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#
# Copyright (C) 2007 Jan Dvorak <jan.dvorak@kraxnet.cz>
#
# This program is distributed under the terms of the MIT license.
# See the included MIT-LICENSE file for the terms of this license.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
# OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#
require 'test/unit'
class Test_13 < Test::Unit::TestCase
def setup
common_setup()
end
def teardown
common_teardown()
end
def test_glsamplecoverage
return if not supported?(1.3)
glSampleCoverage(0.0,GL_TRUE)
assert_equal(glGetDoublev(GL_SAMPLE_COVERAGE_VALUE),0.0)
assert_equal(glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT),GL_TRUE)
glSampleCoverage(1.0,GL_FALSE)
assert_equal(glGetDoublev(GL_SAMPLE_COVERAGE_VALUE),1.0)
assert_equal(glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT),GL_FALSE)
end
def test_multitexture
return if not supported?(1.3)
glActiveTexture(GL_TEXTURE1)
glClientActiveTexture(GL_TEXTURE2)
assert_equal(glGetIntegerv(GL_ACTIVE_TEXTURE),GL_TEXTURE1)
assert_equal(glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE),GL_TEXTURE2)
end
def test_transposematrix
return if not supported?(1.3)
m_a = [[1.0,2.0,3.0,4.0],
[0.0,2.0,0.0,0.0],
[0.0,0.0,2.0,0.0],
[0.0,0.0,0.0,2.0]]
m_b = [[1.0,2.0,3.0,4.0],
[0.0,3.0,0.0,0.0],
[0.0,0.0,3.0,0.0],
[0.0,0.0,0.0,3.0]]
glMatrixMode(GL_MODELVIEW)
glLoadTransposeMatrixf(m_a)
assert_equal(glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX), m_a)
glLoadTransposeMatrixd(m_b)
assert_equal(glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX), m_b)
glLoadIdentity()
glMultTransposeMatrixf(m_a)
assert_equal(glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX), m_a)
glLoadIdentity()
glMultTransposeMatrixd(m_b)
assert_equal(glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX), m_b)
# 2
m = Matrix.rows([[1,2,3,4],[5,6,7,8],[9,10,11,12],[13,14,15,16]])
glMatrixMode(GL_MODELVIEW)
glLoadTransposeMatrixf(m)
assert_equal(glGetDoublev(GL_MODELVIEW_MATRIX), m.to_a.transpose)
glLoadIdentity()
glLoadTransposeMatrixd(m)
assert_equal(glGetDoublev(GL_MODELVIEW_MATRIX), m.to_a.transpose)
glLoadIdentity()
glMultTransposeMatrixf(m)
assert_equal(glGetDoublev(GL_MODELVIEW_MATRIX), m.to_a.transpose)
glLoadIdentity()
glMultTransposeMatrixd(m)
assert_equal(glGetDoublev(GL_MODELVIEW_MATRIX), m.to_a.transpose)
assert_raise ArgumentError do glLoadTransposeMatrixf([1,2,3,4]) end
assert_raise ArgumentError do glLoadTransposeMatrixd([1,2,3,4]) end
assert_raise ArgumentError do glMultTransposeMatrixf([1,2,3,4]) end
assert_raise ArgumentError do glMultTransposeMatrixd([1,2,3,4]) end
end
def test_texturecompression
return if not supported?(1.3)
return if not supported?("GL_EXT_texture_compression_s3tc")
# S3TC/DXT5 compressed 2x2 pixels stipple patterns [w,b,b,w] and [b,w,w,b]
image_1 = [0xFF,0xFF,0x00,0x00,0x00,0x00,0x00,0x00,0xFF,0xFF,0x00,0x00,0x01,0x54,0x5C,0x5C].pack("C*")
image_2 = [0xFF,0xFF,0x00,0x00,0x00,0x00,0x00,0x00,0xFF,0xFF,0x00,0x00,0x54,0x01,0x0D,0x0D].pack("C*")
textures = glGenTextures(3)
glBindTexture(GL_TEXTURE_1D,textures[0])
glBindTexture(GL_TEXTURE_2D,textures[1])
glBindTexture(GL_TEXTURE_3D,textures[2])
# Note: 1D and 3D compressed textures are not supported by S3TC/DXTn, and usually not supported at all
# 1D
begin
glCompressedTexImage1D(GL_TEXTURE_1D,0,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,4,0,16,image_1)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_1D,0), image_1)
rescue Gl::Error => err
assert(err.id == GL_INVALID_ENUM || err.id == GL_INVALID_OPERATION)
end
begin
glCompressedTexSubImage1D(GL_TEXTURE_1D,0,0,4,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,16,image_2)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_1D,0), image_2)
rescue Gl::Error => err
assert(err.id == GL_INVALID_ENUM || err.id == GL_INVALID_OPERATION)
end
# 2D
glCompressedTexImage2D(GL_TEXTURE_2D,0,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,2,2,0,16,image_1)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_2D,0), image_1)
