARD_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SOFT_LIGHT);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::SOFT_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DIFFERENCE);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::DIFFERENCE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::EXCLUSION);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::EXCLUSION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HUE);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::HUE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SATURATION);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::SATURATION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LUMINOSITY);
+ DALI_TEST_EQUALS((int)DevelBlendEquation::LUMINOSITY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ }
END_TEST;
}
tet_infoline("Test setting the blend mode to on with an opaque color renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 0.98f);
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
+
+ END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode01b(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test setting the blend mode to on with an transparent color renders with blending enabled");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetOpacity( 0.98f );
+ actor.SetProperty(Actor::Property::OPACITY, 0.0f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
+ glAbstraction.EnableDrawCallTrace(true);
application.SendNotification();
application.Render();
TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK(!glEnableStack.FindMethod("Enable"));
+
+ DALI_TEST_CHECK(!glAbstraction.GetDrawTrace().FindMethod("DrawElements"));
END_TEST;
}
tet_infoline("Test setting the blend mode to off with a transparent color renders with blending disabled (and not enabled)");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetOpacity( 0.15f );
+ actor.SetProperty(Actor::Property::OPACITY, 0.15f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(!glEnableStack.FindMethodAndParams("Enable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with a transparent color renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetOpacity( 0.75f );
+ actor.SetProperty(Actor::Property::OPACITY, 0.75f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with an opaque color renders with blending disabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(!glEnableStack.FindMethodAndParams("Enable", params));
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Disable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with a transparent actor color renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with an opaque opaque actor color renders with blending disabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- actor.SetColor( Color::MAGENTA );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Color::MAGENTA);
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(!glEnableStack.FindMethodAndParams("Enable", params));
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Disable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40);
- Shader shader = CreateShader();
- TextureSet textureSet = CreateTextureSet( image );
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Shader shader = CreateShader();
+ TextureSet textureSet = CreateTextureSet(image);
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_TRANSPARENT renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::Hint::OUTPUT_IS_TRANSPARENT );
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc", Shader::Hint::OUTPUT_IS_TRANSPARENT);
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
END_TEST;
}
tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_OPAQUE renders with blending disabled");
Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
- TextureSet textureSet = CreateTextureSet( image );
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, 50, 50);
+ TextureSet textureSet = CreateTextureSet(image);
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", "GL_BLEND" ) );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(!glEnableStack.FindMethodAndParams("Enable", params));
+
+ END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode08(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test setting the blend mode to auto with opaque color and Advanced Blend Equation.");
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+ {
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 1.0f);
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
+ }
+
+ END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode08b(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test setting the blend mode to off with opaque color and Advanced Blend Equation.");
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+ {
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 1.0f);
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(!glEnableStack.FindMethodAndParams("Enable", params));
+ }
END_TEST;
}
tet_infoline("Test GetBlendMode()");
Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
// default value
- unsigned int mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::AUTO, TEST_LOCATION );
+ unsigned int mode = renderer.GetProperty<int>(Renderer::Property::BLEND_MODE);
+ DALI_TEST_EQUALS(static_cast<BlendMode::Type>(mode), BlendMode::AUTO, TEST_LOCATION);
// ON
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::ON, TEST_LOCATION );
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ mode = renderer.GetProperty<int>(Renderer::Property::BLEND_MODE);
+ DALI_TEST_EQUALS(static_cast<BlendMode::Type>(mode), BlendMode::ON, TEST_LOCATION);
// OFF
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
- mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::OFF, TEST_LOCATION );
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
+ mode = renderer.GetProperty<int>(Renderer::Property::BLEND_MODE);
+ DALI_TEST_EQUALS(static_cast<BlendMode::Type>(mode), BlendMode::OFF, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test SetBlendColor(color)");
- Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
TextureSet textureSet = TextureSet::New();
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
- TextureSetImage( textureSet, 0u, image );
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 50, 50);
+ textureSet.SetTexture(0u, image);
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::TRANSPARENT );
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, Color::TRANSPARENT);
+
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::TRANSPARENT, TEST_LOCATION );
- renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendColor(), Color::TRANSPARENT, TEST_LOCATION);
+
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, Color::MAGENTA);
+
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
+
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::MAGENTA, TEST_LOCATION );
- Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
- renderer.SetProperty( Renderer::Property::BLEND_COLOR, color );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendColor(), Color::MAGENTA, TEST_LOCATION);
+
+ Vector4 color(0.1f, 0.2f, 0.3f, 0.4f);
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, color);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), color, TEST_LOCATION );
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendColor(), color, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test GetBlendColor()");
Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
- DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION);
- renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, Color::MAGENTA);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION);
- Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
- renderer.SetProperty( Renderer::Property::BLEND_COLOR, color );
+ Vector4 color(0.1f, 0.2f, 0.3f, 0.4f);
+ renderer.SetProperty(Renderer::Property::BLEND_COLOR, color);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), color, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(Renderer::Property::BLEND_COLOR), color, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test BLEND_PRE_MULTIPLIED_ALPHA property");
Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f));
+ application.GetScene().Add(actor);
- Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
- bool preMultipliedAlpha;
- DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
- DALI_TEST_CHECK( !preMultipliedAlpha );
+ Property::Value value = renderer.GetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA);
+ bool preMultipliedAlpha;
+ DALI_TEST_CHECK(value.Get(preMultipliedAlpha));
+ DALI_TEST_CHECK(!preMultipliedAlpha);
- int srcFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
- int destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
- int srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
- int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+ int srcFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_RGB);
+ int destFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_RGB);
+ int srcFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_ALPHA);
+ int destFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_ALPHA);
- DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_SRC_RGB, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_DEST_RGB, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_SRC_ALPHA, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_DEST_ALPHA, destFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS((int)DEFAULT_BLEND_FACTOR_SRC_RGB, srcFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)DEFAULT_BLEND_FACTOR_DEST_RGB, destFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)DEFAULT_BLEND_FACTOR_SRC_ALPHA, srcFactorAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)DEFAULT_BLEND_FACTOR_DEST_ALPHA, destFactorAlpha, TEST_LOCATION);
application.SendNotification();
application.Render();
- Vector4 actualValue(Vector4::ZERO);
+ Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
+
+ // Enable pre-multiplied alpha
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+
+ application.SendNotification();
+ application.Render();
+
+ value = renderer.GetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA);
+ DALI_TEST_CHECK(value.Get(preMultipliedAlpha));
+ DALI_TEST_CHECK(preMultipliedAlpha);
+
+ value = renderer.GetCurrentProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA);
+ DALI_TEST_CHECK(value.Get(preMultipliedAlpha));
+ DALI_TEST_CHECK(preMultipliedAlpha);
+
+ srcFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_RGB);
+ destFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_RGB);
+ srcFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_ALPHA);
+ destFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_ALPHA);
+
+ DALI_TEST_EQUALS((int)BlendFactor::ONE, srcFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE, srcFactorAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorAlpha, TEST_LOCATION);
- renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Vector4(0.5f, 0.0f, 0.5f, 0.5f), TEST_LOCATION);
+
+ // Disable pre-multiplied alpha again
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, false);
application.SendNotification();
application.Render();
- value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
- DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
- DALI_TEST_CHECK( preMultipliedAlpha );
+ value = renderer.GetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA);
+ DALI_TEST_CHECK(value.Get(preMultipliedAlpha));
