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import difflib
import sys
import unittest
import glitch
from glitch.camera import Camera
from glitch.context import Context
class Add(object):
def __init__(self, a, b):
self.a = a
self.b = b
def __repr__(self):
return '%r + %r' % (self.a, self.b)
def __add__(self, other):
return Add(self, other)
class Or(object):
def __init__(self, a, b):
self.a = a
self.b = b
def __repr__(self):
return '%r | %r' % (self.a, self.b)
def __or__(self, other):
return Or(self, other)
class FakeAttr(object):
def __init__(self, obj, log, name):
self.obj = obj
self.log = log
self.name = name
def __call__(self, *args):
self.log.append(
'%s(%s)' % (self.name, ', '.join(map(repr, args))))
def __repr__(self):
return self.name
def __add__(self, other):
return Add(self, other)
def __or__(self, other):
return Or(self, other)
def __cmp__(self, other):
return cmp(
(self.obj, self.name),
(other.obj, other.name))
class WrappedMethod(FakeAttr):
def __init__(self, obj, log, name, impl):
FakeAttr.__init__(self, obj, log, name)
self.impl = impl
def __call__(self, *args):
FakeAttr.__call__(self, *args)
return self.impl(*args)
class FakeModule(object):
def __init__(self, log):
self.log = log
def __getattribute__(self, name):
d = object.__getattribute__(self, '__dict__')
log = d['log']
try:
v = object.__getattribute__(self, name)
except AttributeError:
v = None
if v is not None:
if hasattr(v, '__call__'):
return WrappedMethod(self, log, name, v)
else:
return v
return FakeAttr(self, log, name)
class FakeGL(FakeModule):
def __init__(self, *args):
FakeModule.__init__(self, *args)
self.next_texture_id = 1
def glGenTextures(self, length):
id = self.next_texture_id
self.next_texture_id += 1
return id
class FakeProgram(object):
def __init__(self, log, id):
self.log = log
self.id = id
def __enter__(self):
self.log.append('program %d: enter' % self.id)
def __exit__(self, type, exc, tb):
self.log.append('program %d: exit' % self.id)
class FakeShaders(FakeModule):
def __init__(self, *args):
FakeModule.__init__(self, *args)
self.next_shader_id = 1
self.next_program_id = 1
def compileShader(self, code, type):
id = self.next_shader_id
self.next_shader_id += 1
return 'shader%d' % id
def compileProgram(self, vshader, fshader):
id = self.next_program_id
self.next_program_id += 1
return FakeProgram(self.log, id)
class LoggingNode(glitch.Node):
def __init__(self, name, log, **kw):
glitch.Node.__init__(self, **kw)
self.name = name
self.log = log
def render(self, ctx):
self.log.append('%s: begin' % self.name)
glitch.Node.render(self, ctx)
self.log.append('%s: end' % self.name)
def draw(self, ctx):
self.log.append('%s: draw' % self.name)
class GlitchTest(unittest.TestCase):
def assertStringsEqual(self, expected, other):
if expected != other:
raise AssertionError(
list(difflib.unified_diff(expected, other)))
def setUp(self):
self.log = []
self.ctx = Context()
self.fake_gl = FakeGL(self.log)
self.fake_shaders = FakeShaders(self.log)
self.undo = []
# Dependency injection, Python style.
for (name, module) in sys.modules.iteritems():
if name.startswith('glitch.'):
if hasattr(module, 'gl'):
self.undo.append((module, 'gl', module.gl))
module.gl = self.fake_gl
if hasattr(module, 'shaders'):
self.undo.append((module, 'shaders', module.shaders))
module.shaders = self.fake_shaders
def tearDown(self):
for (module, name, value) in self.undo:
setattr(module, name, value)
def test_recurse(self):
node = LoggingNode('a', self.log, children=[
LoggingNode('b', self.log),
LoggingNode('c', self.log)])
node.render(self.ctx)
self.assertStringsEqual([
'a: begin',
'a: draw',
'b: begin', 'b: draw', 'b: end',
'c: begin', 'c: draw', 'c: end',
'a: end'
], self.log)
def test_translate(self):
node = glitch.Translate(x=1,
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
self.assertStringsEqual([
'glMatrixMode(GL_MODELVIEW)',
'glPushMatrix()',
'glTranslate(1, 0, 0)',
'a: begin',
'a: draw',
'a: end',
'glMatrixMode(GL_MODELVIEW)',
'glPopMatrix()'
], self.log)
def test_scale(self):
node = glitch.Scale(x=2,
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
self.assertStringsEqual([
'glMatrixMode(GL_MODELVIEW)',
'glPushMatrix()',
'glScale(2, 1, 1)',
'a: begin',
'a: draw',
'a: end',
'glMatrixMode(GL_MODELVIEW)',
'glPopMatrix()'
], self.log)
def test_rotate(self):
node = glitch.Rotate(angle=90, x=1,
