Mercurial > sdl-ios-xcode
view test/automated/render/render.c @ 3731:f5ddf1b670f0 gsoc2009_unit_tests
Converted another testcase to the render system.
author | Edgar Simo <bobbens@gmail.com> |
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date | Wed, 15 Jul 2009 08:50:24 +0000 |
parents | dafd796f0c95 |
children | ca544951b504 |
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/** * Automated SDL_Surface test. * * Written by Edgar Simo "bobbens" * * Released under Public Domain. */ #include "SDL.h" #include "SDL_at.h" #include "common/common.h" /* * Pull in images for testcases. */ #include "common/images.h" #define SCREEN_W 80 #define SCREEN_H 60 /* * Prototypes. */ static int render_compare( const char *msg, const SurfaceImage_t *s ); static int render_clearScreen (void); /* Testcases. */ static void render_testPrimitives (void); static void render_testPrimitivesBlend (void); static void render_testBlit (void); static int render_testBlitBlendMode (void); static void render_testBlitBlend (void); /** * Compares screen pixels with image pixels. */ static int render_compare( const char *msg, const SurfaceImage_t *s ) { int ret; void *pix; SDL_Surface *testsur; #if 0 /* Allocate pixel space. */ pix = malloc( 4*80*60 ); if (SDL_ATassert( "malloc", pix!=NULL )) return 1; /* Read pixels. */ ret = SDL_RenderReadPixels( NULL, pix, 80*4 ); if (SDL_ATassert( "SDL_RenderReadPixels", ret==0) ) return 1; /* Create surface. */ testsur = SDL_CreateRGBSurfaceFrom( pix, 80, 60, 32, 80*4, RMASK, GMASK, BMASK, AMASK ); if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", testsur!=NULL )) return 1; /* Compare surface. */ ret = surface_compare( testsur, s ); if (SDL_ATassert( msg, ret==0 )) return 1; /* Clean up. */ SDL_FreeSurface( testsur ); free(pix); #endif return 0; } /** * @brief Clears the screen. */ static int render_clearScreen (void) { int ret; /* Set colour. */ ret = SDL_SetRenderDrawColor( 0, 0, 0, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return -1; /* Clear screen. */ ret = SDL_RenderFill( NULL ); if (SDL_ATassert( "SDL_RenderFill", ret == 0)) return -1; return 0; } /** * @brief Tests the SDL primitives for rendering. */ static void render_testPrimitives (void) { int ret; int x, y; SDL_Rect rect; /* Clear surface. */ if (render_clearScreen()) return; /* Draw a rectangle. */ rect.x = 40; rect.y = 0; rect.w = 40; rect.h = 80; ret = SDL_SetRenderDrawColor( 13, 73, 200, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderFill( &rect ); if (SDL_ATassert( "SDL_RenderRect", ret == 0)) return; /* Draw a rectangle. */ rect.x = 10; rect.y = 10; rect.w = 60; rect.h = 40; ret = SDL_SetRenderDrawColor( 200, 0, 100, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderFill( &rect ); if (SDL_ATassert( "SDL_RenderRect", ret == 0)) return; /* Draw some points like so: * X.X.X.X.. * .X.X.X.X. * X.X.X.X.. */ for (y=0; y<3; y++) { x = y % 2; for (; x<80; x+=2) { ret = SDL_SetRenderDrawColor( x*y, x*y/2, x*y/3, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderPoint( x, y ); if (SDL_ATassert( "SDL_RenderPoint", ret == 0)) return; } } /* Draw some lines. */ ret = SDL_SetRenderDrawColor( 0, 255, 0, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderLine( 0, 30, 80, 30 ); if (SDL_ATassert( "SDL_RenderLine", ret == 0)) return; ret = SDL_SetRenderDrawColor( 55, 55, 5, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderLine( 40, 30, 40, 60 ); if (SDL_ATassert( "SDL_RenderLine", ret == 0)) return; ret = SDL_SetRenderDrawColor( 5, 105, 105, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_RenderLine( 0, 60, 80, 0 ); if (SDL_ATassert( "SDL_RenderLine", ret == 0)) return; /* See if it's the same. */ if (render_compare( "Primitives output not the same.", &img_primitives )) return; } /** * @brief Tests the SDL