+ DALI_TEST_CHECK(!preMultipliedAlpha);
+
+ value = renderer.GetCurrentProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA);
+ DALI_TEST_CHECK(value.Get(preMultipliedAlpha));
+ DALI_TEST_CHECK(!preMultipliedAlpha);
- srcFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
- destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
- srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
- destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+ srcFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_RGB);
+ destFactorRgb = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_RGB);
+ srcFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_SRC_ALPHA);
+ destFactorAlpha = renderer.GetProperty<int>(Renderer::Property::BLEND_FACTOR_DEST_ALPHA);
- DALI_TEST_EQUALS( (int)BlendFactor::ONE, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS((int)BlendFactor::SRC_ALPHA, srcFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorRgb, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE, srcFactorAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS((int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorAlpha, TEST_LOCATION);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Vector4(0.5f, 0.0f, 0.5f, 0.5f), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a non-uniform renderer property can be constrained");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = renderer.RegisterProperty("uFadeColor", initialColor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION);
// Apply constraint
- Constraint constraint = Constraint::New<Vector4>( renderer, colorIndex, TestConstraintNoBlue );
+ Constraint constraint = Constraint::New<Vector4>(renderer, colorIndex, TestConstraintNoBlue);
constraint.Apply();
application.SendNotification();
application.Render(0);
// Expect no blue component in either buffer - yellow
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION);
renderer.RemoveConstraints();
- renderer.SetProperty(colorIndex, Color::WHITE );
+ renderer.SetProperty(colorIndex, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a uniform map renderer property can be constrained");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = renderer.RegisterProperty("uFadeColor", initialColor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, initialColor, TEST_LOCATION);
// Apply constraint
- Constraint constraint = Constraint::New<Vector4>( renderer, colorIndex, TestConstraintNoBlue );
+ Constraint constraint = Constraint::New<Vector4>(renderer, colorIndex, TestConstraintNoBlue);
constraint.Apply();
application.SendNotification();
application.Render(0);
- // Expect no blue component in either buffer - yellow
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ // Expect no blue component in either buffer - yellow
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::YELLOW, TEST_LOCATION);
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::YELLOW, TEST_LOCATION);
renderer.RemoveConstraints();
- renderer.SetProperty(colorIndex, Color::WHITE );
+ renderer.SetProperty(colorIndex, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::WHITE, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a non-uniform renderer property can be animated");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = renderer.RegisterProperty("uFadeColor", initialColor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, initialColor);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( renderer, colorIndex ), keyFrames );
+ animation.AnimateBetween(Property(renderer, colorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE * 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION);
application.Render(500);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS(renderer.GetCurrentProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a uniform map renderer property can be animated");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = renderer.RegisterProperty("uFadeColor", initialColor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, initialColor, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, initialColor);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( renderer, colorIndex ), keyFrames );
+ animation.AnimateBetween(Property(renderer, colorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::WHITE * 0.5f, TEST_LOCATION);
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::TRANSPARENT, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- TextureSet textureSet = CreateTextureSet( image );
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ TextureSet textureSet = CreateTextureSet(image);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- renderer.RegisterProperty( "uFadeColor", Color::RED );
- actor.RegisterProperty( "uFadeColor", Color::GREEN );
- Property::Index shaderFadeColorIndex = shader.RegisterProperty( "uFadeColor", Color::MAGENTA );
+ renderer.RegisterProperty("uFadeColor", Color::RED);
+ actor.RegisterProperty("uFadeColor", Color::GREEN);
+ Property::Index shaderFadeColorIndex = shader.RegisterProperty("uFadeColor", Color::MAGENTA);
TestGlAbstraction& gl = application.GetGlAbstraction();
// Expect that the actor's fade color property is accessed
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
// Animate shader's fade color property. Should be no change to uniform
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Color::WHITE);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( shader, shaderFadeColorIndex ), keyFrames );
+ animation.AnimateBetween(Property(shader, shaderFadeColorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- TextureSet textureSet = CreateTextureSet( image );
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ TextureSet textureSet = CreateTextureSet(image);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
// Don't add property / uniform map to renderer
- actor.RegisterProperty( "uFadeColor", Color::GREEN );
- Property::Index shaderFadeColorIndex = shader.RegisterProperty( "uFadeColor", Color::BLUE );
+ actor.RegisterProperty("uFadeColor", Color::GREEN);
+ Property::Index shaderFadeColorIndex = shader.RegisterProperty("uFadeColor", Color::BLUE);
TestGlAbstraction& gl = application.GetGlAbstraction();
// Expect that the actor's fade color property is accessed
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
// Animate texture set's fade color property. Should be no change to uniform
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Color::WHITE);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( shader, shaderFadeColorIndex ), keyFrames );
+ animation.AnimateBetween(Property(shader, shaderFadeColorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::GREEN, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliRendererUniformMapPrecendence03(void)
{
TestApplication application;
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- TextureSet textureSet = CreateTextureSet( image );
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ TextureSet textureSet = CreateTextureSet(image);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
// Don't add property / uniform map to renderer or actor
- shader.RegisterProperty( "uFadeColor", Color::BLACK );
+ shader.RegisterProperty("uFadeColor", Color::BLACK);
TestGlAbstraction& gl = application.GetGlAbstraction();
// Expect that the shader's fade color property is accessed
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::BLACK, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::BLACK, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test the uniform maps are collected from all objects (same type)");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- TextureSet textureSet = CreateTextureSet( image );
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ TextureSet textureSet = CreateTextureSet(image);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- renderer.RegisterProperty( "uUniform1", Color::RED );
- actor.RegisterProperty( "uUniform2", Color::GREEN );
- shader.RegisterProperty( "uUniform3", Color::MAGENTA );
+ renderer.RegisterProperty("uUniform1", Color::RED);
+ actor.RegisterProperty("uUniform2", Color::GREEN);
+ shader.RegisterProperty("uUniform3", Color::MAGENTA);
TestGlAbstraction& gl = application.GetGlAbstraction();
// Expect that each of the object's uniforms are set
Vector4 uniform1Value(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform1", uniform1Value ) );
- DALI_TEST_EQUALS( uniform1Value, Color::RED, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uUniform1", uniform1Value));
+ DALI_TEST_EQUALS(uniform1Value, Color::RED, TEST_LOCATION);
Vector4 uniform2Value(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform2", uniform2Value ) );
- DALI_TEST_EQUALS( uniform2Value, Color::GREEN, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uUniform2", uniform2Value));
+ DALI_TEST_EQUALS(uniform2Value, Color::GREEN, TEST_LOCATION);
Vector4 uniform3Value(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform3", uniform3Value ) );
- DALI_TEST_EQUALS( uniform3Value, Color::MAGENTA, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uUniform3", uniform3Value));
+ DALI_TEST_EQUALS(uniform3Value, Color::MAGENTA, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test the uniform maps are collected from all objects (different types)");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- TextureSet textureSet = CreateTextureSet( image );
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ TextureSet textureSet = CreateTextureSet(image);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Property::Value value1(Color::RED);
- renderer.RegisterProperty( "uFadeColor", value1 );
+ renderer.RegisterProperty("uFadeColor", value1);
Property::Value value2(1.0f);
- actor.RegisterProperty( "uFadeProgress", value2 );
+ actor.RegisterProperty("uFadeProgress", value2);
Property::Value value3(Matrix3::IDENTITY);
- shader.RegisterProperty( "uANormalMatrix", value3 );
+ shader.RegisterProperty("uANormalMatrix", value3);
TestGlAbstraction& gl = application.GetGlAbstraction();
// Expect that each of the object's uniforms are set
Vector4 uniform1Value(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", uniform1Value ) );
- DALI_TEST_EQUALS( uniform1Value, value1.Get<Vector4>(), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", uniform1Value));
+ DALI_TEST_EQUALS(uniform1Value, value1.Get<Vector4>(), TEST_LOCATION);
float uniform2Value(0.0f);
- DALI_TEST_CHECK( gl.GetUniformValue<float>( "uFadeProgress", uniform2Value ) );
- DALI_TEST_EQUALS( uniform2Value, value2.Get<float>(), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<float>("uFadeProgress", uniform2Value));
+ DALI_TEST_EQUALS(uniform2Value, value2.Get<float>(), TEST_LOCATION);
Matrix3 uniform3Value;
- DALI_TEST_CHECK( gl.GetUniformValue<Matrix3>( "uANormalMatrix", uniform3Value ) );
- DALI_TEST_EQUALS( uniform3Value, value3.Get<Matrix3>(), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Matrix3>("uANormalMatrix", uniform3Value));
+ DALI_TEST_EQUALS(uniform3Value, value3.Get<Matrix3>(), TEST_LOCATION);
END_TEST;
}
-
-Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int depthIndex )
-{
- Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
- TextureSet textureSet0 = CreateTextureSet( image0 );
- Renderer renderer0 = Renderer::New( geometry, shader );
- renderer0.SetTextures( textureSet0 );
- renderer0.SetProperty( Renderer::Property::DEPTH_INDEX, depthIndex );
- actor.AddRenderer(renderer0);
- return renderer0;
