Shader shader = Shader::New("vertexSrc", "fragmentSrc");
Image image = BufferImage::New(32, 32, Pixel::RGBA8888);
- Sampler sampler = Sampler::New(image, "sTexture");
Material material = Material::New(shader);
- material.AddSampler( sampler );
+ material.AddTexture( image, "sTexture" );
Material materialCopy(material);
DALI_TEST_CHECK( materialCopy );
- DALI_TEST_EQUALS( materialCopy.GetSamplerAt(0), sampler, TEST_LOCATION );
END_TEST;
}
Shader shader = Shader::New("vertexSrc", "fragmentSrc");
Image image = BufferImage::New(32, 32, Pixel::RGBA8888);
- Sampler sampler = Sampler::New(image, "sTexture");
Material material = Material::New(shader);
- material.AddSampler( sampler );
Material material2;
DALI_TEST_CHECK( !material2 );
material2 = material;
DALI_TEST_CHECK( material2 );
- DALI_TEST_EQUALS( material2.GetSamplerAt(0), sampler, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
-int UtcDaliMaterialAddSampler(void)
+int UtcDaliMaterialGetNumberOfTextures(void)
{
TestApplication application;
- tet_infoline("Test AddSampler(sampler)");
+ tet_infoline("Test GetNumberOfTextures()");
Image image = BufferImage::New(32, 32, Pixel::RGBA8888);
- Sampler sampler1 = Sampler::New(image, "sTexture1");
- Sampler sampler2 = Sampler::New(image, "sTexture2");
-
- Material material = CreateMaterial(0.5f);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetParentOrigin( ParentOrigin::CENTER );
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add( actor );
-
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit=-1;
-
- material.AddSampler( sampler1 );
- application.SendNotification();
- application.Render();
- DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture1", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
-
- material.AddSampler( sampler2 );
- application.SendNotification();
- application.Render();
- DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture2", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 1, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliMaterialGetNumberOfSampler(void)
-{
- TestApplication application;
-
- tet_infoline("Test GetNumberOfSampler()");
-
- Image image = BufferImage::New(32, 32, Pixel::RGBA8888);
- Sampler sampler0 = Sampler::New(image, "sTexture0");
- Sampler sampler1 = Sampler::New(image, "sTexture1");
- Sampler sampler2 = Sampler::New(image, "sTexture2");
- Sampler sampler3 = Sampler::New(image, "sTexture3");
- Sampler sampler4 = Sampler::New(image, "sTexture4");
-
- Material material = CreateMaterial(0.5f);
+ Material material = CreateMaterial();
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New( geometry, material );
actor.SetSize(400, 400);
Stage::GetCurrent().Add( actor );
- material.AddSampler( sampler0 );
- material.AddSampler( sampler1 );
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 2u, TEST_LOCATION );
+ material.AddTexture( image, "sTexture0" );
+ material.AddTexture( image, "sTexture1" );
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 2u, TEST_LOCATION );
- material.AddSampler( sampler2 );
- material.AddSampler( sampler3 );
- material.AddSampler( sampler4 );
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 5u, TEST_LOCATION );
+ material.AddTexture( image, "sTexture2" );
+ material.AddTexture( image, "sTexture3" );
+ material.AddTexture( image, "sTexture4" );
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 5u, TEST_LOCATION );
- material.RemoveSampler(3); // remove sampler3
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 4u, TEST_LOCATION );
+ material.RemoveTexture(3);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 4u, TEST_LOCATION );
- material.RemoveSampler(3); // remove sampler4
- material.RemoveSampler(0); // remove sampler0
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 2u, TEST_LOCATION );
+ material.RemoveTexture(3);
+ material.RemoveTexture(0);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 2u, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialRemoveSampler(void)
+int UtcDaliMaterialConstraint(void)
{
TestApplication application;
- tet_infoline("Test RemoveSampler(index)");
- Image image = BufferImage::New(32, 32, Pixel::RGBA8888);
- Sampler sampler1 = Sampler::New(image, "sTexture1");
- Sampler sampler2 = Sampler::New(image, "sTexture2");
+ tet_infoline("Test that a custom material property can be constrained");
- Material material = CreateMaterial(0.5f);
+ Shader shader = Shader::New( "VertexSource", "FragmentSource");
+ Material material = Material::New( shader );
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New( geometry, material );
+
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add( actor );
+ Stage::GetCurrent().Add(actor);
- material.AddSampler( sampler1 );
- material.AddSampler( sampler2 );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit=-1;
application.SendNotification();