primitives with alpha for rendering. */ static void render_testPrimitivesBlend (void) { int ret; int i, j; SDL_Rect rect; /* Clear surface. */ if (render_clearScreen()) return; /* Create some rectangles for each blend mode. */ ret = SDL_SetRenderDrawColor( 255, 255, 255, 0 ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_NONE ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderFill( NULL ); if (SDL_ATassert( "SDL_RenderFill", ret == 0)) return; rect.x = 10; rect.y = 25; rect.w = 40; rect.h = 25; ret = SDL_SetRenderDrawColor( 240, 10, 10, 75 ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_ADD ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderFill( &rect ); if (SDL_ATassert( "SDL_RenderFill", ret == 0)) return; rect.x = 30; rect.y = 40; rect.w = 45; rect.h = 15; ret = SDL_SetRenderDrawColor( 10, 240, 10, 100 ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_BLEND ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderFill( &rect ); if (SDL_ATassert( "SDL_RenderFill", ret == 0)) return; rect.x = 25; rect.y = 25; rect.w = 25; rect.h = 25; ret = SDL_SetRenderDrawColor( 10, 10, 240, 125 ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_MOD ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderFill( &rect ); if (SDL_ATassert( "SDL_RenderFill", ret == 0)) return; /* Draw blended lines, lines for everyone. */ for (i=0; i<SCREEN_W; i+=2) { ret = SDL_SetRenderDrawColor( 60+2*i, 240-2*i, 50, 3*i ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode((((i/2)%3)==0) ? SDL_BLENDMODE_BLEND : (((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderLine( 0, 0, i, 59 ); if (SDL_ATassert( "SDL_RenderLine", ret == 0)) return; } for (i=0; i<SCREEN_H; i+=2) { ret = SDL_SetRenderDrawColor( 60+2*i, 240-2*i, 50, 3*i ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode((((i/2)%3)==0) ? SDL_BLENDMODE_BLEND : (((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderLine( 0, 0, 79, i ); if (SDL_ATassert( "SDL_RenderLine", ret == 0)) return; } /* Draw points. */ for (j=0; j<SCREEN_H; j+=3) { for (i=0; i<SCREEN_W; i+=3) { ret = SDL_SetRenderDrawColor( j*4, i*3, j*4, i*3 ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return; ret = SDL_SetRenderDrawBlendMode( ((((i+j)/3)%3)==0) ? SDL_BLENDMODE_BLEND : ((((i+j)/3)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; ret = SDL_RenderPoint( i, j ); if (SDL_ATassert( "SDL_RenderPoint", ret == 0)) return; } } /* See if it's the same. */ if (render_compare( "Blended primitives output not the same.", &img_primitives )) return; } #if 0 /** * @brief Tests some blitting routines. */ static void render_testBlit (void) { int ret; SDL_Rect rect; SDL_Surface *face; int i, j, ni, nj; SDL_ATbegin( "Blit Tests" ); /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return; /* Create face surface. */ face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data, img_face.width, img_face.height, 32, img_face.width*4, RMASK, GMASK, BMASK, AMASK ); if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL)) return; /* Constant values. */ rect.w = face->w; rect.h = face->h; ni = testsur->w - face->w; nj = testsur->h - face->h; /* Loop blit. */ for (j=0; j <= nj; j+=4) { for (i=0; i <= ni; i+=4) { /* Blitting. */ rect.x = i; rect.y = j; ret = SDL_BlitSurface( face, NULL, testsur, &rect ); if (SDL_ATassert( "SDL_BlitSurface", ret == 0)) return; } } /* See if it's the same. */ if (SDL_ATassert( "Blitting output not the same (normal blit).", render_compare( testsur, &img_blit )==0 )) return; /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return; /* Test blitting with colour mod. */ for (j=0; j <= nj; j+=4) { for (i=0; i <= ni; i+=4) { /* Set colour mod. */ ret = SDL_SetSurfaceColorMod( face, (255/nj)*j, (255/ni)*i, (255/nj)*j ); if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0)) return; /* Blitting. */ rect.x = i; rect.y = j; ret = SDL_BlitSurface( face, NULL, testsur, &rect ); if (SDL_ATassert( "SDL_BlitSurface", ret == 0)) return; } } /* See if it's the same. */ if (SDL_ATassert( "Blitting output not the same (using SDL_SetSurfaceColorMod).", render_compare( testsur, &img_blitColour )==0 )) return; /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return; /* Restore colour. */ ret = SDL_SetSurfaceColorMod( face, 255, 255, 255 ); if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0)) return; /* Test blitting with colour mod. */ for (j=0; j <= nj; j+=4) { for (i=0; i <= ni; i+=4) { /* Set alpha mod. */ ret = SDL_SetSurfaceAlphaMod( face, (255/ni)*i ); if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0)) return; /* Blitting. */ rect.x = i; rect.y = j; ret = SDL_BlitSurface( face, NULL, testsur, &rect ); if (SDL_ATassert( "SDL_BlitSurface", ret == 0)) return; } } /* See if it's the same. */ if (SDL_ATassert( "Blitting output not the same (using SDL_SetSurfaceAlphaMod).", render_compare( testsur, &img_blitAlpha )==0 )) return; /* Clean up. */ SDL_FreeSurface( face ); SDL_ATend(); } /** * @brief Tests a blend mode. */ static int render_testBlitBlendMode( SDL_Surface *face, int mode ) { int ret; int i, j, ni, nj; SDL_Rect rect; /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return 1; /* Steps to take. */ ni = testsur->w - face->w; nj = testsur->h - face->h; /* Constant values. */ rect.w = face->w; rect.h = face->h; /* Test blend mode. */ for (j=0; j <= nj; j+=4) { for (i=0; i <= ni; i+=4) { /* Set blend mode. */ ret = SDL_SetSurfaceBlendMode( face, mode ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return 1; /* Blitting. */ rect.x = i; rect.y = j; ret = SDL_BlitSurface( face, NULL, testsur, &rect ); if (SDL_ATassert( "SDL_BlitSurface", ret == 0)) return 1; } } return 0; } /** * @brief Tests some more blitting routines. */ static void render_testBlitBlend (void) { int ret; SDL_Rect rect; SDL_Surface *face; int i, j, ni, nj; int mode; SDL_ATbegin( "Blit Blending Tests" ); /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return; /* Create the blit surface. */ face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data, img_face.width, img_face.height, 32, img_face.width*4, RMASK, GMASK, BMASK, AMASK ); if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL)) return; /* Set alpha mod. */ ret = SDL_SetSurfaceAlphaMod( face, 100 ); if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0)) return; /* Steps to take. */ ni = testsur->w - face->w; nj = testsur->h - face->h; /* Constant values. */ rect.w = face->w; rect.h = face->h; /* Test None. */ if (render_testBlitBlendMode( face, SDL_BLENDMODE_NONE )) return; if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_NONE).", render_compare( testsur, &img_blendNone )==0 )) return; /* Test Mask. */ if (render_testBlitBlendMode( face, SDL_BLENDMODE_MASK )) return; if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_MASK).", render_compare( testsur, &img_blendMask )==0 )) return; /* Test Blend. */ if (render_testBlitBlendMode( face, SDL_BLENDMODE_BLEND )) return; if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_BLEND).", render_compare( testsur, &img_blendBlend )==0 )) return; /* Test Add. */ if (render_testBlitBlendMode( face, SDL_BLENDMODE_ADD )) return; if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_ADD).", render_compare( testsur, &img_blendAdd )==0 )) return; /* Test Mod. */ if (render_testBlitBlendMode( face, SDL_BLENDMODE_MOD )) return; if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_MOD).", render_compare( testsur, &img_blendMod )==0 )) return; /* Clear surface. */ ret = SDL_FillRect( testsur, NULL, SDL_MapRGB( testsur->format, 0, 0, 0 ) ); if (SDL_ATassert( "SDL_FillRect", ret == 0)) return; /* Loop blit. */ for (j=0; j <= nj; j+=4) { for (i=0; i <= ni; i+=4) { /* Set colour mod. */ ret = SDL_SetSurfaceColorMod( face, (255/nj)*j, (255/ni)*i, (255/nj)*j ); if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0)) return; /* Set alpha mod. */ ret = SDL_SetSurfaceAlphaMod( face, (100/ni)*i ); if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0)) return; /* Crazy blending mode magic. */ mode = (i/4*j/4) % 4; if (mode==0) mode = SDL_BLENDMODE_MASK; else if (mode==1) mode = SDL_BLENDMODE_BLEND; else if (mode==2) mode = SDL_BLENDMODE_ADD; else if (mode==3) mode = SDL_BLENDMODE_MOD; ret = SDL_SetSurfaceBlendMode( face, mode ); if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0)) return; /* Blitting. */ rect.x = i; rect.y = j; ret = SDL_BlitSurface( face, NULL, testsur, &rect ); if (SDL_ATassert( "SDL_BlitSurface", ret == 0)) return; } } /* Check to see if matches. */ if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLEND_*).", render_compare( testsur, &img_blendAll )==0 )) return; /* Clean up. */ SDL_FreeSurface( face ); SDL_ATend(); } #endif /** * @brief Runs all the tests on the surface. * * @param testsur Surface to run tests on. */ void render_runTests (void) { /* Software surface blitting. */ render_testPrimitives(); /* render_testPrimitivesBlend(); render_testBlit(); render_testBlitBlend(); */ } /** * @brief Entry point. * * This testsuite is tricky, we're creating a testsuite per driver, the thing * is we do quite a of stuff outside of the actual testcase which *could* * give issues. Don't like that very much, but no way around without creating * superfluous testsuites. */ int main( int argc, const char *argv[] ) { (void) argc; (void) argv; int i, j, nd, nr; int ret; const char *driver, *str; char msg[256]; SDL_WindowID wid; SDL_RendererInfo renderer; /* Initializes the SDL subsystems. */ ret = SDL_Init(0); if (ret != 0) return -1; /* Get number of drivers. */ nd = SDL_GetNumVideoDrivers(); if (ret < 0) goto err; /* Now run on the video mode. */ ret = SDL_InitSubSystem( SDL_INIT_VIDEO ); if (ret != 0) goto err; /* * Surface on video mode tests. */ /* Run for all video modes. */ for (i=0; i<nd; i++) { /* Get video mode. */ driver = SDL_GetVideoDriver(i); if (driver == NULL) goto err; /* Hack to avoid dummy driver. */ if (strcmp(driver,"dummy")==0) continue; /* * Initialize testsuite. */ snprintf( msg, sizeof(msg) , "Rendering with %s driver", driver ); SDL_ATinit( msg ); /* * Initialize. */ SDL_ATbegin( "Initializing video mode" ); /* Initialize video mode. */ ret = SDL_VideoInit( driver, 0 ); if (SDL_ATvassert( ret==0, "SDL_VideoInit( %s, 0 )", driver )) goto err; /* Check to see if it's the one we want. */ str = SDL_GetCurrentVideoDriver(); if (SDL_ATassert( "SDL_GetCurrentVideoDriver", strcmp(driver,str)==0)) goto err; /* Create window. */ wid = SDL_CreateWindow( msg, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 80, 60, 0 ); if (SDL_ATassert( "SDL_CreateWindow", wid!=0 )) goto err; /* Check title. */ str = SDL_GetWindowTitle( wid ); if (SDL_ATassert( "SDL_GetWindowTitle", strcmp(msg,str)==0)) goto err; /* Get renderers. */ nr = SDL_GetNumRenderDrivers(); if (SDL_ATassert("SDL_GetNumRenderDrivers", nr>=0)) goto err; SDL_ATend(); for (j=0; j<nr; j++) { /* Get renderer info. */ ret = SDL_GetRenderDriverInfo( j, &renderer ); if (ret != 0) goto err; /* Set testcase name. */ snprintf( msg, sizeof(msg), "Renderer %s", renderer.name ); SDL_ATbegin( msg ); /* Set renderer. */ ret = SDL_CreateRenderer( wid, j, 0 ); if (SDL_ATassert( "SDL_CreateRenderer", ret==0 )) goto err; /* * Run tests. */ render_runTests(); SDL_ATend(); } /* Exit the current renderer. */ SDL_VideoQuit(); /* * Finish testsuite. */ SDL_ATfinish(1); } /* Exit SDL. */ SDL_Quit(); return 0; err: return -1; }