-}
-
-
-Actor CreateActor( Actor parent, int siblingOrder, const char* location )
-{
- Actor actor = Actor::New();
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(AnchorPoint::CENTER);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
- parent.Add(actor);
- actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
- DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
-
- return actor;
-}
-
int UtcDaliRendererRenderOrder2DLayer(void)
{
TestApplication application;
tet_infoline("Test the rendering order in a 2D layer is correct");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
- Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
+ Actor actor0 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer0 = CreateRenderer(actor0, geometry, shader, 0);
- Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
+ Actor actor1 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer1 = CreateRenderer(actor1, geometry, shader, 0);
- Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
+ Actor actor2 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer2 = CreateRenderer(actor2, geometry, shader, 0);
- Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
+ Actor actor3 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer3 = CreateRenderer(actor3, geometry, shader, 0);
application.SendNotification();
application.Render(0);
application.Render(0);
TestGlAbstraction& gl = application.GetGlAbstraction();
+ gl.GetTextureTrace().Reset();
gl.EnableTextureCallTrace(true);
application.SendNotification();
application.Render(0);
int textureBindIndex[4];
- for( unsigned int i(0); i<4; ++i )
+ for(unsigned int i(0); i < 4; ++i)
{
std::stringstream params;
- params << GL_TEXTURE_2D<<", "<<i+1;
- textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+ params << GL_TEXTURE_2D << ", " << i + 1;
+ textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str());
}
//Check that actor1 has been rendered after actor2
- DALI_TEST_GREATER( textureBindIndex[1], textureBindIndex[2], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[1], textureBindIndex[2], TEST_LOCATION);
//Check that actor0 has been rendered after actor1
- DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[1], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[0], textureBindIndex[1], TEST_LOCATION);
//Check that actor3 has been rendered after actor0
- DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[0], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[3], textureBindIndex[0], TEST_LOCATION);
END_TEST;
}
* Expected rendering order: renderer1 - renderer2 - renderer0 - renderer5 - renderer4 - renderer3
*/
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
- Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
- Actor actor1 = CreateActor( actor0, 0, TEST_LOCATION );
- Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 2 );
- Renderer renderer1 = CreateRenderer( actor0, geometry, shader, 0 );
- Renderer renderer2 = CreateRenderer( actor0, geometry, shader, 1 );
- Renderer renderer3 = CreateRenderer( actor1, geometry, shader, 1 );
- Renderer renderer4 = CreateRenderer( actor1, geometry, shader, 0 );
- Renderer renderer5 = CreateRenderer( actor1, geometry, shader, -1 );
+ Actor actor0 = CreateActor(root, 0, TEST_LOCATION);
+ Actor actor1 = CreateActor(actor0, 0, TEST_LOCATION);
+ Renderer renderer0 = CreateRenderer(actor0, geometry, shader, 2);
+ Renderer renderer1 = CreateRenderer(actor0, geometry, shader, 0);
+ Renderer renderer2 = CreateRenderer(actor0, geometry, shader, 1);
+ Renderer renderer3 = CreateRenderer(actor1, geometry, shader, 1);
+ Renderer renderer4 = CreateRenderer(actor1, geometry, shader, 0);
+ Renderer renderer5 = CreateRenderer(actor1, geometry, shader, -1);
application.SendNotification();
application.Render(0);
TestGlAbstraction& gl = application.GetGlAbstraction();
+ gl.GetTextureTrace().Reset();
gl.EnableTextureCallTrace(true);
application.SendNotification();
application.Render(0);
int textureBindIndex[6];
- for( unsigned int i(0); i<6; ++i )
+ for(unsigned int i(0); i < 6; ++i)
{
std::stringstream params;
- params << GL_TEXTURE_2D<<", "<<i+1;
- textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+ params << GL_TEXTURE_2D << ", " << i + 1;
+ textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str());
}
//Check that renderer3 has been rendered after renderer4
- DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[4], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[3], textureBindIndex[4], TEST_LOCATION);
//Check that renderer0 has been rendered after renderer2
- DALI_TEST_GREATER( textureBindIndex[4], textureBindIndex[5], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[4], textureBindIndex[5], TEST_LOCATION);
//Check that renderer5 has been rendered after renderer2
- DALI_TEST_GREATER( textureBindIndex[5], textureBindIndex[0], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[5], textureBindIndex[0], TEST_LOCATION);
//Check that renderer0 has been rendered after renderer2
- DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[2], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[0], textureBindIndex[2], TEST_LOCATION);
//Check that renderer2 has been rendered after renderer1
- DALI_TEST_GREATER( textureBindIndex[2], textureBindIndex[1], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[2], textureBindIndex[1], TEST_LOCATION);
END_TEST;
}
-
int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
{
TestApplication application;
* Expected rendering order: renderer2 - renderer3 - renderer4 - renderer1 - renderer0 - renderer5
*/
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
- Actor actor0 = CreateActor( root, 1, TEST_LOCATION );
- Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
- Actor actor2 = CreateActor( actor0, 0, TEST_LOCATION );
+ Actor root = application.GetScene().GetRootLayer();
+ Actor actor0 = CreateActor(root, 1, TEST_LOCATION);
+ Actor actor1 = CreateActor(root, 0, TEST_LOCATION);
+ Actor actor2 = CreateActor(actor0, 0, TEST_LOCATION);
- Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 2 );
- Renderer renderer1 = CreateRenderer( actor0, geometry, shader, 0 );
- Renderer renderer2 = CreateRenderer( actor1, geometry, shader, 0 );
- Renderer renderer3 = CreateRenderer( actor1, geometry, shader, 1 );
- Renderer renderer4 = CreateRenderer( actor1, geometry, shader, 2 );
- Renderer renderer5 = CreateRenderer( actor2, geometry, shader, -1 );
+ Renderer renderer0 = CreateRenderer(actor0, geometry, shader, 2);
+ Renderer renderer1 = CreateRenderer(actor0, geometry, shader, 0);
+ Renderer renderer2 = CreateRenderer(actor1, geometry, shader, 0);
+ Renderer renderer3 = CreateRenderer(actor1, geometry, shader, 1);
+ Renderer renderer4 = CreateRenderer(actor1, geometry, shader, 2);
+ Renderer renderer5 = CreateRenderer(actor2, geometry, shader, -1);
application.SendNotification();
application.Render();
TestGlAbstraction& gl = application.GetGlAbstraction();
+ gl.GetTextureTrace().Reset();
gl.EnableTextureCallTrace(true);
application.SendNotification();
application.Render(0);
int textureBindIndex[6];
- for( unsigned int i(0); i<6; ++i )
+ for(unsigned int i(0); i < 6; ++i)
{
std::stringstream params;
- params << GL_TEXTURE_2D<<", "<<i+1;
- textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+ params << GL_TEXTURE_2D << ", " << i + 1;
+ textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str());
}
- DALI_TEST_EQUALS( textureBindIndex[2], 0, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[3], 1, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[4], 2, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[1], 3, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[0], 4, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[5], 5, TEST_LOCATION );
+ DALI_TEST_EQUALS(textureBindIndex[2], 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[3], 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[4], 2, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[1], 3, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[0], 4, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[5], 5, TEST_LOCATION);
// Change sibling order of actor1
// New Expected rendering order: renderer1 - renderer0 - renderer 5 - renderer2 - renderer3 - renderer4
- actor1.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, 2 );
+ actor1.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, 2);
gl.GetTextureTrace().Reset();
application.SendNotification();
application.Render(0);
- for( unsigned int i(0); i<6; ++i )
+ for(unsigned int i(0); i < 6; ++i)
{
std::stringstream params;
- params << GL_TEXTURE_2D<<", "<<i+1;
- textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+ params << GL_TEXTURE_2D << ", " << i + 1;
+ textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str());
}
- DALI_TEST_EQUALS( textureBindIndex[1], 0, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[0], 1, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[5], 2, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[2], 3, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[3], 4, TEST_LOCATION );
- DALI_TEST_EQUALS( textureBindIndex[4], 5, TEST_LOCATION );
+ DALI_TEST_EQUALS(textureBindIndex[1], 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[0], 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[5], 2, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[2], 3, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[3], 4, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureBindIndex[4], 5, TEST_LOCATION);
END_TEST;
}
TestApplication application;
tet_infoline("Test the rendering order in a 2D layer is correct for overlays");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
/*
* Create the following hierarchy:
* Expected rendering order : actor2 - actor4 - actor1 - actor0 - actor3
*/
- Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
- actor0.SetDrawMode( DrawMode::OVERLAY_2D );
- Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
+ Actor actor0 = CreateActor(root, 0, TEST_LOCATION);
+ actor0.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ Renderer renderer0 = CreateRenderer(actor0, geometry, shader, 0);
- Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
- actor1.SetDrawMode( DrawMode::OVERLAY_2D );
- Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
+ Actor actor1 = CreateActor(root, 0, TEST_LOCATION);
+ actor1.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ Renderer renderer1 = CreateRenderer(actor1, geometry, shader, 0);
- Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
+ Actor actor2 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer2 = CreateRenderer(actor2, geometry, shader, 0);
- Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
- actor3.SetDrawMode( DrawMode::OVERLAY_2D );
- Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
+ Actor actor3 = CreateActor(root, 0, TEST_LOCATION);
+ actor3.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ Renderer renderer3 = CreateRenderer(actor3, geometry, shader, 0);
- Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
- Renderer renderer4 = CreateRenderer( actor4, geometry, shader, 0 );
+ Actor actor4 = CreateActor(root, 0, TEST_LOCATION);
+ Renderer renderer4 = CreateRenderer(actor4, geometry, shader, 0);
application.SendNotification();
application.Render(0);
actor0.Add(actor3);
TestGlAbstraction& gl = application.GetGlAbstraction();
+ gl.GetTextureTrace().Reset();
gl.EnableTextureCallTrace(true);
application.SendNotification();
application.Render(0);