- application.Render();
- DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture1", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
- DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture2", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 1, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
- material.RemoveSampler(0); // remove sampler1
+ // Apply constraint
+ Constraint constraint = Constraint::New<Vector4>( material, colorIndex, TestConstraintNoBlue );
+ constraint.Apply();
application.SendNotification();
- application.Render();
- // Todo: test the sampler is removed from gl, cannot pass this test with current implementation
- //DALI_TEST_CHECK( ! gl.GetUniformValue<int>( "sTexture1", textureUnit ) );
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 1u, TEST_LOCATION );
+ application.Render(0);
+
+ // Expect no blue component in either buffer - yellow
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
- material.RemoveSampler(0); // remove sampler2
+ material.RemoveConstraints();
+ material.SetProperty(colorIndex, Color::WHITE );
application.SendNotification();
- application.Render();
- // Todo: test the sampler is removed from gl, cannot pass this test with current implementation
- //DALI_TEST_CHECK( ! gl.GetUniformValue<int>( "sTexture2", textureUnit ) );
- DALI_TEST_EQUALS( material.GetNumberOfSamplers(), 0u, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialGetSamplerAt(void)
+int UtcDaliMaterialConstraint02(void)
{
TestApplication application;
- tet_infoline("Test GetSamplerAt(index)");
-
- Image image = BufferImage::New(16, 16, Pixel::RGBA8888);
- Sampler sampler1 = Sampler::New(image, "sTexture1");
- Sampler sampler2 = Sampler::New(image, "sTexture2");
- Sampler sampler3 = Sampler::New(image, "sTexture3");
+ tet_infoline("Test that a uniform map material property can be constrained");
- Material material = CreateMaterial(0.5f);
- material.AddSampler( sampler1 );
- material.AddSampler( sampler2 );
- material.AddSampler( sampler3 );
+ Shader shader = Shader::New( "VertexSource", "FragmentSource");
+ Material material = Material::New( shader );
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New( geometry, material );
+
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add( actor );
-
+ Stage::GetCurrent().Add(actor);
application.SendNotification();
- application.Render();
+ application.Render(0);
- DALI_TEST_EQUALS( material.GetSamplerAt( 0 ), sampler1, TEST_LOCATION );
- DALI_TEST_EQUALS( material.GetSamplerAt( 1 ), sampler2, TEST_LOCATION );
- DALI_TEST_EQUALS( material.GetSamplerAt( 2 ), sampler3, TEST_LOCATION );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
- Sampler sampler = material.GetSamplerAt( 1 );
- DALI_TEST_EQUALS( sampler.GetImage().GetWidth(), 16u, TEST_LOCATION );
+ TestGlAbstraction& gl = application.GetGlAbstraction();
- END_TEST;
-}
+ application.SendNotification();
+ application.Render(0);
-int UtcDaliMaterialSetFaceCullingMode(void)
-{
- TestApplication application;
+ Vector4 actualValue(Vector4::ZERO);
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
- tet_infoline("Test SetFaceCullingMode(cullingMode)");
- Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
- Renderer renderer = Renderer::New( geometry, material );
+ // Apply constraint
+ Constraint constraint = Constraint::New<Vector4>( material, colorIndex, TestConstraintNoBlue );
+ constraint.Apply();
+ application.SendNotification();
+ application.Render(0);
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ // Expect no blue component in either buffer - yellow
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- TraceCallStack& cullFaceStack = gl.GetCullFaceTrace();
- cullFaceStack.Reset();
- gl.EnableCullFaceCallTrace(true);
+ application.Render(0);
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
- material.SetFaceCullingMode( Material::CULL_BACK_AND_FRONT);
+ material.RemoveConstraints();
+ material.SetProperty(colorIndex, Color::WHITE );
application.SendNotification();
- application.Render();
+ application.Render(0);
- // Todo: test the glCullFace(GL_FRONT_AND_BACK) is actually been called, cannot pass this test with current implementation
- DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 0, TEST_LOCATION);
- //string parameter("GL_FRONT_AND_BACK" );
- //DALI_TEST_CHECK( cullFaceStack.TestMethodAndParams(0, "CullFace", parameter) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialBlendingOptions01(void)
+int UtcDaliMaterialAnimatedProperty01(void)
{
TestApplication application;
- tet_infoline("Test SetBlendFunc(src, dest) ");
+ tet_infoline("Test that a non-uniform material property can be animated");
+
+ Shader shader = Shader::New( "VertexSource", "FragmentSource");
+ Material material = Material::New( shader );
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
