ddraw/tests: Add a ddraw2 specular lighting test.
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@ -16,8 +16,10 @@
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include <math.h>
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#define COBJMACROS
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#include "wine/test.h"
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#include "d3d.h"
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@ -342,6 +344,22 @@ static IDirect3DMaterial2 *create_diffuse_material(IDirect3DDevice2 *device, flo
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return create_material(device, &mat);
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}
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static IDirect3DMaterial2 *create_specular_material(IDirect3DDevice2 *device,
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float r, float g, float b, float a, float power)
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{
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D3DMATERIAL mat;
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memset(&mat, 0, sizeof(mat));
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mat.dwSize = sizeof(mat);
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U1(U2(mat).specular).r = r;
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U2(U2(mat).specular).g = g;
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U3(U2(mat).specular).b = b;
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U4(U2(mat).specular).a = a;
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U4(mat).power = power;
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return create_material(device, &mat);
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}
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static IDirect3DMaterial2 *create_emissive_material(IDirect3DDevice2 *device, float r, float g, float b, float a)
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{
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D3DMATERIAL mat;
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@ -6656,6 +6674,269 @@ static void test_lighting(void)
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DestroyWindow(window);
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}
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static void test_specular_lighting(void)
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{
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static const unsigned int vertices_side = 5;
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const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3;
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static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
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static D3DMATRIX mat =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static D3DLIGHT2 directional =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_DIRECTIONAL,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {1.0f}},
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},
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point =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_POINT,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.0f}},
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100.0f,
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0.0f,
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0.0f, 0.0f, 1.0f,
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},
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spot =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_SPOT,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {1.0f}},
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100.0f,
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1.0f,
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0.0f, 0.0f, 1.0f,
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M_PI / 12.0f, M_PI / 3.0f
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},
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parallelpoint =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_PARALLELPOINT,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.5f}, {0.0f}, {-1.0f}},
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{{0.0f}, {0.0f}, {0.0f}},
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};
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static const struct expected_color
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{
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unsigned int x, y;
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D3DCOLOR color;
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}
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expected_directional_local[] =
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{
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{160, 120, 0x003c3c3c},
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{320, 120, 0x00717171},
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{480, 120, 0x003c3c3c},
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{160, 240, 0x00717171},
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{320, 240, 0x00ffffff},
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{480, 240, 0x00717171},
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{160, 360, 0x003c3c3c},
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{320, 360, 0x00717171},
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{480, 360, 0x003c3c3c},
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},
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expected_point_local[] =
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{
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{160, 120, 0x00000000},
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{320, 120, 0x00090909},
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{480, 120, 0x00000000},
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{160, 240, 0x00090909},
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{320, 240, 0x00fafafa},
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{480, 240, 0x00090909},
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{160, 360, 0x00000000},
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{320, 360, 0x00090909},
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{480, 360, 0x00000000},
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},
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expected_spot_local[] =
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{
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{160, 120, 0x00000000},
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{320, 120, 0x00020202},
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{480, 120, 0x00000000},
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{160, 240, 0x00020202},
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{320, 240, 0x00fafafa},
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{480, 240, 0x00020202},
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{160, 360, 0x00000000},
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{320, 360, 0x00020202},
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{480, 360, 0x00000000},
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},
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expected_parallelpoint[] =
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{
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{160, 120, 0x00050505},
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{320, 120, 0x002c2c2c},
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{480, 120, 0x006e6e6e},
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{160, 240, 0x00090909},
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{320, 240, 0x00717171},
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{480, 240, 0x00ffffff},
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{160, 360, 0x00050505},
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{320, 360, 0x002c2c2c},
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{480, 360, 0x006e6e6e},
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};
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static const struct
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{
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D3DLIGHT2 *light;
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const struct expected_color *expected;
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unsigned int expected_count;
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}
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tests[] =
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{
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{&directional, expected_directional_local,
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sizeof(expected_directional_local) / sizeof(expected_directional_local[0])},
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{&point, expected_point_local,
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sizeof(expected_point_local) / sizeof(expected_point_local[0])},
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{&spot, expected_spot_local,
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sizeof(expected_spot_local) / sizeof(expected_spot_local[0])},
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{¶llelpoint, expected_parallelpoint,
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sizeof(expected_parallelpoint) / sizeof(expected_parallelpoint[0])},
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};