int textureBindIndex[5];
- for( unsigned int i(0); i<5; ++i )
+ for(unsigned int i(0); i < 5; ++i)
{
std::stringstream params;
- params << GL_TEXTURE_2D<<", "<<i+1;
- textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+ params << GL_TEXTURE_2D << ", " << i + 1;
+ textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str());
}
//Check that actor4 has been rendered after actor2
- DALI_TEST_GREATER( textureBindIndex[4], textureBindIndex[2], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[4], textureBindIndex[2], TEST_LOCATION);
//Check that actor1 has been rendered after actor4
- DALI_TEST_GREATER( textureBindIndex[1], textureBindIndex[4], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[1], textureBindIndex[4], TEST_LOCATION);
//Check that actor0 has been rendered after actor1
- DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[1], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[0], textureBindIndex[1], TEST_LOCATION);
//Check that actor3 has been rendered after actor0
- DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[0], TEST_LOCATION );
+ DALI_TEST_GREATER(textureBindIndex[3], textureBindIndex[0], TEST_LOCATION);
END_TEST;
}
int UtcDaliRendererSetIndexRange(void)
{
std::string
- vertexShader(
- "attribute vec2 aPosition;\n"
- "void main()\n"
- "{\n"
- " gl_Position = aPosition;\n"
- "}"
- ),
- fragmentShader(
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0)\n"
- "}\n"
- );
+ vertexShader(
+ "attribute vec2 aPosition;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = aPosition;\n"
+ "}"),
+ fragmentShader(
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0)\n"
+ "}\n");
TestApplication application;
tet_infoline("Test setting the range of indices to draw");
TestGlAbstraction& gl = application.GetGlAbstraction();
- gl.EnableDrawCallTrace( true );
+ gl.EnableDrawCallTrace(true);
Actor actor = Actor::New();
- actor.SetSize( 100, 100 );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
// create geometry
Geometry geometry = Geometry::New();
- geometry.SetType( Geometry::LINE_LOOP );
+ geometry.SetType(Geometry::LINE_LOOP);
// --------------------------------------------------------------------------
// index buffer
- unsigned short indices[] = { 0, 2, 4, 6, 8, // offset = 0, count = 5
- 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, // offset = 5, count = 10
- 1, 3, 5, 7, 9, 1 }; // offset = 15, count = 6 // line strip
+ unsigned short indices[] = {0, 2, 4, 6, 8, // offset = 0, count = 5
+ 0,
+ 1,
+ 2,
+ 3,
+ 4,
+ 5,
+ 6,
+ 7,
+ 8,
+ 9, // offset = 5, count = 10
+ 1,
+ 3,
+ 5,
+ 7,
+ 9,
+ 1}; // offset = 15, count = 6 // line strip
// --------------------------------------------------------------------------
// vertex buffer
Vector2 position;
};
Vertex shapes[] =
- {
- // pentagon // star
- { Vector2( 0.0f, 1.00f) }, { Vector2( 0.0f, -1.00f) },
- { Vector2( -0.95f, 0.31f) }, { Vector2( 0.59f, 0.81f) },
- { Vector2( -0.59f, -0.81f) }, { Vector2( -0.95f, -0.31f) },
- { Vector2( 0.59f, -0.81f) }, { Vector2( 0.95f, -0.31f) },
- { Vector2( 0.95f, 0.31f) }, { Vector2( -0.59f, 0.81f) },
- };
+ {
+ // pentagon // star
+ {Vector2(0.0f, 1.00f)},
+ {Vector2(0.0f, -1.00f)},
+ {Vector2(-0.95f, 0.31f)},
+ {Vector2(0.59f, 0.81f)},
+ {Vector2(-0.59f, -0.81f)},
+ {Vector2(-0.95f, -0.31f)},
+ {Vector2(0.59f, -0.81f)},
+ {Vector2(0.95f, -0.31f)},
+ {Vector2(0.95f, 0.31f)},
+ {Vector2(-0.59f, 0.81f)},
+ };
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
- vertexBuffer.SetData( shapes, sizeof(shapes)/sizeof(shapes[0]));
+ VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
+ vertexBuffer.SetData(shapes, sizeof(shapes) / sizeof(shapes[0]));
// --------------------------------------------------------------------------
- geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
- geometry.AddVertexBuffer( vertexBuffer );
+ geometry.SetIndexBuffer(indices, sizeof(indices) / sizeof(indices[0]));
+ geometry.AddVertexBuffer(vertexBuffer);
// create shader
- Shader shader = Shader::New( vertexShader,fragmentShader );
- Renderer renderer = Renderer::New( geometry, shader );
- actor.AddRenderer( renderer );
+ Shader shader = Shader::New(vertexShader, fragmentShader);
+ Renderer renderer = Renderer::New(geometry, shader);
+ actor.AddRenderer(renderer);
- Stage stage = Stage::GetCurrent();
- stage.Add( actor );
+ Integration::Scene scene = application.GetScene();
+ scene.Add(actor);
- char buffer[ 128 ];
+ char buffer[128];
// LINE_LOOP, first 0, count 5
{
- renderer.SetIndexRange( 0, 5 );
+ renderer.SetIndexRange(0, 5);
application.SendNotification();
application.Render();
- sprintf( buffer, "%u, 5, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT );
- bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
- DALI_TEST_CHECK( result );
+
+ Property::Value value = renderer.GetProperty(Renderer::Property::INDEX_RANGE_FIRST);
+ int convertedValue;
+ DALI_TEST_CHECK(value.Get(convertedValue));
+ DALI_TEST_CHECK(convertedValue == 0);
+
+ value = renderer.GetCurrentProperty(Renderer::Property::INDEX_RANGE_FIRST);
+ DALI_TEST_CHECK(value.Get(convertedValue));
+ DALI_TEST_CHECK(convertedValue == 0);
+
+ value = renderer.GetProperty(Renderer::Property::INDEX_RANGE_COUNT);
+ DALI_TEST_CHECK(value.Get(convertedValue));
+ DALI_TEST_CHECK(convertedValue == 5);
+
+ value = renderer.GetCurrentProperty(Renderer::Property::INDEX_RANGE_COUNT);
+ DALI_TEST_CHECK(value.Get(convertedValue));
+ DALI_TEST_CHECK(convertedValue == 5);
+
+ sprintf(buffer, "%u, 5, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT);
+ bool result = gl.GetDrawTrace().FindMethodAndParams("DrawElements", buffer);
+ DALI_TEST_CHECK(result);
}
// LINE_LOOP, first 5, count 10
{
- renderer.SetIndexRange( 5, 10 );
- sprintf( buffer, "%u, 10, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT );
+ renderer.SetIndexRange(5, 10);
+ sprintf(buffer, "%u, 10, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT);
application.SendNotification();
application.Render();
- bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
- DALI_TEST_CHECK( result );
+ bool result = gl.GetDrawTrace().FindMethodAndParams("DrawElements", buffer);
+ DALI_TEST_CHECK(result);
}
// LINE_STRIP, first 15, count 6
{
- renderer.SetIndexRange( 15, 6 );
- geometry.SetType( Geometry::LINE_STRIP );
- sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+ renderer.SetIndexRange(15, 6);
+ geometry.SetType(Geometry::LINE_STRIP);
+ sprintf(buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT);
application.SendNotification();
application.Render();
- bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
- DALI_TEST_CHECK( result );
+ bool result = gl.GetDrawTrace().FindMethodAndParams("DrawElements", buffer);
+ DALI_TEST_CHECK(result);
}
// Index out of bounds
{
- renderer.SetIndexRange( 15, 30 );
- geometry.SetType( Geometry::LINE_STRIP );
- sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+ renderer.SetIndexRange(15, 30);
+ geometry.SetType(Geometry::LINE_STRIP);
+ sprintf(buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT);
application.SendNotification();
application.Render();
- bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
- DALI_TEST_CHECK( result );
+ bool result = gl.GetDrawTrace().FindMethodAndParams("DrawElements", buffer);
+ DALI_TEST_CHECK(result);
}
// drawing whole buffer starting from 15 ( last valid primitive )
{
- renderer.SetIndexRange( 15, 0 );
- geometry.SetType( Geometry::LINE_STRIP );
- sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+ renderer.SetIndexRange(15, 0);
+ geometry.SetType(Geometry::LINE_STRIP);
+ sprintf(buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT);
application.SendNotification();
application.Render();
- bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
- DALI_TEST_CHECK( result );
+ bool result = gl.GetDrawTrace().FindMethodAndParams("DrawElements", buffer);
+ DALI_TEST_CHECK(result);
}
END_TEST;
}
-
int UtcDaliRendererSetDepthFunction(void)
{
TestApplication application;
tet_infoline("Test setting the depth function");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage stage = Stage::GetCurrent();
- stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
- stage.Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ Integration::Scene scene = application.GetScene();
+ scene.GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+ scene.Add(actor);
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace(true);
- glAbstraction.EnableDepthFunctionCallTrace(true);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glDepthFunctionStack = glAbstraction.GetDepthFunctionTrace();
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glDepthFunctionStack = glAbstraction.GetDepthFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glDepthFunctionStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glDepthFunctionStack.EnableLogging(true);
std::ostringstream depthTestStr;
- depthTestStr << GL_DEPTH_TEST;
+ depthTestStr << std::hex << GL_DEPTH_TEST;
//GL_NEVER
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::NEVER);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::NEVER);
glEnableDisableStack.Reset();
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", depthTestStr.str().c_str() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", depthTestStr.str().c_str()));
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_NEVER;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_NEVER;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_ALWAYS
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::ALWAYS);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::ALWAYS);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_ALWAYS;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_ALWAYS;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_LESS
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_LESS;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_LESS;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_GREATER
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_GREATER;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_GREATER;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_EQUAL
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::EQUAL);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::EQUAL);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_EQUAL;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_EQUAL;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_NOTEQUAL
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::NOT_EQUAL);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::NOT_EQUAL);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_NOTEQUAL;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_NOTEQUAL;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_LEQUAL
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_LEQUAL;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_LEQUAL;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
//GL_GEQUAL
{
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER_EQUAL);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER_EQUAL);
glDepthFunctionStack.Reset();
application.SendNotification();
application.Render();
std::ostringstream depthFunctionStr;
- depthFunctionStr << GL_GEQUAL;
- DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+ depthFunctionStr << std::hex << GL_GEQUAL;
+ DALI_TEST_CHECK(glDepthFunctionStack.FindMethodAndParams("DepthFunc", depthFunctionStr.str().c_str()));
}
END_TEST;
* - Set a different value via string.