Renderer renderer = Renderer::New( geometry, material );
Actor actor = Actor::New();
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
- material.SetBlendFunc(BlendingFactor::ONE_MINUS_SRC_COLOR, BlendingFactor::SRC_ALPHA_SATURATE);
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
- // Test that Set was successful:
- {
- BlendingFactor::Type srcFactorRgb( BlendingFactor::ZERO );
- BlendingFactor::Type destFactorRgb( BlendingFactor::ZERO );
- BlendingFactor::Type srcFactorAlpha( BlendingFactor::ZERO );
- BlendingFactor::Type destFactorAlpha( BlendingFactor::ZERO );
- material.GetBlendFunc( srcFactorRgb, destFactorRgb, srcFactorAlpha, destFactorAlpha );
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_COLOR, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::SRC_ALPHA_SATURATE, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_COLOR, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::SRC_ALPHA_SATURATE, destFactorAlpha, TEST_LOCATION );
- }
+ Animation animation = Animation::New(1.0f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, initialColor);
+ keyFrames.Add(1.0f, Color::TRANSPARENT);
+ animation.AnimateBetween( Property( material, colorIndex ), keyFrames );
+ animation.Play();
application.SendNotification();
- application.Render();
+ application.Render(500);
+
+ DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ application.Render(500);
- 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( material.GetProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialBlendingOptions02(void)
+int UtcDaliMaterialAnimatedProperty02(void)
{
TestApplication application;
- tet_infoline("Test SetBlendFunc(srcRgb, destRgb, srcAlpha, destAlpha) ");
+ tet_infoline("Test that a uniform map material property can be animated");
+
+ Shader shader = Shader::New( "VertexSource", "FragmentSource");
+ Material material = Material::New( shader );
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
Renderer renderer = Renderer::New( geometry, material );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
-
- material.SetBlendFunc( BlendingFactor::CONSTANT_COLOR, BlendingFactor::ONE_MINUS_CONSTANT_COLOR,
- BlendingFactor::CONSTANT_ALPHA, BlendingFactor::ONE_MINUS_CONSTANT_ALPHA );
-
- // Test that Set was successful:
- {
- BlendingFactor::Type srcFactorRgb( BlendingFactor::ZERO );
- BlendingFactor::Type destFactorRgb( BlendingFactor::ZERO );
- BlendingFactor::Type srcFactorAlpha( BlendingFactor::ZERO );
- BlendingFactor::Type destFactorAlpha( BlendingFactor::ZERO );
- material.GetBlendFunc( srcFactorRgb, destFactorRgb, srcFactorAlpha, destFactorAlpha );
-
- DALI_TEST_EQUALS( BlendingFactor::CONSTANT_COLOR, srcFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_CONSTANT_COLOR, destFactorRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::CONSTANT_ALPHA, srcFactorAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingFactor::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 );
+ application.Render(0);
- END_TEST;
-}
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ application.SendNotification();
+ application.Render(0);
-int UtcDaliMaterialBlendingOptions03(void)
-{
- TestApplication application;
+ Vector4 actualValue(Vector4::ZERO);
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
- tet_infoline("Test GetBlendEquation() defaults ");
+ Animation animation = Animation::New(1.0f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, initialColor);
+ keyFrames.Add(1.0f, Color::TRANSPARENT);
+ animation.AnimateBetween( Property( material, colorIndex ), keyFrames );
+ animation.Play();
- Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
- Renderer renderer = Renderer::New( geometry, material );
+ application.SendNotification();
+ application.Render(500);
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
- // Test the defaults as documented in blending.h
- {
- BlendingEquation::Type equationRgb( BlendingEquation::SUBTRACT );
- BlendingEquation::Type equationAlpha( BlendingEquation::SUBTRACT );
- material.GetBlendEquation( equationRgb, equationAlpha );
- DALI_TEST_EQUALS( BlendingEquation::ADD, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingEquation::ADD, equationAlpha, TEST_LOCATION );
- }
+ application.Render(500);
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+ DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialBlendingOptions04(void)
+int UtcDaliMaterialSetTextureUniformName01(void)
{
TestApplication application;
- tet_infoline("Test SetBlendEquation() ");
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+ Material material = CreateMaterial();
+ material.AddTexture( image, "sTexture" );
+
+ int textureIndex = material.GetTextureIndex( "sTexture" );
+ DALI_TEST_EQUALS( textureIndex, 0, TEST_LOCATION );
+
+ material.SetTextureUniformName( 0, "sEffectTexture" );
