ddraw/tests: Backport test_specular_lighting() for ddraw1.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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710dfeb425
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1972e99edd
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@ -20,6 +20,7 @@
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#define COBJMACROS
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#include "wine/test.h"
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#include "wine/heap.h"
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#include <limits.h>
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#include <math.h>
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#include "ddrawi.h"
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@ -415,6 +416,27 @@ static void emit_tquad_tlist(void **ptr, WORD base_idx)
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*ptr = tri;
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}
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static void emit_tri_indices(void **ptr, WORD *indices, unsigned int primitive_count)
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{
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D3DINSTRUCTION *inst = *ptr;
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D3DTRIANGLE *tri = (D3DTRIANGLE *)(inst + 1);
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unsigned int i;
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inst->bOpcode = D3DOP_TRIANGLE;
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inst->bSize = sizeof(*tri);
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inst->wCount = primitive_count;
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for (i = 0; i < primitive_count; ++i)
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{
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U1(*tri).v1 = indices[i * 3];
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U2(*tri).v2 = indices[i * 3 + 1];
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U3(*tri).v3 = indices[i * 3 + 2];
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tri->wFlags = D3DTRIFLAG_START;
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++tri;
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}
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*ptr = tri;
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}
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static void emit_texture_load(void **ptr, D3DTEXTUREHANDLE dst_texture,
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D3DTEXTUREHANDLE src_texture)
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{
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@ -679,6 +701,22 @@ static IDirect3DMaterial *create_emissive_material(IDirect3DDevice *device, floa
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return create_material(device, &mat);
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}
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static IDirect3DMaterial *create_specular_material(IDirect3DDevice *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 void destroy_material(IDirect3DMaterial *material)
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{
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IDirect3DMaterial_Release(material);
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@ -6294,6 +6332,256 @@ 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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const unsigned int vertex_count = vertices_side * vertices_side;
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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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/* Use of D3DLIGHT2 instead of D3DLIGHT is intentional. Using D3DLIGHT
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* without dwFlags looks broken on Windows 7: directional light behaves as
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* if _LOCALVIEWER state is off, point and spot lights do not work at all
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* and always output zero colours. */
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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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static const struct expected_color
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{
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unsigned int x, y;
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D3DCOLOR colour;
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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_zero[] =
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{
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{160, 120, 0x00000000},
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{320, 120, 0x00000000},
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{480, 120, 0x00000000},
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{160, 240, 0x00000000},
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{320, 240, 0x00000000},
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{480, 240, 0x00000000},
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{160, 360, 0x00000000},
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{320, 360, 0x00000000},
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{480, 360, 0x00000000},
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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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float specular_power;
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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, 30.0f, expected_directional_local, ARRAY_SIZE(expected_directional_local)},
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{&directional, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
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};
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D3DMATRIXHANDLE world_handle, view_handle, proj_handle;
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IDirect3DMaterial *material, *background_material;
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IDirect3DExecuteBuffer *execute_buffer;
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D3DEXECUTEBUFFERDESC exec_desc;
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D3DMATERIALHANDLE mat_handle;
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IDirect3DViewport *viewport;
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unsigned int i, j, x, y;
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IDirect3DDevice *device;
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IDirectDrawSurface *rt;
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IDirect3DLight *light;
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IDirectDraw*ddraw;
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UINT inst_length;
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D3DVERTEX *quad;
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D3DCOLOR colour;
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IDirect3D *d3d;
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ULONG refcount;
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WORD *indices;
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BOOL is_warp;
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HWND window;
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HRESULT hr;
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void *ptr;
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window = create_window();
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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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IDirectDraw_Release(ddraw);
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DestroyWindow(window);
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return;
