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tests: add various unit tests for color-related render states
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tests/display/test_color_buffer.py
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271
tests/display/test_color_buffer.py
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from panda3d import core
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import pytest
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TEST_COLOR = core.LColor(1, 127/255.0, 0, 127/255.0)
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TEST_COLOR_SCALE = core.LVecBase4(0.5, 0.5, 0.5, 0.5)
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TEST_SCALED_COLOR = core.LColor(TEST_COLOR)
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TEST_SCALED_COLOR.componentwise_mult(TEST_COLOR_SCALE)
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FUZZ = 0.02
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@pytest.fixture(scope='session', params=[False, True], ids=["shader:off", "shader:auto"])
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def shader_attrib(request):
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"""Returns two ShaderAttribs: one with auto shader, one without."""
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if request.param:
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return core.ShaderAttrib.make_default().set_shader_auto(True)
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else:
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return core.ShaderAttrib.make_off()
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@pytest.fixture(scope='session', params=["mat:off", "mat:empty", "mat:amb", "mat:diff", "mat:both"])
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def material_attrib(request):
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"""Returns two MaterialAttribs: one with material, one without. It
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shouldn't really matter what we set them to, since the tests in here do
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not use lighting, and therefore the material should be ignored."""
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if request.param == "mat:off":
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return core.MaterialAttrib.make_off()
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elif request.param == "mat:empty":
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return core.MaterialAttrib.make(core.Material())
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elif request.param == "mat:amb":
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mat = core.Material()
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mat.ambient = (0.1, 1, 0.5, 1)
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return core.MaterialAttrib.make(mat)
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elif request.param == "mat:diff":
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mat = core.Material()
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mat.diffuse = (0.1, 1, 0.5, 1)
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return core.MaterialAttrib.make(mat)
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elif request.param == "mat:both":
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mat = core.Material()
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mat.diffuse = (0.1, 1, 0.5, 1)
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mat.ambient = (0.1, 1, 0.5, 1)
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return core.MaterialAttrib.make(mat)
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@pytest.fixture(scope='module', params=[False, True], ids=["srgb:off", "srgb:on"])
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def color_region(request, graphics_pipe):
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"""Creates and returns a DisplayRegion with a depth buffer."""
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engine = core.GraphicsEngine()
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engine.set_threading_model("")
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host_fbprops = core.FrameBufferProperties()
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host_fbprops.force_hardware = True
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host = engine.make_output(
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graphics_pipe,
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'host',
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0,
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host_fbprops,
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core.WindowProperties.size(32, 32),
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core.GraphicsPipe.BF_refuse_window,
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)
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engine.open_windows()
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if host is None:
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pytest.skip("GraphicsPipe cannot make offscreen buffers")
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fbprops = core.FrameBufferProperties()
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fbprops.force_hardware = True
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fbprops.set_rgba_bits(8, 8, 8, 8)
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fbprops.srgb_color = request.param
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buffer = engine.make_output(
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graphics_pipe,
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'buffer',
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0,
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fbprops,
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core.WindowProperties.size(32, 32),
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core.GraphicsPipe.BF_refuse_window,
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host.gsg,
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host
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)
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engine.open_windows()
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if buffer is None:
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pytest.skip("Cannot make color buffer")
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if fbprops.srgb_color != buffer.get_fb_properties().srgb_color:
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pytest.skip("Cannot make buffer with required srgb_color setting")
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buffer.set_clear_color_active(True)
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buffer.set_clear_color((0, 0, 0, 1))
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yield buffer.make_display_region()
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if buffer is not None:
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engine.remove_window(buffer)
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def render_color_pixel(region, state, vertex_color=None):
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"""Renders a fragment using the specified render settings, and returns the
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resulting color value."""
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# Set up the scene with a blank card rendering at specified distance.
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scene = core.NodePath("root")
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scene.set_attrib(core.DepthTestAttrib.make(core.RenderAttrib.M_always))
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camera = scene.attach_new_node(core.Camera("camera"))
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camera.node().get_lens(0).set_near_far(1, 3)
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camera.node().set_cull_bounds(core.OmniBoundingVolume())
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cm = core.CardMaker("card")
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cm.set_frame(-1, 1, -1, 1)
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if vertex_color is not None:
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cm.set_color(vertex_color)
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card = scene.attach_new_node(cm.generate())
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card.set_state(state)
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card.set_pos(0, 2, 0)
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card.set_scale(60)
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region.active = True
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region.camera = camera
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color_texture = core.Texture("color")
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region.window.add_render_texture(color_texture,
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core.GraphicsOutput.RTM_copy_ram,
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core.GraphicsOutput.RTP_color)
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region.window.engine.render_frame()
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region.window.clear_render_textures()
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col = core.LColor()
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color_texture.peek().lookup(col, 0.5, 0.5)
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return col
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def test_color_write_mask(color_region):
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state = core.RenderState.make(
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core.ColorWriteAttrib.make(core.ColorWriteAttrib.C_green),
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)
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result = render_color_pixel(color_region, state)
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assert result == (0, 1, 0, 1)
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def test_color_empty(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result == (1, 1, 1, 1)
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def test_color_off(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_off(),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result == (1, 1, 1, 1)
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def test_color_flat(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_flat(TEST_COLOR),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result.almost_equal(TEST_COLOR, FUZZ)
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def test_color_vertex(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_vertex(),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_COLOR, FUZZ)
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def test_color_empty_vertex(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_COLOR, FUZZ)
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def test_color_off_vertex(color_region, shader_attrib, material_attrib):
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#XXX This behaviour is really odd.
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state = core.RenderState.make(
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core.ColorAttrib.make_off(),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_COLOR, FUZZ)
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def test_scaled_color_empty(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result == (1, 1, 1, 1)
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def test_scaled_color_off(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_off(),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result == (1, 1, 1, 1)
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def test_scaled_color_flat(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_flat(TEST_COLOR),
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core.ColorScaleAttrib.make(TEST_COLOR_SCALE),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state)
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assert result.almost_equal(TEST_SCALED_COLOR, FUZZ)
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def test_scaled_color_vertex(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorAttrib.make_vertex(),
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core.ColorScaleAttrib.make(TEST_COLOR_SCALE),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_SCALED_COLOR, FUZZ)
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def test_scaled_color_empty_vertex(color_region, shader_attrib, material_attrib):
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state = core.RenderState.make(
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core.ColorScaleAttrib.make(TEST_COLOR_SCALE),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_SCALED_COLOR, FUZZ)
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def test_scaled_color_off_vertex(color_region, shader_attrib, material_attrib):
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#XXX This behaviour is really odd.
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state = core.RenderState.make(
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core.ColorAttrib.make_off(),
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core.ColorScaleAttrib.make(TEST_COLOR_SCALE),
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shader_attrib,
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material_attrib,
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)
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result = render_color_pixel(color_region, state, vertex_color=TEST_COLOR)
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assert result.almost_equal(TEST_SCALED_COLOR, FUZZ)
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