+ textureIndex = material.GetTextureIndex( "sEffectTexture" );
+ DALI_TEST_EQUALS( textureIndex, 0, TEST_LOCATION );
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
Renderer renderer = Renderer::New( geometry, material );
-
Actor actor = Actor::New();
actor.AddRenderer(renderer);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- // Test the single blending equation setting
- {
- material.SetBlendEquation( BlendingEquation::REVERSE_SUBTRACT );
- BlendingEquation::Type equationRgba( BlendingEquation::SUBTRACT );
- material.GetBlendEquation( equationRgba, equationRgba );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationRgba, TEST_LOCATION );
- }
-
- material.SetBlendEquation( BlendingEquation::REVERSE_SUBTRACT, BlendingEquation::REVERSE_SUBTRACT );
-
- // Test that Set was successful
- {
- BlendingEquation::Type equationRgb( BlendingEquation::SUBTRACT );
- BlendingEquation::Type equationAlpha( BlendingEquation::SUBTRACT );
- material.GetBlendEquation( equationRgb, equationAlpha );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationAlpha, TEST_LOCATION );
- }
-
- // Render & check GL commands
+ Stage::GetCurrent().Add( actor );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+
application.SendNotification();
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 );
+ int textureUnit=-1;
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sEffectTexture", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialSetBlendMode01(void)
+int UtcDaliMaterialSetTextureUniformName02(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to on with an opaque color renders with blending enabled");
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image2 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+ Material material = CreateMaterial();
+ material.AddTexture( image, "sTexture");
+ material.SetTextureUniformName( 0, "sEffectTexture" );
+ material.AddTexture( image2, "sTexture2");
+
+ int textureIndex = material.GetTextureIndex( "sEffectTexture" );
+ DALI_TEST_EQUALS( textureIndex, 0, TEST_LOCATION );
+
+ textureIndex = material.GetTextureIndex( "sTexture2" );
+ DALI_TEST_EQUALS( textureIndex, 1, TEST_LOCATION );
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(1.0f);
Renderer renderer = Renderer::New( geometry, material );
-
Actor actor = Actor::New();
actor.AddRenderer(renderer);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- material.SetBlendMode(BlendingMode::ON);
+ Stage::GetCurrent().Add( actor );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ int textureUnit=-1;
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sEffectTexture", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture2", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 1, TEST_LOCATION );
END_TEST;
}
-
-int UtcDaliMaterialSetBlendMode02(void)
+int UtcDaliMaterialAddTexture01(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to off with a transparent color renders with blending disabled (and not enabled)");
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+ Material material = CreateMaterial();
+ material.AddTexture( image, "sTexture");
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
Renderer renderer = Renderer::New( geometry, material );
-
Actor actor = Actor::New();
actor.AddRenderer(renderer);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- material.SetBlendMode(BlendingMode::OFF);
+ Stage::GetCurrent().Add( actor );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& texParameterTrace = gl.GetTexParameterTrace();
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ int textureUnit=-1;
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+
+ texParameterTrace.Enable( false );
+
+ // Verify gl state
+ // There are three calls to TexParameteri when the texture is first created
+ // as the texture is using default sampling parametrers there shouldn't be any more calls to TexParameteri
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 3, TEST_LOCATION);
END_TEST;
}
-int UtcDaliMaterialSetBlendMode03(void)
+int UtcDaliMaterialAddTexture02(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to auto with a transparent material color renders with blending enabled");
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+ Material material = CreateMaterial();
+
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+ material.AddTexture( image, "sTexture", sampler );
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(0.5f);
Renderer renderer = Renderer::New( geometry, material );
-
Actor actor = Actor::New();
actor.AddRenderer(renderer);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- material.SetBlendMode(BlendingMode::AUTO);
+ Stage::GetCurrent().Add( actor );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& texParameterTrace = gl.GetTexParameterTrace();
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ int textureUnit=-1;