glCompressedTexSubImage2D(GL_TEXTURE_2D,0,0,0,2,2,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,16,image_2)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_2D,0), image_2)
# 3D
begin
glCompressedTexImage3D(GL_TEXTURE_3D,0,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,2,2,1,0,16,image_1)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_3D,0), image_1)
rescue Gl::Error => err
assert(err.id == GL_INVALID_ENUM || err.id == GL_INVALID_OPERATION)
end
begin
glCompressedTexSubImage3D(GL_TEXTURE_3D,0, 0,0,0, 2,2,1, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, image_2)
assert_equal(glGetCompressedTexImage(GL_TEXTURE_3D,0), image_2)
rescue Gl::Error => err
assert(err.id == GL_INVALID_ENUM || err.id == GL_INVALID_OPERATION)
end
glDeleteTextures(textures)
n = glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS)
if (n>0)
assert_equal(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS).size,n)
end
end
def test_glmultitexcoord
return if not supported?(1.3)
glActiveTexture(GL_TEXTURE1)
# 1
glMultiTexCoord1d(GL_TEXTURE1, 1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,0,0,1])
glMultiTexCoord1dv(GL_TEXTURE1, [0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord1f(GL_TEXTURE1, 1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,0,0,1])
glMultiTexCoord1fv(GL_TEXTURE1, [0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord1i(GL_TEXTURE1, 1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,0,0,1])
glMultiTexCoord1iv(GL_TEXTURE1, [0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord1s(GL_TEXTURE1, 1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,0,0,1])
glMultiTexCoord1sv(GL_TEXTURE1, [0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
# 2
glMultiTexCoord2d(GL_TEXTURE1, 1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,0,1])
glMultiTexCoord2dv(GL_TEXTURE1, [0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord2f(GL_TEXTURE1, 1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,0,1])
glMultiTexCoord2fv(GL_TEXTURE1, [0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord2i(GL_TEXTURE1, 1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,0,1])
glMultiTexCoord2iv(GL_TEXTURE1, [0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord2s(GL_TEXTURE1, 1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,0,1])
glMultiTexCoord2sv(GL_TEXTURE1, [0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
# 3
glMultiTexCoord3d(GL_TEXTURE1, 1.0,1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord3dv(GL_TEXTURE1, [0.0,0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord3f(GL_TEXTURE1, 1.0,1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord3fv(GL_TEXTURE1, [0.0,0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord3i(GL_TEXTURE1, 1,1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord3iv(GL_TEXTURE1, [0,0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
glMultiTexCoord3s(GL_TEXTURE1, 1,1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord3sv(GL_TEXTURE1, [0,0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,1])
# 4
glMultiTexCoord4d(GL_TEXTURE1, 1.0,1.0,1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord4dv(GL_TEXTURE1, [0.0,0.0,0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,0])
glMultiTexCoord4f(GL_TEXTURE1, 1.0,1.0,1.0,1.0)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord4fv(GL_TEXTURE1, [0.0,0.0,0.0,0.0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,0])
glMultiTexCoord4i(GL_TEXTURE1, 1,1,1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord4iv(GL_TEXTURE1, [0,0,0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,0])
glMultiTexCoord4s(GL_TEXTURE1, 1,1,1,1)
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [1,1,1,1])
glMultiTexCoord4sv(GL_TEXTURE1, [0,0,0,0])
assert_equal(glGetDoublev(GL_CURRENT_TEXTURE_COORDS), [0,0,0,0])
glActiveTexture(GL_TEXTURE0)
end
end
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