{
}
- Vector3 operator()(const Vector3& current)
+ void operator()( Vector3& current, const PropertyInputContainer& /* inputs */ )
{
- return mTarget;
+ current = mTarget;
}
Vector3 mTarget;
{
}
- Vector3 operator()(const Vector3& current, const PropertyInput& position)
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
-
- return position.GetVector3();
+ current = inputs[0]->GetVector3();
}
};
{
}
- Vector3 operator()(const Vector3& current)
+ void operator()( Vector3& current, const PropertyInputContainer& /* inputs */ )
{
- return mTarget * 2.0f;
+ current = mTarget * 2.0f;
}
Vector3 mTarget;
bool& mDeleted;
};
+static const char* TestImageFilename = "icon_wrt.png";
+
+Integration::Bitmap* CreateBitmap( unsigned int imageHeight, unsigned int imageWidth, unsigned int initialColor )
+{
+ Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::RETAIN );
+ Integration::PixelBuffer* pixbuffer = bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, imageWidth,imageHeight,imageWidth,imageHeight );
+ unsigned int bytesPerPixel = GetBytesPerPixel( Pixel::RGBA8888 );
+
+ memset( pixbuffer, initialColor , imageHeight*imageWidth*bytesPerPixel);
+
+ return bitmap;
+}
+
} // anon namespace
catch (Dali::DaliException& e)
{
// Tests that a negative test of an assertion succeeds
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_CHECK( !effect );
}
END_TEST;
}
-int UtcDaliShaderEffectMethodNew03(void)
-{
- TestApplication application;
-
- ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource, VertexSource, FragmentSource, ShaderEffect::HINT_NONE );
- DALI_TEST_CHECK(effect);
- END_TEST;
-}
-
int UtcDaliShaderEffectMethodNew04(void)
{
TestApplication application;
fragmentShaderPrefix, FragmentSourceUsingExtensions,
GEOMETRY_TYPE_IMAGE, ShaderEffect::HINT_NONE );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
ImageActor actor = ImageActor::New( image );
actor.SetSize( 100.0f, 100.0f );
actor.SetName("TestImageFilenameActor");
}
catch(Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
tet_result( TET_FAIL );
}
END_TEST;
END_TEST;
}
-int UtcDaliShaderEffectMethodNew06(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::ShaderEffect::New() with shader sources for different geometry types");
-
- ShaderEffect effect = ShaderEffect::New( "imageVertexShader", "imageFragmentShader",
- "textVertexShader", "textFragmentShader",
- "texturedMeshVertexShader", "texturedMeshFragmentShader",
- "meshVertexShader", "meshFragmentShader",
- ShaderEffect::HINT_NONE );
- DALI_TEST_CHECK(effect);
- END_TEST;
-}
-
-
int UtcDaliShaderEffectMethodDownCast(void)
{
TestApplication application;
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uFloat", 1.0f );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec2", Vector2( 2.0f, 3.0f ) );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 4.0f, 5.0f, 6.0f ) );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec4", Vector4( 7.0f, 8.0f, 9.0f, 10.0f ) );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uModelView", Matrix::IDENTITY );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
Matrix3 matIdentity(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
effect.SetUniform( "uMatrix3", matIdentity );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
ImageActor actor = ImageActor::New( image );
actor.SetSize( 100.0f, 100.0f );
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetEffectImage(image);
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
- BitmapImage effectImage = CreateBitmapImage();
+ BufferImage effectImage = CreateBufferImage();
effect.SetEffectImage(effectImage);
ImageActor actor = ImageActor::New();
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 1.0f, 2.0f, 3.0f ) );
application.GetGlAbstraction().CheckUniformValue(
"uVec3", Vector3( 1.0f, 2.0f, 3.0f ) ) );
- Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
-
- effect.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( effect, uVecProperty, TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
+ constraint.Apply();
application.SendNotification();
application.Render();
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 50.0f, 25.0f, 0.0f ) );
Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
- Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- Source(actor, Actor::POSITION),
- TestConstraintFromPositionToVector3() );
-
- effect.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( effect, uVecProperty, TestConstraintFromPositionToVector3() );
+ constraint.AddSource( Source( actor, Actor::Property::POSITION ) );
+ constraint.Apply();
application.SendNotification();
application.Render();
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 50.0f, 25.0f, 0.0f ) );
Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
- Constraint shaderConstraint = Constraint::New<Vector3>( uVecProperty,
- Source(actor, Actor::POSITION),
- TestConstraintFromPositionToVector3() );
-
- effect.ApplyConstraint(shaderConstraint);
+ Constraint shaderConstraint = Constraint::New<Vector3>( effect, uVecProperty, TestConstraintFromPositionToVector3() );
+ shaderConstraint.AddSource( Source(actor, Actor::Property::POSITION) );
+ shaderConstraint.Apply();
- Constraint actorConstraint = Constraint::New<Vector3>( Actor::POSITION,
- TestConstraintToVector3Double(targetPosition) );
-
- actor.ApplyConstraint(actorConstraint);
+ Constraint actorConstraint = Constraint::New<Vector3>( actor, Actor::Property::POSITION, TestConstraintToVector3Double(targetPosition) );
+ actorConstraint.Apply();
application.SendNotification();
application.Render();
END_TEST;
}
-int UtcDaliShaderEffectMethodApplyConstraintCallback(void)
-{
- // Test whether Shader's uniform can be constrained to a stationary constraint.