* - Check it was set.
*/
-template< typename T >
-void CheckEnumerationProperty( Renderer& renderer, Property::Index propertyIndex, T initialValue, T firstCheckEnumeration, T secondCheckEnumeration, std::string secondCheckString )
+template<typename T>
+void CheckEnumerationProperty(TestApplication& application, Renderer& renderer, Property::Index propertyIndex, T initialValue, T firstCheckEnumeration, T secondCheckEnumeration, std::string secondCheckString)
{
- DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( initialValue ) );
- DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) == static_cast<int>( initialValue ) );
- renderer.SetProperty( propertyIndex, firstCheckEnumeration );
- DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( firstCheckEnumeration ) );
- DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) == static_cast<int>( firstCheckEnumeration ) );
- renderer.SetProperty( propertyIndex, secondCheckString );
- DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
- DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
-}
-
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(renderer.GetProperty<int>(propertyIndex) == static_cast<int>(initialValue));
+ DALI_TEST_CHECK(renderer.GetCurrentProperty<int>(propertyIndex) == static_cast<int>(initialValue));
+ renderer.SetProperty(propertyIndex, firstCheckEnumeration);
+ DALI_TEST_CHECK(renderer.GetProperty<int>(propertyIndex) == static_cast<int>(firstCheckEnumeration));
+ DALI_TEST_CHECK(renderer.GetCurrentProperty<int>(propertyIndex) != static_cast<int>(firstCheckEnumeration));
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(renderer.GetProperty<int>(propertyIndex) == static_cast<int>(firstCheckEnumeration));
+ DALI_TEST_CHECK(renderer.GetCurrentProperty<int>(propertyIndex) == static_cast<int>(firstCheckEnumeration));
+
+ renderer.SetProperty(propertyIndex, secondCheckString);
+ DALI_TEST_CHECK(renderer.GetProperty<int>(propertyIndex) == static_cast<int>(secondCheckEnumeration));
+ DALI_TEST_CHECK(renderer.GetCurrentProperty<int>(propertyIndex) != static_cast<int>(secondCheckEnumeration));
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(renderer.GetProperty<int>(propertyIndex) == static_cast<int>(secondCheckEnumeration));
+ DALI_TEST_CHECK(renderer.GetCurrentProperty<int>(propertyIndex) == static_cast<int>(secondCheckEnumeration));
+}
+
int UtcDaliRendererEnumProperties(void)
{
TestApplication application;
- tet_infoline( "Test Renderer enumeration properties can be set with both integer and string values" );
+ tet_infoline("Test Renderer enumeration properties can be set with both integer and string values");
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
/*
* Here we use a templatized function to perform several checks on each enumeration property.
* @see CheckEnumerationProperty for details of the checks performed.
*/
- CheckEnumerationProperty< FaceCullingMode::Type >( renderer, Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE, FaceCullingMode::FRONT, FaceCullingMode::BACK, "BACK" );
- CheckEnumerationProperty< BlendMode::Type >( renderer, Renderer::Property::BLEND_MODE, BlendMode::AUTO, BlendMode::OFF, BlendMode::ON, "ON" );
- CheckEnumerationProperty< BlendEquation::Type >( renderer, Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
- CheckEnumerationProperty< BlendEquation::Type >( renderer, Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
- CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
- CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
- CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::SRC_COLOR, "SRC_COLOR" );
- CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
- CheckEnumerationProperty< DepthWriteMode::Type >( renderer, Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO, DepthWriteMode::OFF, DepthWriteMode::ON, "ON" );
- CheckEnumerationProperty< DepthFunction::Type >( renderer, Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS, DepthFunction::ALWAYS, DepthFunction::GREATER, "GREATER" );
- CheckEnumerationProperty< DepthTestMode::Type >( renderer, Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO, DepthTestMode::OFF, DepthTestMode::ON, "ON" );
- CheckEnumerationProperty< StencilFunction::Type >( renderer, Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS, StencilFunction::LESS, StencilFunction::EQUAL, "EQUAL" );
- CheckEnumerationProperty< RenderMode::Type >( renderer, Renderer::Property::RENDER_MODE, RenderMode::AUTO, RenderMode::NONE, RenderMode::STENCIL, "STENCIL" );
- CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
- CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
- CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+ CheckEnumerationProperty<FaceCullingMode::Type>(application, renderer, Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE, FaceCullingMode::FRONT, FaceCullingMode::BACK, "BACK");
+ CheckEnumerationProperty<BlendMode::Type>(application, renderer, Renderer::Property::BLEND_MODE, BlendMode::AUTO, BlendMode::OFF, BlendMode::ON, "ON");
+ CheckEnumerationProperty<BlendEquation::Type>(application, renderer, Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT");
+ CheckEnumerationProperty<BlendEquation::Type>(application, renderer, Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT");
+ CheckEnumerationProperty<BlendFactor::Type>(application, renderer, Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR");
+ CheckEnumerationProperty<BlendFactor::Type>(application, renderer, Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR");
+ CheckEnumerationProperty<BlendFactor::Type>(application, renderer, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::SRC_COLOR, "SRC_COLOR");
+ CheckEnumerationProperty<BlendFactor::Type>(application, renderer, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR");
+ CheckEnumerationProperty<DepthWriteMode::Type>(application, renderer, Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO, DepthWriteMode::OFF, DepthWriteMode::ON, "ON");
+ CheckEnumerationProperty<DepthFunction::Type>(application, renderer, Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS, DepthFunction::ALWAYS, DepthFunction::GREATER, "GREATER");
+ CheckEnumerationProperty<DepthTestMode::Type>(application, renderer, Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO, DepthTestMode::OFF, DepthTestMode::ON, "ON");
+ CheckEnumerationProperty<StencilFunction::Type>(application, renderer, Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS, StencilFunction::LESS, StencilFunction::EQUAL, "EQUAL");
+ CheckEnumerationProperty<RenderMode::Type>(application, renderer, Renderer::Property::RENDER_MODE, RenderMode::AUTO, RenderMode::NONE, RenderMode::STENCIL, "STENCIL");
+ CheckEnumerationProperty<StencilOperation::Type>(application, renderer, Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT");
+ CheckEnumerationProperty<StencilOperation::Type>(application, renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT");
+ CheckEnumerationProperty<StencilOperation::Type>(application, renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT");
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MAX) &&
+ Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MIN))
+ {
+ application.SendNotification();
+ application.Render();
+ CheckEnumerationProperty<DevelBlendEquation::Type>(application, renderer, DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::REVERSE_SUBTRACT, DevelBlendEquation::MAX, DevelBlendEquation::MIN, "MIN");
+ }
+
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+ {
+ application.SendNotification();
+ application.Render();
+ CheckEnumerationProperty<DevelBlendEquation::Type>(application, renderer, DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::MIN, DevelBlendEquation::MULTIPLY, DevelBlendEquation::SCREEN, "SCREEN");
+ }
END_TEST;
}
-Renderer RendererTestFixture( TestApplication& application )
+Renderer RendererTestFixture(TestApplication& application)
{
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New( geometry, shader );
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.AddRenderer( renderer );
- actor.SetSize( 400.0f, 400.0f );
- Stage stage = Stage::GetCurrent();
- stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
- stage.Add( actor );
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ Integration::Scene scene = application.GetScene();
+ scene.GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+ scene.Add(actor);
return renderer;
}
TestApplication application;
tet_infoline("Test setting the DepthTestMode");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
glEnableDisableStack.Reset();
application.SendNotification();
application.Render();
// Check depth-test is enabled by default.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
- DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", GetDepthTestString()));
+ DALI_TEST_CHECK(!glEnableDisableStack.FindMethodAndParams("Disable", GetDepthTestString()));
// Turn off depth-testing. We want to check if the depth buffer has been disabled, so we need to turn off depth-write as well for this case.