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IDirect3D2 *d3d;
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IDirect3DDevice2 *device;
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IDirectDraw2 *ddraw;
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IDirectDrawSurface *rt;
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IDirect3DViewport2 *viewport;
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IDirect3DMaterial2 *material, *background_material;
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IDirect3DLight *light;
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D3DMATERIALHANDLE mat_handle;
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D3DCOLOR color;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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unsigned int i, j, x, y;
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D3DVERTEX *quad;
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WORD *indices;
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quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad));
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indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices));
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for (i = 0, y = 0; y < vertices_side; ++y)
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{
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for (x = 0; x < vertices_side; ++x)
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{
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U1(quad[i]).x = x * 2.0f / (vertices_side - 1) - 1.0f;
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U2(quad[i]).y = y * 2.0f / (vertices_side - 1) - 1.0f;
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U3(quad[i]).z = 1.0f;
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U4(quad[i]).nx = 0.0f;
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U5(quad[i]).ny = 0.0f;
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U6(quad[i]).nz = -1.0f;
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U7(quad[i]).tu = 0.0f;
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U8(quad[i++]).tv = 0.0f;
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}
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}
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for (i = 0, y = 0; y < (vertices_side - 1); ++y)
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{
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for (x = 0; x < (vertices_side - 1); ++x)
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{
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indices[i++] = y * vertices_side + x + 1;
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indices[i++] = y * vertices_side + x;
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indices[i++] = (y + 1) * vertices_side + x;
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indices[i++] = y * vertices_side + x + 1;
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indices[i++] = (y + 1) * vertices_side + x;
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indices[i++] = (y + 1) * vertices_side + x + 1;
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}
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}
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window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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ddraw = create_ddraw();
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ok(!!ddraw, "Failed to create a ddraw object.\n");
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if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
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{
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skip("Failed to create a 3D device, skipping test.\n");
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice2_GetDirect3D(device, &d3d);
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ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
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hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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viewport = create_viewport(device, 0, 0, 640, 480);
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hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
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ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
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ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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background_material = create_diffuse_material(device, 1.0f, 1.0f, 1.0f, 1.0f);
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viewport_set_background(device, viewport, background_material);
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material = create_specular_material(device, 1.0f, 1.0f, 1.0f, 1.0f, 30.0f);
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hr = IDirect3DMaterial2_GetHandle(material, device, &mat_handle);
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ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
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ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
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hr = IDirect3D2_CreateLight(d3d, &light, NULL);
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ok(SUCCEEDED(hr), "Failed to create a light object, hr %#x.\n", hr);
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hr = IDirect3DViewport2_AddLight(viewport, light);
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ok(SUCCEEDED(hr), "Failed to add a light to the viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
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{
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tests[i].light->dwFlags = D3DLIGHT_ACTIVE;
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hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)tests[i].light);
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ok(SUCCEEDED(hr), "Failed to set light, hr %#x.\n", hr);
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hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice2_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice2_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DVT_VERTEX,
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quad, vertices_side * vertices_side, indices, indices_count, 0);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice2_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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for (j = 0; j < tests[i].expected_count; ++j)
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{
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color = get_surface_color(rt, tests[i].expected[j].x, tests[i].expected[j].y);
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ok(compare_color(color, tests[i].expected[j].color, 1),
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"Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n",
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tests[i].expected[j].color, tests[i].expected[j].x,
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tests[i].expected[j].y, color, i);
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}
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}
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hr = IDirect3DViewport2_DeleteLight(viewport, light);
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ok(SUCCEEDED(hr), "Failed to remove a light from the viewport, hr %#x.\n", hr);
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IDirect3DLight_Release(light);
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destroy_material(material);
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destroy_material(background_material);
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destroy_viewport(device, viewport);
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IDirectDrawSurface2_Release(rt);
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refcount = IDirect3DDevice2_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D2_Release(d3d);
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refcount = IDirectDraw2_Release(ddraw);
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ok(!refcount, "Ddraw object has %u references left.\n", refcount);
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DestroyWindow(window);
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HeapFree(GetProcessHeap(), 0, indices);
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HeapFree(GetProcessHeap(), 0, quad);
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}
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static void test_palette_gdi(void)
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{
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IDirectDrawSurface *surface, *primary;
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@ -8221,6 +8502,7 @@ START_TEST(ddraw2)
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test_p8_rgb_blit();
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test_material();
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test_lighting();
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test_specular_lighting();
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test_palette_gdi();
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test_palette_alpha();
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test_lost_device();
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