- TestApplication application;
-
- ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
- DALI_TEST_CHECK( effect );
-
- BitmapImage image = CreateBitmapImage();
-
- effect.SetUniform( "uVec3", Vector3( 1.0f, 2.0f, 3.0f ) );
-
- ImageActor actor = ImageActor::New( image );
- actor.SetSize( 100.0f, 100.0f );
- actor.SetName("TestImageFilenameActor");
- actor.SetShaderEffect(effect);
- Stage::GetCurrent().Add(actor);
-
- Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
-
- application.SendNotification();
- application.Render();
-
- // Test effects of SetUniform...
- DALI_TEST_CHECK(
- application.GetGlAbstraction().CheckUniformValue(
- "uVec3", Vector3( 1.0f, 2.0f, 3.0f ) ) );
-
- Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
-
- constraint.SetApplyTime( 10.0f );
-
- bool constraintCheck( false );
- ConstraintAppliedCheck appliedCheck( constraintCheck );
-
- // We should receive the "Applied" signal after 10 seconds
- ActiveConstraint active = effect.ApplyConstraint(constraint);
- active.AppliedSignal().Connect( &application, appliedCheck );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(1000.0f)); // 1 elapsed second
-
- // Check signal has not fired
- application.SendNotification();
- appliedCheck.CheckSignalNotReceived();
-
- application.Render(static_cast<unsigned int>(4000.0f)); // 5 elapsed seconds
-
- // Check signal has not fired
- application.SendNotification();
- appliedCheck.CheckSignalNotReceived();
-
- application.Render(static_cast<unsigned int>(5000.0f - 1.0f)); // <10 elapsed seconds
-
- // Check signal has not fired
- application.SendNotification();
- appliedCheck.CheckSignalNotReceived();
-
- application.Render(static_cast<unsigned int>(2.0f)); // >10 elapsed seconds
-
- // Signal should have fired
- application.SendNotification();
- appliedCheck.CheckSignalReceived();
-
- // Test effects of Constraint.
- DALI_TEST_CHECK(
- application.GetGlAbstraction().CheckUniformValue(
- "uVec3", Vector3( 4.0f, 9.0f, 16.0f ) ) );
- END_TEST;
-}
-
int UtcDaliShaderEffectMethodRemoveConstraints(void)
{
// Test if constrains can be removed before they are ever applyed.
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 1.0f, 2.0f, 3.0f ) );
application.GetGlAbstraction().CheckUniformValue(
"uVec3", Vector3( 1.0f, 2.0f, 3.0f ) ) );
- Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
-
- effect.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( effect, uVecProperty, TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
+ constraint.Apply();
// Remove the constraints
effect.RemoveConstraints();
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uVec3", Vector3( 1.0f, 2.0f, 3.0f ) );
application.GetGlAbstraction().CheckUniformValue(
"uVec3", Vector3( 1.0f, 2.0f, 3.0f ) ) );
- Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
-
- effect.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( effect, uVecProperty, TestConstraintToVector3(Vector3(4.0f, 9.0f, 16.0f)) );
+ constraint.Apply();
application.SendNotification();
application.Render();
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
effect.SetUniform( "uFloat", 1.0f );
catch (Dali::DaliException& e)
{
// Tests that a negative test of an assertion succeeds
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_CHECK( !effect );
}
END_TEST;
Property::IndexContainer indices;
effect.GetPropertyIndices( indices );
- DALI_TEST_CHECK( ! indices.empty() );
- DALI_TEST_EQUALS( indices.size(), effect.GetPropertyCount(), TEST_LOCATION );
+ DALI_TEST_CHECK( indices.Size() );
+ DALI_TEST_EQUALS( indices.Size(), effect.GetPropertyCount(), TEST_LOCATION );
END_TEST;
}
ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
DALI_TEST_CHECK( effect );
- BitmapImage image = CreateBitmapImage();
+ BufferImage image = CreateBufferImage();
ImageActor actor = ImageActor::New( image );
actor.SetSize( 100.0f, 100.0f );
actor.SetName("TestImageFilenameActor");
END_TEST;
}
+int UtcDaliShaderEffectFromPropertiesP(void)
+{
+ TestApplication application;
+ tet_infoline("UtcDaliShaderEffectFromProperties01()");
+
+ std::string fragmentShaderPrefix = "#define TEST_FS 1\n#extension GL_OES_standard_derivatives : enable";
+ std::string vertexShaderPrefix = "#define TEST_VS 1";
+ std::string vertexShader(VertexSource);
+ std::string fragmentShader(FragmentSource);
+
+ // Call render to compile default shaders.