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF );
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+ renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF);
+ renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF);
glEnableDisableStack.Reset();
application.SendNotification();
application.Render();
// Check the depth buffer was disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Disable", GetDepthTestString()));
// Turn on automatic mode depth-testing.
// Layer behavior is currently set to LAYER_3D so AUTO should enable depth-testing.
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO );
+ renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO);
glEnableDisableStack.Reset();
application.SendNotification();
application.Render();
// Check depth-test is now enabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
- DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", GetDepthTestString()));
+ DALI_TEST_CHECK(!glEnableDisableStack.FindMethodAndParams("Disable", GetDepthTestString()));
- // Change the layer behavior to LAYER_2D.
+ // Change the layer behavior to LAYER_UI.
// Note this will also disable depth testing for the layer by default, we test this first.
- Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI);
glEnableDisableStack.Reset();
application.SendNotification();
application.Render();
// Check depth-test is disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Disable", GetDepthTestString()));
// Turn the layer depth-test flag back on, and confirm that depth testing is now on.
- Stage::GetCurrent().GetRootLayer().SetDepthTestDisabled( false );
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::DEPTH_TEST, true);
glEnableDisableStack.Reset();
application.SendNotification();
application.Render();
// Check depth-test is *still* disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", GetDepthTestString()));
END_TEST;
}
TestApplication application;
tet_infoline("Test setting the DepthWriteMode");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = RendererTestFixture(application);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
application.SendNotification();
application.Render();
// Check the default depth-write status first.
- DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
+ DALI_TEST_CHECK(glAbstraction.GetLastDepthMask());
// Turn off depth-writing.
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+ renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF);
application.SendNotification();
application.Render();
// Check depth-write is now disabled.
- DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
+ DALI_TEST_CHECK(!glAbstraction.GetLastDepthMask());
// Test the AUTO mode for depth-writing.
// As our renderer is opaque, depth-testing should be enabled.
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO );
+ renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO);
application.SendNotification();
application.Render();
// Check depth-write is now enabled.
- DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
+ DALI_TEST_CHECK(glAbstraction.GetLastDepthMask());
// Now make the renderer be treated as translucent by enabling blending.
// The AUTO depth-write mode should turn depth-write off in this scenario.
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
application.SendNotification();
application.Render();
// Check depth-write is now disabled.
- DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
+ DALI_TEST_CHECK(!glAbstraction.GetLastDepthMask());
END_TEST;
}
TestApplication application;
tet_infoline("Test the stencil defaults");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- glAbstraction.EnableStencilFunctionCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glStencilFunctionStack.Enable(true);
+ glStencilFunctionStack.EnableLogging(true);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
// Check the defaults:
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), static_cast<int>( StencilFunction::ALWAYS ), TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE ).Get<int>() ), 0x00, TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION).Get<int>()), static_cast<int>(StencilFunction::ALWAYS), TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION_MASK).Get<int>()), 0xFF, TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE).Get<int>()), 0x00, TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_MASK).Get<int>()), 0xFF, TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL).Get<int>()), static_cast<int>(StencilOperation::KEEP), TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL).Get<int>()), static_cast<int>(StencilOperation::KEEP), TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS).Get<int>()), static_cast<int>(StencilOperation::KEEP), TEST_LOCATION);
END_TEST;
}
TestApplication application;
tet_infoline("Test setting the RenderMode to use the stencil buffer");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- glAbstraction.EnableStencilFunctionCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glStencilFunctionStack.Enable(true);
+ glStencilFunctionStack.EnableLogging(true);
// Set the StencilFunction to something other than the default, to confirm it is set as a property,
// but NO GL call has been made while the RenderMode is set to not use the stencil buffer.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::NONE );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::NONE);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::NEVER );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), static_cast<int>( StencilFunction::NEVER ), TEST_LOCATION );
+ renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::NEVER);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION).Get<int>()), static_cast<int>(StencilFunction::NEVER), TEST_LOCATION);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
- std::string methodString( "StencilFunc" );
- DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
+ std::string methodString("StencilFunc");
+ DALI_TEST_CHECK(!glStencilFunctionStack.FindMethod(methodString));
// Test the other RenderModes that will not enable the stencil buffer.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::AUTO );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
- DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::AUTO);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
+ DALI_TEST_CHECK(!glStencilFunctionStack.FindMethod(methodString));
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
- DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
+ DALI_TEST_CHECK(!glStencilFunctionStack.FindMethod(methodString));
// Now set the RenderMode to modes that will use the stencil buffer, and check the StencilFunction has changed.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetStencilTestString() ) );
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethod( methodString ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", GetStencilTestString()));
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethod(methodString));
// Test the COLOR_STENCIL RenderMode as it also enables the stencil buffer.
// First set a mode to turn off the stencil buffer, so the enable is required.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL);
// Set a different stencil function as the last one is cached.
- renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetStencilTestString() ) );
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethod( methodString ) );
+ DALI_TEST_CHECK(glEnableDisableStack.FindMethodAndParams("Enable", GetStencilTestString()));
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethod(methodString));
END_TEST;
}
// Helper function for the SetRenderModeToUseColorBuffer test.
-void CheckRenderModeColorMask( TestApplication& application, Renderer& renderer, RenderMode::Type renderMode, bool expectedValue )
+void CheckRenderModeColorMask(TestApplication& application, Renderer& renderer, RenderMode::Type renderMode, bool expectedValue)
{
// Set the RenderMode property to a value that should not allow color buffer writes.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, renderMode );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, renderMode);
application.SendNotification();
application.Render();
// Check if ColorMask has been called, and that the values are correct.
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- const TestGlAbstraction::ColorMaskParams& colorMaskParams( glAbstraction.GetColorMaskParams() );
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ const TestGlAbstraction::ColorMaskParams& colorMaskParams(glAbstraction.GetColorMaskParams());
- DALI_TEST_EQUALS<bool>( colorMaskParams.red, expectedValue, TEST_LOCATION );
- DALI_TEST_EQUALS<bool>( colorMaskParams.green, expectedValue, TEST_LOCATION );
- DALI_TEST_EQUALS<bool>( colorMaskParams.blue, expectedValue, TEST_LOCATION );
- DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, expectedValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>(colorMaskParams.red, expectedValue, TEST_LOCATION);
+ DALI_TEST_EQUALS<bool>(colorMaskParams.green, expectedValue, TEST_LOCATION);
+ DALI_TEST_EQUALS<bool>(colorMaskParams.blue, expectedValue, TEST_LOCATION);
+ DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, expectedValue, TEST_LOCATION);
}
int UtcDaliRendererSetRenderModeToUseColorBuffer(void)
TestApplication application;
tet_infoline("Test setting the RenderMode to use the color buffer");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = RendererTestFixture(application);
// Set the RenderMode property to a value that should not allow color buffer writes.
// Then check if ColorMask has been called, and that the values are correct.
- CheckRenderModeColorMask( application, renderer, RenderMode::AUTO, true );
- CheckRenderModeColorMask( application, renderer, RenderMode::NONE, false );
- CheckRenderModeColorMask( application, renderer, RenderMode::COLOR, true );
- CheckRenderModeColorMask( application, renderer, RenderMode::STENCIL, false );
- CheckRenderModeColorMask( application, renderer, RenderMode::COLOR_STENCIL, true );
+ CheckRenderModeColorMask(application, renderer, RenderMode::AUTO, true);
+ CheckRenderModeColorMask(application, renderer, RenderMode::NONE, false);
+ CheckRenderModeColorMask(application, renderer, RenderMode::COLOR, true);
+ CheckRenderModeColorMask(application, renderer, RenderMode::STENCIL, false);
+ CheckRenderModeColorMask(application, renderer, RenderMode::COLOR_STENCIL, true);
END_TEST;
}
TestApplication application;
tet_infoline("Test setting the StencilFunction");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- glAbstraction.EnableStencilFunctionCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glStencilFunctionStack.Enable(true);
+ glStencilFunctionStack.EnableLogging(true);
// RenderMode must use the stencil for StencilFunction to operate.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
/*
* Lookup table for testing StencilFunction.
* Note: This MUST be in the same order as the Dali::StencilFunction enum.