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
self.assertStringsEqual([
'glMatrixMode(GL_MODELVIEW)',
'glPushMatrix()',
'glRotate(90, 1, 0, 0)',
'a: begin',
'a: draw',
'a: end',
'glMatrixMode(GL_MODELVIEW)',
'glPopMatrix()'
], self.log)
def test_color(self):
node = glitch.Color(r=1, g=2, b=3, a=4,
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
self.assertStringsEqual([
'glPushAttrib(GL_CURRENT_BIT)',
'glColor(1, 2, 3, 4)',
'a: begin',
'a: draw',
'a: end',
'glPopAttrib()'
], self.log)
def test_camera(self):
camera = Camera(
children=[LoggingNode('a', self.log)])
camera.context['w'] = 10
camera.context['h'] = 10
camera.render(None)
self.assertStringsEqual([
'glClearColor(0, 0, 0, 0)',
'glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)',
'glColor(1, 1, 1)',
'glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, '
'(1, 1, 1, 1))',
'glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0, 0, 0, 1])',
'glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)',
'glViewport(0, 0, 10, 10)',
'glMatrixMode(GL_MODELVIEW)',
'glLoadIdentity()',
'glMatrixMode(GL_PROJECTION)',
'glLoadIdentity()',
'glEnable(GL_DEPTH_TEST)',
'glMatrixMode(GL_MODELVIEW)',
'a: begin',
'a: draw',
'a: end',
], self.log)
def test_camera_with_parent(self):
camera = Camera(
children=[LoggingNode('a', self.log)])
camera.context['w'] = 20
camera.context['h'] = 20
self.ctx['w'] = 10
self.ctx['h'] = 10
camera.render(self.ctx)
self.assertStringsEqual([
# Save.
'glMatrixMode(GL_PROJECTION)',
'glPushMatrix()',
'glMatrixMode(GL_MODELVIEW)',
'glPushMatrix()',
'glPushAttrib(GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | '
'GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_CURRENT_BIT)',
# Draw.
'glClearColor(0, 0, 0, 0)',
'glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)',
'glColor(1, 1, 1)',
'glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, '
'(1, 1, 1, 1))',
'glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0, 0, 0, 1])',
'glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)',
'glViewport(0, 0, 20, 20)',
'glMatrixMode(GL_MODELVIEW)',
'glLoadIdentity()',
'glMatrixMode(GL_PROJECTION)',
'glLoadIdentity()',
'glEnable(GL_DEPTH_TEST)',
'glMatrixMode(GL_MODELVIEW)',
'a: begin',
'a: draw',
'a: end',
# Restore.
'glPopAttrib()',
'glMatrixMode(GL_PROJECTION)',
'glPopMatrix()',
'glMatrixMode(GL_MODELVIEW)',
'glPopMatrix()'
], self.log)
def test_texture(self):
texture = glitch.Texture(20, 20, 'abcdef')
node = glitch.ApplyTexture(texture,
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
node.render(self.ctx)
self.assertStringsEqual([
# First render.
'glActiveTexture(GL_TEXTURE0 + 0)',
'glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT)',
'glEnable(GL_TEXTURE_2D)',
'glGenTextures(1)',
'glBindTexture(GL_TEXTURE_2D, 1)',
'glTexParameterf('
'GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)',
'glTexParameterf('
'GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)',
'glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)',
'glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)',
"glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 20, 20, 0, GL_RGBA, "
"GL_UNSIGNED_BYTE, 'abcdef')",
'glBindTexture(GL_TEXTURE_2D, 1)',
'a: begin',
'a: draw',
'a: end',
'glActiveTexture(GL_TEXTURE0 + 0)',
'glPopAttrib()',
# Second render (no parameters/upload).
'glActiveTexture(GL_TEXTURE0 + 0)',
'glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT)',
'glEnable(GL_TEXTURE_2D)',
'glBindTexture(GL_TEXTURE_2D, 1)',
'a: begin',
'a: draw',
'a: end',
'glActiveTexture(GL_TEXTURE0 + 0)',
'glPopAttrib()'
], self.log)
self.log[:] = []
assert texture in self.ctx['texture']
texture.context_delete(self.ctx)
assert texture not in self.ctx['texture']
self.assertEquals(['glDeleteTextures(1)'], self.log)
def test_shader(self):
node = glitch.Shader(vertex='vertex', fragment='fragment',
children=[LoggingNode('a', self.log)])
node.render(self.ctx)
node.render(self.ctx)
print dir(self)
self.assertStringsEqual([
# First render.
"compileShader('vertex', GL_VERTEX_SHADER)",
"compileShader('fragment', GL_FRAGMENT_SHADER)",
"compileProgram('shader1', 'shader2')",
'program 1: enter',
'a: begin',
'a: draw',
'a: end',
'program 1: exit',
# Second render.
'program 1: enter',
'a: begin',
'a: draw',
'a: end',
'program 1: exit',
], self.log)
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