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+
+ texParameterTrace.Enable( false );
+
+ // Verify gl state
+ // There are three calls to TexParameteri when the texture is first created
+ // Texture minification and magnification filters are now different than default so
+ //there should have been two extra TexParameteri calls to set the new filter mode
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 4, TEST_LOCATION);
END_TEST;
}
-int UtcDaliMaterialSetBlendMode04(void)
+int UtcDaliMaterialRemoveTexture(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to auto with an opaque color renders with blending disabled");
-
- Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(1.0f);
- Renderer renderer = Renderer::New( geometry, material );
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ Material material = CreateMaterial();
+ material.RemoveTexture(0);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 0u, TEST_LOCATION );
- material.SetBlendMode(BlendingMode::AUTO);
+ material.RemoveTexture(1);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 0u, TEST_LOCATION );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+ material.AddTexture( image, "sTexture", sampler );
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 1u, TEST_LOCATION );
- application.SendNotification();
- application.Render();
+ material.RemoveTexture(1);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 1u, TEST_LOCATION );
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ material.RemoveTexture(0);
+ DALI_TEST_EQUALS( material.GetNumberOfTextures(), 0u, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialSetBlendMode04b(void)
+int UtcDaliMaterialSetSampler(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to auto with an opaque material color and a transparent actor color renders with blending enabled");
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+ Material material = CreateMaterial();
+ material.AddTexture( image, "sTexture");
Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(1.0f);
Renderer renderer = Renderer::New( geometry, material );
-
Actor actor = Actor::New();
actor.AddRenderer(renderer);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
- Stage::GetCurrent().Add(actor);
- material.SetBlendMode(BlendingMode::AUTO);
+ Stage::GetCurrent().Add( actor );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& texParameterTrace = gl.GetTexParameterTrace();
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
-
- END_TEST;
-}
-
-int UtcDaliMaterialSetBlendMode04c(void)
-{
- TestApplication application;
+ int textureUnit=-1;
+ DALI_TEST_CHECK( gl.GetUniformValue<int>( "sTexture", textureUnit ) );
+ DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
- tet_infoline("Test setting the blend mode to auto with an opaque material color and an opaque actor color renders with blending disabled");
+ texParameterTrace.Enable( false );
- Geometry geometry = CreateQuadGeometry();
- Material material = CreateMaterial(1.0f);
- Renderer renderer = Renderer::New( geometry, material );
+ // Verify gl state
+ // There are three calls to TexParameteri when the texture is first created
+ // as the texture is using default sampling parametrers there shouldn't be any more calls to TexParameteri
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 3, TEST_LOCATION);
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- actor.SetColor( Color::MAGENTA );
- Stage::GetCurrent().Add(actor);
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
- material.SetBlendMode(BlendingMode::AUTO);
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+ material.SetTextureSampler(0, sampler );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
application.SendNotification();
application.Render();
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ texParameterTrace.Enable( false );
+
+ // Verify gl state
+ //There should have been two calls to TexParameteri to set the new filtering mode
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 2, TEST_LOCATION);
+
END_TEST;
}
-int UtcDaliMaterialSetBlendMode05(void)
+int UtcDaliMaterialGetTextureIndex(void)
{
TestApplication application;
- tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
+ Image image0 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image1 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image2 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image3 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
- Geometry geometry = CreateQuadGeometry();
- BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
- Material material = CreateMaterial(1.0f, image);
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- material.SetBlendMode(BlendingMode::AUTO);
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
-
- application.SendNotification();