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}
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is_warp = ddraw_is_warp(ddraw);
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quad = heap_alloc(vertex_count * sizeof(*quad));
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indices = heap_alloc(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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hr = IDirect3DDevice_GetDirect3D(device, &d3d);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_QueryInterface(device, &IID_IDirectDrawSurface, (void **)&rt);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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viewport = create_viewport(device, 0, 0, 640, 480);
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background_material = create_diffuse_material(device, 1.0f, 0.0f, 0.0f, 1.0f);
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viewport_set_background(device, viewport, background_material);
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hr = IDirect3DViewport_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_CreateMatrix(device, &world_handle);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_SetMatrix(device, world_handle, &mat);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_CreateMatrix(device, &view_handle);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_SetMatrix(device, view_handle, &mat);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_CreateMatrix(device, &proj_handle);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_SetMatrix(device, proj_handle, &mat);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3D_CreateLight(d3d, &light, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DViewport_AddLight(viewport, light);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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memset(&exec_desc, 0, sizeof(exec_desc));
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exec_desc.dwSize = sizeof(exec_desc);
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exec_desc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS;
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exec_desc.dwBufferSize = 10240;
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exec_desc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY;
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hr = IDirect3DDevice_CreateExecuteBuffer(device, &exec_desc, &execute_buffer, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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tests[i].light->dwFlags = D3DLIGHT_ACTIVE;
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material = create_specular_material(device, 1.0f, 1.0f, 1.0f, 1.0f, tests[i].specular_power);
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hr = IDirect3DMaterial_GetHandle(material, device, &mat_handle);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)tests[i].light);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DViewport_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_BeginScene(device);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DExecuteBuffer_Lock(execute_buffer, &exec_desc);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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memcpy(exec_desc.lpData, quad, sizeof(*quad) * vertex_count);
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ptr = ((BYTE *)exec_desc.lpData) + sizeof(*quad) * vertex_count;
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emit_set_ls(&ptr, D3DLIGHTSTATE_MATERIAL, mat_handle);
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emit_set_ts(&ptr, D3DTRANSFORMSTATE_WORLD, world_handle);
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emit_set_ts(&ptr, D3DTRANSFORMSTATE_VIEW, view_handle);
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emit_set_ts(&ptr, D3DTRANSFORMSTATE_PROJECTION, proj_handle);
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emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE);
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emit_set_rs(&ptr, D3DRENDERSTATE_SPECULARENABLE, TRUE);
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emit_process_vertices(&ptr, D3DPROCESSVERTICES_TRANSFORMLIGHT, 0, vertex_count);
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emit_tri_indices(&ptr, indices, indices_count / 3);
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emit_end(&ptr);
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inst_length = (BYTE *)ptr - (BYTE *)exec_desc.lpData;
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ok(inst_length <= exec_desc.dwBufferSize, "Execute buffer overflow, size %u.\n", inst_length);
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inst_length -= sizeof(*quad) * vertex_count;
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hr = IDirect3DExecuteBuffer_Unlock(execute_buffer);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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set_execute_data(execute_buffer, vertex_count, sizeof(*quad) * vertex_count, inst_length);
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hr = IDirect3DDevice_Execute(device, execute_buffer, viewport, D3DEXECUTE_CLIPPED);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice_EndScene(device);
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ok(hr == D3D_OK, "Got unexpected 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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colour = get_surface_color(rt, tests[i].expected[j].x, tests[i].expected[j].y);
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ok(compare_color(colour, tests[i].expected[j].colour, 1)
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|| broken(is_warp && compare_color(colour, 0x00ff0000, 1)),
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"Expected colour 0x%08x at location (%u, %u), got 0x%08x, case %u.\n",
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tests[i].expected[j].colour, tests[i].expected[j].x,
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tests[i].expected[j].y, colour, i);
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}
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destroy_material(material);
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}
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IDirect3DExecuteBuffer_Release(execute_buffer);
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IDirect3DDevice_DeleteMatrix(device, world_handle);
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IDirect3DDevice_DeleteMatrix(device, view_handle);
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IDirect3DDevice_DeleteMatrix(device, proj_handle);
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hr = IDirect3DViewport_DeleteLight(viewport, light);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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IDirect3DLight_Release(light);
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destroy_material(background_material);
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destroy_viewport(device, viewport);
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IDirectDrawSurface_Release(rt);
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refcount = IDirect3DDevice_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D_Release(d3d);
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refcount = IDirectDraw_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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heap_free(indices);
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heap_free(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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@ -12552,6 +12840,7 @@ START_TEST(ddraw1)
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test_p8_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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