d3d9/tests: Add more lighting tests.
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7a8ac888de
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2f710d72bb
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@ -269,6 +269,20 @@ static void lighting_test(void)
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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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mat_singular =
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{{{
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1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 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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mat_transf =
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{{{
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f,
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10.f, 10.0f, 10.0f, 1.0f,
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}}};
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static const struct
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{
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@ -315,8 +329,22 @@ static void lighting_test(void)
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{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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},
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nquad[] =
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{
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{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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},
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rotatedquad[] =
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{
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{{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
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{{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
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{{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
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{{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
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};
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static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
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static const WORD indices[] = {0, 1, 2, 2, 3, 0};
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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@ -331,7 +359,6 @@ static void lighting_test(void)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
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/* Setup some states that may cause issues */
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
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@ -346,19 +373,8 @@ static void lighting_test(void)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, fvf);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
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@ -369,14 +385,14 @@ static void lighting_test(void)
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/* No lights are defined... That means, lit vertices should be entirely black */
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /* PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, nfvf);
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@ -384,14 +400,14 @@ static void lighting_test(void)
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /* PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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@ -408,6 +424,72 @@ static void lighting_test(void)
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_LightEnable(device, 0, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color == 0x000000ff, "Lit quad with light has color 0x%08x.\n", color);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat_singular);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 160, 240);
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ok(color == 0x00ffffff, "Cleared area has color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 240);
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ok(color == 0x000000ff, "Lit quad with singular world matrix has color 0x%08x.\n", color);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat_transf);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, rotatedquad, sizeof(rotatedquad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color == 0x000000ff, "Lit quad with transformation matrix has color 0x%08x.\n", color);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_LightEnable(device, 0, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable light 0, hr %#x.\n", hr);
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memset(&material, 0, sizeof(material));
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material.Diffuse.r = 0.0;
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material.Diffuse.g = 0.0;
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