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/*
* $Id$
* Copyright (C) 2007 Oliver McFadden <z3ro.geek@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <GL/gl.h>
#include <GL/glext.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <revenge_test.h>
typedef struct
{
unsigned int id;
char *name;
} data_store;
#define N_(name) name, # name
void
gl_blend_src (void)
{
data_store blend_src[] = {
{N_(GL_ZERO)},
{N_(GL_ONE)},
{N_(GL_SRC_COLOR)},
{N_(GL_ONE_MINUS_SRC_COLOR)},
{N_(GL_DST_COLOR)},
{N_(GL_ONE_MINUS_DST_COLOR)},
{N_(GL_SRC_ALPHA)},
{N_(GL_ONE_MINUS_SRC_ALPHA)},
{N_(GL_DST_ALPHA)},
{N_(GL_ONE_MINUS_DST_ALPHA)},
{N_(GL_SRC_ALPHA_SATURATE)},
};
int i;
for (i = 0; i < sizeof (blend_src) / sizeof (blend_src[0]); i++)
{
test_prologue (blend_src[i].name);
glEnable (GL_BLEND);
glBlendFunc (blend_src[i].id, GL_ZERO);
tri ();
glDisable (GL_BLEND);
test_epilogue (true);
}
glDisable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ZERO);
}
void
gl_blend_dst (void)
{
data_store blend_dst[] = {
{N_(GL_ZERO)},
{N_(GL_ONE)},
{N_(GL_SRC_COLOR)},
{N_(GL_ONE_MINUS_SRC_COLOR)},
{N_(GL_DST_COLOR)},
{N_(GL_ONE_MINUS_DST_COLOR)},
{N_(GL_SRC_ALPHA)},
{N_(GL_ONE_MINUS_SRC_ALPHA)},
{N_(GL_DST_ALPHA)},
{N_(GL_ONE_MINUS_DST_ALPHA)},
{N_(GL_SRC_ALPHA_SATURATE)},
};
int i;
for (i = 0; i < sizeof (blend_dst) / sizeof (blend_dst[0]); i++)
{
test_prologue (blend_dst[i].name);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, blend_dst[i].id);
tri ();
glDisable (GL_BLEND);
test_epilogue (true);
}
glDisable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ZERO);
}
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