+ application.SendNotification();
+ application.Render();
+
+ GLuint lastShaderCompiledBefore = application.GetGlAbstraction().GetLastShaderCompiled();
+
+ // create from type registry
+
+ TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( "ShaderEffect" );
+ DALI_TEST_CHECK( typeInfo );
+ ShaderEffect effect = ShaderEffect::DownCast( typeInfo.CreateInstance() );
+ DALI_TEST_CHECK( effect );
+
+ Property::Value programValue = Property::Value(Property::MAP);
+ Property::Map* programMap = programValue.GetMap();
+ DALI_TEST_CHECK( programMap );
+
+ programMap->Insert("vertex", vertexShader);
+ programMap->Insert("fragment", fragmentShader);
+
+ programMap->Insert("vertex-prefix", vertexShaderPrefix);
+ programMap->Insert("fragment-prefix", fragmentShaderPrefix);
+
+ programMap->Insert("geometry-type", "GEOMETRY_TYPE_IMAGE");
+
+ effect.SetProperty(effect.GetPropertyIndex("program"), programValue);
+
+ Property::Value imageValue = Property::Value(Property::MAP);
+ Property::Map* imageMap = imageValue.GetMap();
+ DALI_TEST_CHECK( imageMap );
+ imageMap->Insert("filename", Property::Value(TestImageFilename));
+ effect.SetProperty(effect.GetPropertyIndex("image"), imageValue);
+
+ // do a update & render to get the image request
+ application.SendNotification();
+ application.Render();
+
+ Integration::ResourceRequest* request = application.GetPlatform().GetRequest();
+ // create the image
+ Integration::Bitmap* bitmap = CreateBitmap( 10, 10, 0xFF );
+ Integration::ResourcePointer resourcePtr(bitmap);
+ TestPlatformAbstraction& platform = application.GetPlatform();
+ platform.SetResourceLoaded(request->GetId(), request->GetType()->id, resourcePtr);
+
+ BufferImage image(CreateBufferImage());
+ ImageActor actor = ImageActor::New( image );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetName("TestImageFilenameActor");
+ actor.SetShaderEffect(effect);
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+ application.Render();
+ GLuint lastShaderCompiledAfter = application.GetGlAbstraction().GetLastShaderCompiled();
+
+ // we should have compiled 2 shaders.
+ DALI_TEST_EQUALS(lastShaderCompiledAfter, lastShaderCompiledBefore + 2, TEST_LOCATION );
+
+ std::string actualVertexShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 1 );
+ DALI_TEST_EQUALS( vertexShaderPrefix, actualVertexShader.substr( 0, vertexShaderPrefix.length() ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vertexShader, actualVertexShader.substr( actualVertexShader.length() - vertexShader.length() ), TEST_LOCATION );
+
+ std::string actualFragmentShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 2 );
+ DALI_TEST_EQUALS( fragmentShaderPrefix, actualFragmentShader.substr( 0, fragmentShaderPrefix.length() ), TEST_LOCATION );
+ DALI_TEST_EQUALS( fragmentShader, actualFragmentShader.substr( actualFragmentShader.length() - fragmentShader.length() ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliShaderEffectFromPropertiesN(void)
+{
+ try
+ {
+ TestApplication application;
+ tet_infoline("UtcDaliShaderEffectFromProperties02()");
+
+ // Call render to compile default shaders.
+ application.SendNotification();
+ application.Render();
+
+ // create from type registry (currently only way to get ShaderEffect with no shader setup in constructor
+ TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( "ShaderEffect" );
+ DALI_TEST_CHECK( typeInfo );
+ ShaderEffect effect = ShaderEffect::DownCast( typeInfo.CreateInstance() );
+ DALI_TEST_CHECK( effect );
+
+ Property::Value programValue = Property::Value(Property::MAP);
+ Property::Map* programMap = programValue.GetMap();
+ DALI_TEST_CHECK( programMap );
+
+ programMap->Insert("vertex", std::string(VertexSource));
+ programMap->Insert("fragment", std::string(FragmentSource));
+
+ // use wrong index on purpose
+ effect.SetProperty(effect.GetPropertyIndex("program") + 1, programValue );
+
+ tet_result( TET_FAIL );
+ }
+ catch(Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ }
+ END_TEST;
+}
+
+int UtcDaliShaderEffectFromProperties2N(void)
+{
+ try
+ {
+ TestApplication application;
+ tet_infoline("UtcDaliShaderEffectFromProperties03()");
+
+ // Call render to compile default shaders.
+ application.SendNotification();
+ application.Render();
+
+ // create from type registry (currently only way to get ShaderEffect with no shader setup in constructor
+ TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( "ShaderEffect" );
+ DALI_TEST_CHECK( typeInfo );
+ ShaderEffect effect = ShaderEffect::DownCast( typeInfo.CreateInstance() );
+ DALI_TEST_CHECK( effect );
+
+ // dont set unknown
+ effect.SetProperty( effect.GetPropertyIndex("geometry-hints"), "HINT_2" );
+
+ tet_result( TET_FAIL );
+ }
+ catch(Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ }
+ END_TEST;
+}