- application.Render();
-
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
-
- END_TEST;
-}
-
-int UtcDaliMaterialSetBlendMode06(void)
-{
- TestApplication application;
- 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 );
- Material material = Material::New(shader);
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- material.SetBlendMode(BlendingMode::AUTO);
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
-
- application.SendNotification();
- application.Render();
-
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
-
- END_TEST;
-}
-
-
-//Todo: test the Shader::HINT_OUTPUT_IS_OPAQUE would disable the blending, the test cannot pass with current implementation
-/*int UtcDaliMaterialSetBlendMode07(void)
-{
- TestApplication application;
- tet_infoline("Test setting the blend mode to auto with a transparent 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::HINT_OUTPUT_IS_OPAQUE );
- Material material = Material::New(shader);
- material.SetProperty(Material::Property::COLOR, Color::TRANSPARENT);
-
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- material.SetBlendMode(BlendingMode::AUTO);
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
-
- application.SendNotification();
- application.Render();
-
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
-
- END_TEST;
-}*/
-
-int UtcDaliMaterialSetBlendMode08(void)
-{
- TestApplication application;
- 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::HINT_OUTPUT_IS_OPAQUE );
- Material material = Material::New(shader);
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
- Sampler sampler = Sampler::New( image, "sTexture" );
- material.AddSampler( sampler );
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- material.SetBlendMode(BlendingMode::AUTO);
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
-
- application.SendNotification();
- application.Render();
-
- TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
- std::ostringstream blendStr;
- blendStr << GL_BLEND;
- DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
-
- END_TEST;
-}
-
-int UtcDaliMaterialGetBlendMode(void)
-{
- TestApplication application;
-
- tet_infoline("Test GetBlendMode()");
-
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::HINT_OUTPUT_IS_OPAQUE );
- Material material = Material::New(shader);
-
- // default value
- DALI_TEST_EQUALS( material.GetBlendMode(), BlendingMode::OFF, TEST_LOCATION );
-
- // AUTO
- material.SetBlendMode(BlendingMode::AUTO);
- DALI_TEST_EQUALS( material.GetBlendMode(), BlendingMode::AUTO, TEST_LOCATION );
-
- // ON
- material.SetBlendMode(BlendingMode::ON);
- DALI_TEST_EQUALS( material.GetBlendMode(), BlendingMode::ON, TEST_LOCATION );
-
- // OFF
- material.SetBlendMode(BlendingMode::OFF);
- DALI_TEST_EQUALS( material.GetBlendMode(), BlendingMode::OFF, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliMaterialSetBlendColor(void)
-{
- TestApplication application;
-
- tet_infoline("Test SetBlendColor(color)");
-
- Geometry geometry = CreateQuadGeometry();
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::HINT_OUTPUT_IS_OPAQUE );
- Material material = Material::New(shader);
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
- Sampler sampler = Sampler::New( image, "sTexture" );
- material.AddSampler( sampler );
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::TRANSPARENT, TEST_LOCATION );
-
- material.SetBlendColor( Color::MAGENTA );
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::MAGENTA, TEST_LOCATION );
-
- Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
- material.SetBlendColor( color );
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), color, TEST_LOCATION );
- END_TEST;
-}
+ Material material = CreateMaterial();
+ material.AddTexture( image0, "sTexture0");
+ material.AddTexture( image1, "sTexture1");
+ material.AddTexture( image2, "sTexture2");
+ material.AddTexture( image3, "sTexture3");
-int UtcDaliMaterialGetBlendColor(void)
-{
- TestApplication application;
+ int textureIndex = material.GetTextureIndex( "sTexture0" );
+ DALI_TEST_EQUALS( textureIndex, 0, TEST_LOCATION );
- tet_infoline("Test GetBlendColor()");
+ textureIndex = material.GetTextureIndex( "sTexture1" );
+ DALI_TEST_EQUALS( textureIndex, 1, TEST_LOCATION );
- Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::HINT_OUTPUT_IS_OPAQUE );
- Material material = Material::New(shader);
-
- DALI_TEST_EQUALS( material.GetBlendColor(), Color::TRANSPARENT, TEST_LOCATION );
-
- material.SetBlendColor( Color::MAGENTA );
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( material.GetBlendColor(), Color::MAGENTA, TEST_LOCATION );
-
- Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
- material.SetBlendColor( color );
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( material.GetBlendColor(), color, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliMaterialConstraint(void)