*/
const int StencilFunctionLookupTable[] = {
- GL_NEVER,
- GL_LESS,
- GL_EQUAL,
- GL_LEQUAL,
- GL_GREATER,
- GL_NOTEQUAL,
- GL_GEQUAL,
- GL_ALWAYS
- }; const int StencilFunctionLookupTableCount = sizeof( StencilFunctionLookupTable ) / sizeof( StencilFunctionLookupTable[0] );
+ GL_NEVER,
+ GL_LESS,
+ GL_EQUAL,
+ GL_LEQUAL,
+ GL_GREATER,
+ GL_NOTEQUAL,
+ GL_GEQUAL,
+ GL_ALWAYS};
+ const int StencilFunctionLookupTableCount = sizeof(StencilFunctionLookupTable) / sizeof(StencilFunctionLookupTable[0]);
/*
* Loop through all types of StencilFunction, checking:
* - Checks the correct parameters to "glStencilFunc" were used
*/
std::string nonChangingParameters = "0, 255";
- std::string methodString( "StencilFunc" );
- for( int i = 0; i < StencilFunctionLookupTableCount; ++i )
+ std::string methodString("StencilFunc");
+ for(int i = 0; i < StencilFunctionLookupTableCount; ++i)
{
// Set the property.
- renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, static_cast<Dali::StencilFunction::Type>( i ) );
+ renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, static_cast<Dali::StencilFunction::Type>(i));
// Check GetProperty returns the same value.
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), i, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION).Get<int>()), i, TEST_LOCATION);
// Reset the trace debug.
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
// Check the function is called and the parameters are correct.
std::stringstream parameterStream;
- parameterStream << StencilFunctionLookupTable[ i ] << ", " << nonChangingParameters;
+ parameterStream << StencilFunctionLookupTable[i] << ", " << nonChangingParameters;
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterStream.str()));
}
// Change the Function Reference only and check the behavior is correct:
// 170 is 0xaa in hex / 10101010 in binary (every other bit set).
int testValueReference = 170;
- renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, testValueReference );
+ renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE, testValueReference);
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE ).Get<int>() ), testValueReference, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE).Get<int>()), testValueReference, TEST_LOCATION);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- std::stringstream parameterStream;
- parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", 255";
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetCurrentProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE).Get<int>()), testValueReference, TEST_LOCATION);
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+ std::stringstream parameterStream;
+ parameterStream << StencilFunctionLookupTable[StencilOperation::DECREMENT_WRAP] << ", " << testValueReference << ", 255";
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterStream.str()));
// Change the Function Mask only and check the behavior is correct:
// 85 is 0x55 in hex / 01010101 in binary (every other bit set).
int testValueMask = 85;
- renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, testValueMask );
+ renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_MASK, testValueMask);
+
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_FUNCTION_MASK).Get<int>()), testValueMask, TEST_LOCATION);
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_MASK ).Get<int>() ), testValueMask, TEST_LOCATION );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetCurrentProperty(Renderer::Property::STENCIL_FUNCTION_MASK).Get<int>()), testValueMask, TEST_LOCATION);
// Clear the stringstream.
- parameterStream.str( std::string() );
- parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", " << testValueMask;
+ parameterStream.str(std::string());
+ parameterStream << StencilFunctionLookupTable[StencilOperation::DECREMENT_WRAP] << ", " << testValueReference << ", " << testValueMask;
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterStream.str()));
END_TEST;
}
TestApplication application;
tet_infoline("Test setting the StencilOperation");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- glAbstraction.EnableStencilFunctionCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glStencilFunctionStack.Enable(true);
+ glStencilFunctionStack.EnableLogging(true);
// RenderMode must use the stencil for StencilOperation to operate.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
/*
* Lookup table for testing StencilOperation.
GL_DECR,
GL_INVERT,
GL_INCR_WRAP,
- GL_DECR_WRAP
- }; const int StencilOperationLookupTableCount = sizeof( StencilOperationLookupTable ) / sizeof( StencilOperationLookupTable[0] );
+ GL_DECR_WRAP};
+ const int StencilOperationLookupTableCount = sizeof(StencilOperationLookupTable) / sizeof(StencilOperationLookupTable[0]);
// Set all 3 StencilOperation properties to a default.
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP );
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::ZERO );
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::ZERO );
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP);
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::ZERO);
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::ZERO);
// Set our expected parameter list to the equivalent result.
- int parameters[] = { StencilOperationLookupTable[ StencilOperation::ZERO ], StencilOperationLookupTable[ StencilOperation::ZERO ], StencilOperationLookupTable[ StencilOperation::ZERO ] };
+ int parameters[] = {StencilOperationLookupTable[StencilOperation::ZERO], StencilOperationLookupTable[StencilOperation::ZERO], StencilOperationLookupTable[StencilOperation::ZERO]};
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
/*
* Loop through all types of StencilOperation, checking:
* - Checks the correct parameters to "glStencilFunc" were used
* - Checks the above for all 3 parameter placements of StencilOperation ( OnFail, OnZFail, OnPass )
*/
- std::string methodString( "StencilOp" );
+ std::string methodString("StencilOp");
- for( int i = 0; i < StencilOperationLookupTableCount; ++i )
+ for(int i = 0; i < StencilOperationLookupTableCount; ++i)
{
- for( int j = 0; j < StencilOperationLookupTableCount; ++j )
+ for(int j = 0; j < StencilOperationLookupTableCount; ++j)
{
- for( int k = 0; k < StencilOperationLookupTableCount; ++k )
+ for(int k = 0; k < StencilOperationLookupTableCount; ++k)
{
// Set the property (outer loop causes all 3 different properties to be set separately).
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, static_cast<Dali::StencilFunction::Type>( i ) );
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, static_cast<Dali::StencilFunction::Type>( j ) );
- renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, static_cast<Dali::StencilFunction::Type>( k ) );
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL, static_cast<Dali::StencilFunction::Type>(i));
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, static_cast<Dali::StencilFunction::Type>(j));
+ renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, static_cast<Dali::StencilFunction::Type>(k));
// Check GetProperty returns the same value.
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL ).Get<int>() ), i, TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL ).Get<int>() ), j, TEST_LOCATION );
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS ).Get<int>() ), k, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL).Get<int>()), i, TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL).Get<int>()), j, TEST_LOCATION);
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS).Get<int>()), k, TEST_LOCATION);
// Reset the trace debug.
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
// Check the function is called and the parameters are correct.
// Set the expected parameter value at its correct index (only)
- parameters[ 0u ] = StencilOperationLookupTable[ i ];
- parameters[ 1u ] = StencilOperationLookupTable[ j ];
- parameters[ 2u ] = StencilOperationLookupTable[ k ];
+ parameters[0u] = StencilOperationLookupTable[i];
+ parameters[1u] = StencilOperationLookupTable[j];
+ parameters[2u] = StencilOperationLookupTable[k];
// Build the parameter list.
std::stringstream parameterStream;
- for( int parameterBuild = 0; parameterBuild < 3; ++parameterBuild )
+ for(int parameterBuild = 0; parameterBuild < 3; ++parameterBuild)
{
- parameterStream << parameters[ parameterBuild ];
+ parameterStream << parameters[parameterBuild];
// Comma-separate the parameters.
- if( parameterBuild < 2 )
+ if(parameterBuild < 2)
{
parameterStream << ", ";
}
}
// Check the function was called and the parameters were correct.
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterStream.str()));
}
}
}
TestApplication application;
tet_infoline("Test setting the StencilMask");
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- glAbstraction.EnableStencilFunctionCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
- TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ Renderer renderer = RendererTestFixture(application);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+ glEnableDisableStack.Enable(true);
+ glEnableDisableStack.EnableLogging(true);
+ glStencilFunctionStack.Enable(true);
+ glStencilFunctionStack.EnableLogging(true);
// RenderMode must use the stencil for StencilMask to operate.
- renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+ renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
// Set the StencilMask property to a value.
- renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 );
+ renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0x00);
// Check GetProperty returns the same value.
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0x00, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_MASK).Get<int>()), 0x00, TEST_LOCATION);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- std::string methodString( "StencilMask" );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetCurrentProperty(Renderer::Property::STENCIL_MASK).Get<int>()), 0x00, TEST_LOCATION);
+
+ std::string methodString("StencilMask");
std::string parameterString = "0";
// Check the function was called and the parameters were correct.
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterString ) );
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterString));
// Set the StencilMask property to another value to ensure it has changed.
- renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF );
+ renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0xFF);
// Check GetProperty returns the same value.
- DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetProperty(Renderer::Property::STENCIL_MASK).Get<int>()), 0xFF, TEST_LOCATION);
+
+ ResetDebugAndFlush(application, glEnableDisableStack, glStencilFunctionStack);
- ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+ DALI_TEST_EQUALS<int>(static_cast<int>(renderer.GetCurrentProperty(Renderer::Property::STENCIL_MASK).Get<int>()), 0xFF, TEST_LOCATION);
parameterString = "255";
// Check the function was called and the parameters were correct.
- DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterString ) );
+ DALI_TEST_CHECK(glStencilFunctionStack.FindMethodAndParams(methodString, parameterString));
END_TEST;
}
//Create a TextureSet with 4 textures (One more texture in the texture set than active samplers)
//@note Shaders in the test suit have 3 active samplers. See TestGlAbstraction::GetActiveUniform()
- Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 64u, 64u );
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64u, 64u);
TextureSet textureSet = CreateTextureSet();
- textureSet.SetTexture(0, texture );
- textureSet.SetTexture(1, texture );
- textureSet.SetTexture(2, texture );
- textureSet.SetTexture(3, texture );
- Shader shader = Shader::New("VertexSource", "FragmentSource");
+ textureSet.SetTexture(0, texture);
+ textureSet.SetTexture(1, texture);
+ textureSet.SetTexture(2, texture);
+ textureSet.SetTexture(3, texture);
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetTextures( textureSet );
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetTextures(textureSet);
- Actor actor= Actor::New();
+ Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ application.GetScene().Add(actor);
- TestGlAbstraction& gl = application.GetGlAbstraction();
- TraceCallStack& drawTrace = gl.GetDrawTrace();
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& drawTrace = gl.GetDrawTrace();
drawTrace.Reset();
drawTrace.Enable(true);
+ drawTrace.EnableLogging(true);
application.SendNotification();
application.Render(0);
//Test we do the drawcall when TextureSet has more textures than there are active samplers in the shader
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
//Create a TextureSet with 1 texture (two more active samplers than texture in the texture set)
//@note Shaders in the test suit have 3 active samplers. See TestGlAbstraction::GetActiveUniform()
textureSet = CreateTextureSet();
- renderer.SetTextures( textureSet );
- textureSet.SetTexture(0, texture );
+ renderer.SetTextures(textureSet);
+ textureSet.SetTexture(0, texture);
drawTrace.Reset();
application.SendNotification();
application.Render(0);
//Test we do the drawcall when TextureSet has less textures than there are active samplers in the shader.
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliRendererOpacity(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test OPACITY property");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ Property::Value value = renderer.GetProperty(DevelRenderer::Property::OPACITY);
+ float opacity;
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ Vector4 actualValue;
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
+ DALI_TEST_EQUALS(actualValue.a, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ renderer.SetProperty(DevelRenderer::Property::OPACITY, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ value = renderer.GetProperty(DevelRenderer::Property::OPACITY);
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ value = renderer.GetCurrentProperty(DevelRenderer::Property::OPACITY);
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
+ DALI_TEST_EQUALS(actualValue.a, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliRendererOpacityAnimation(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test OPACITY property animation");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ Property::Value value = renderer.GetProperty(DevelRenderer::Property::OPACITY);
+ float opacity;
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(renderer, DevelRenderer::Property::OPACITY), 0.0f);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1000);
+
+ value = renderer.GetProperty(DevelRenderer::Property::OPACITY);
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ // Need to clear the animation before setting the property as the animation value is baked and will override any previous setters
+ animation.Clear();
+ renderer.SetProperty(DevelRenderer::Property::OPACITY, 0.1f);
+
+ animation.AnimateBy(Property(renderer, DevelRenderer::Property::OPACITY), 0.5f);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1000);
+
+ value = renderer.GetProperty(DevelRenderer::Property::OPACITY);
+ DALI_TEST_CHECK(value.Get(opacity));
+ DALI_TEST_EQUALS(opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+ DALI_TEST_EQUALS(opacity, renderer.GetCurrentProperty(DevelRenderer::Property::OPACITY).Get<float>(), Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliRendererInvalidProperty(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test invalid property");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ Property::Value value = renderer.GetProperty(Renderer::Property::DEPTH_INDEX + 100);
+ DALI_TEST_CHECK(value.GetType() == Property::Type::NONE);
+
+ value = renderer.GetCurrentProperty(Renderer::Property::DEPTH_INDEX + 100);
+ DALI_TEST_CHECK(value.GetType() == Property::Type::NONE);
+
+ END_TEST;
+}
+
+int UtcDaliRendererRenderingBehavior(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test RENDERING_BEHAVIOR property");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ Property::Value value = renderer.GetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR);
+ int renderingBehavior;
+ DALI_TEST_CHECK(value.Get(renderingBehavior));
+ DALI_TEST_EQUALS(static_cast<DevelRenderer::Rendering::Type>(renderingBehavior), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ uint32_t updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+ drawTrace.Enable(true);
+ drawTrace.Reset();
+
+ renderer.SetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY);
+
+ value = renderer.GetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR);
+ DALI_TEST_CHECK(value.Get(renderingBehavior));
+ DALI_TEST_EQUALS(static_cast<DevelRenderer::Rendering::Type>(renderingBehavior), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION);
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING);
+
+ value = renderer.GetCurrentProperty(DevelRenderer::Property::RENDERING_BEHAVIOR);
+ DALI_TEST_CHECK(value.Get(renderingBehavior));
+ DALI_TEST_EQUALS(static_cast<DevelRenderer::Rendering::Type>(renderingBehavior), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ drawTrace.Reset();
+
+ // Render again and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ {
+ // Render again and check the update status
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(renderer, DevelRenderer::Property::OPACITY), 0.0f, TimePeriod(0.5f, 0.5f));
+ animation.Play();
+
+ drawTrace.Reset();
+
+ application.SendNotification();
+ application.Render(0);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ drawTrace.Reset();
+
+ application.SendNotification();
+ application.Render(100);
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+ }
+
+ // Change rendering behavior
+ renderer.SetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED);
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+ END_TEST;
+}
+
+int UtcDaliRendererRegenerateUniformMap(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test regenerating uniform map when attaching renderer to the node");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ actor.RemoveRenderer(renderer);
+ shader = Shader::New("vertexSrc", "fragmentSrc");
+ shader.RegisterProperty("opacity", 0.5f);
+ renderer.SetShader(shader);
+
+ Stage::GetCurrent().KeepRendering(1.0f);
+
+ // Update for several frames
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+
+ // Add Renderer
+ actor.AddRenderer(renderer);
+ application.SendNotification();
+ application.Render();
+
+ // Nothing to test here, the test must not crash
+ auto updateStatus = application.GetUpdateStatus();
+ DALI_TEST_CHECK(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING);
+
+ END_TEST;
+}
+
+int UtcDaliRendererAddDrawCommands(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test adding draw commands to the renderer");
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, Dali::BlendMode::ON);
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ // Expect delivering a single draw call
+ auto& drawTrace = glAbstraction.GetDrawTrace();
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ tet_infoline("\n\nTesting extension draw commands\n");
+ tet_infoline("TEMPORARILY REMOVED. MUST PUT BACK!\n");
+#ifdef TEMPORARY_TEST_REMOVAL
+ auto drawCommand1 = DevelRenderer::DrawCommand{};
+ drawCommand1.drawType = DevelRenderer::DrawType::INDEXED;
+ drawCommand1.firstIndex = 0;
+ drawCommand1.elementCount = 2;
+ drawCommand1.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+ auto drawCommand2 = DevelRenderer::DrawCommand{};
+ drawCommand2.drawType = DevelRenderer::DrawType::INDEXED;
+ drawCommand2.firstIndex = 2;
+ drawCommand2.elementCount = 2;
+ drawCommand2.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT;
+
+ auto drawCommand3 = DevelRenderer::DrawCommand{};
+ drawCommand3.drawType = DevelRenderer::DrawType::ARRAY;
+ drawCommand3.firstIndex = 2;
+ drawCommand3.elementCount = 2;
+ drawCommand3.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+ DevelRenderer::AddDrawCommand(renderer, drawCommand1);
+ DevelRenderer::AddDrawCommand(renderer, drawCommand2);
+ DevelRenderer::AddDrawCommand(renderer, drawCommand3);
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 3, TEST_LOCATION);
+#endif
+ END_TEST;
+}
+int UtcDaliRendererSetGeometryNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::Geometry arg1;
+ instance.SetGeometry(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererSetTexturesNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::TextureSet arg1;
+ instance.SetTextures(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererSetShaderNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::Shader arg1;
+ instance.SetShader(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetGeometryNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetGeometry();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetTexturesNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetTextures();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetShaderNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetShader();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererCheckTextureBindingP(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test adding draw commands to the renderer");
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, Dali::BlendMode::ON);
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ TraceCallStack& cmdBufCallstack = graphics.mCommandBufferCallStack;
+ cmdBufCallstack.Enable(true);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(!cmdBufCallstack.FindMethod("BindTextures"));
+
+ Texture image0 = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGB888, 64, 64);
+ TextureSet textureSet0 = CreateTextureSet(image0);
+ renderer.SetTextures(textureSet0);
+
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_CHECK(cmdBufCallstack.FindMethod("BindTextures"));
END_TEST;
}