-{
- TestApplication application;
-
- tet_infoline("Test that a custom material property can be constrained");
-
- Shader shader = Shader::New( "VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ textureIndex = material.GetTextureIndex( "sTexture2" );
+ DALI_TEST_EQUALS( textureIndex, 2, TEST_LOCATION );
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
+ textureIndex = material.GetTextureIndex( "sTexture3" );
+ DALI_TEST_EQUALS( textureIndex, 3, TEST_LOCATION );
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ material.RemoveTexture(1);
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( material, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
- application.SendNotification();
- application.Render(0);
+ textureIndex = material.GetTextureIndex( "sTexture0" );
+ DALI_TEST_EQUALS( textureIndex, 0, TEST_LOCATION );
- // Expect no blue component in either buffer - yellow
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
+ textureIndex = material.GetTextureIndex( "sTexture2" );
+ DALI_TEST_EQUALS( textureIndex, 1, TEST_LOCATION );
- material.RemoveConstraints();
- material.SetProperty(colorIndex, Color::WHITE );
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION );
+ textureIndex = material.GetTextureIndex( "sTexture3" );
+ DALI_TEST_EQUALS( textureIndex, 2, TEST_LOCATION );
END_TEST;
}
-int UtcDaliMaterialConstraint02(void)
+int UtcDaliMaterialGetTextureP(void)
{
TestApplication application;
- tet_infoline("Test that a uniform map material property can be constrained");
-
- Shader shader = Shader::New( "VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
-
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
-
- TestGlAbstraction& gl = application.GetGlAbstraction();
+ Image image0 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image1 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image2 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Image image3 = BufferImage::New( 64, 64, Pixel::RGBA8888 );
- application.SendNotification();
- application.Render(0);
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ Material material = CreateMaterial();
+ material.AddTexture( image0, "sTexture0");
+ material.AddTexture( image1, "sTexture1");
+ material.AddTexture( image2, "sTexture2");
+ material.AddTexture( image3, "sTexture3");
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( material, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
- application.SendNotification();
- application.Render(0);
+ Image textureImage0 = material.GetTexture( "sTexture0" );
+ DALI_TEST_EQUALS( textureImage0, image0, 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 );
+ Image textureImage1 = material.GetTexture( "sTexture1" );
+ DALI_TEST_EQUALS( textureImage1, image1, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ Image textureImage2 = material.GetTexture( "sTexture2" );
+ DALI_TEST_EQUALS( textureImage2, image2, TEST_LOCATION );
- material.RemoveConstraints();
- material.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 );
+ Image textureImage3 = material.GetTexture( "sTexture3" );
+ DALI_TEST_EQUALS( textureImage3, image3, TEST_LOCATION );
END_TEST;
}
-
-
-int UtcDaliMaterialAnimatedProperty01(void)
+int UtcDaliMaterialGetTextureN(void)
{
TestApplication application;
- tet_infoline("Test that a non-uniform material property can be animated");
-
- Shader shader = Shader::New( "VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
+ Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ Material material = CreateMaterial();
+ material.AddTexture( image, "sTexture");
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( material, colorIndex ), keyFrames );
- animation.Play();
-
- application.SendNotification();
- application.Render(500);
-
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION );
-
- application.Render(500);
-
- DALI_TEST_EQUALS( material.GetProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION );
+ Image textureImage = material.GetTexture( "sTextureTEST" );
+ DALI_TEST_CHECK( !textureImage );
END_TEST;
}
-int UtcDaliMaterialAnimatedProperty02(void)
-{
- TestApplication application;
-
- tet_infoline("Test that a uniform map material property can be animated");
-
- Shader shader = Shader::New( "VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
-
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = material.RegisterProperty( "uFadeColor", initialColor );
-
- TestGlAbstraction& gl = application.GetGlAbstraction();
-
- application.SendNotification();
- application.Render(0);
-
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
-
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( material, 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 );
-
- application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
-
- END_TEST;
-}