d3d8/tests: Use a separate device for fog_test().
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2428049753
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322e6dd587
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@ -372,56 +372,77 @@ static void clear_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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}
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struct sVertex {
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float x, y, z;
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DWORD diffuse;
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DWORD specular;
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};
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struct sVertexT {
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float x, y, z, rhw;
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DWORD diffuse;
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DWORD specular;
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};
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static void fog_test(IDirect3DDevice8 *device)
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static void fog_test(void)
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{
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HRESULT hr;
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DWORD color;
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float start = 0.0, end = 1.0;
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/* Gets full z based fog with linear fog, no fog with specular color */
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struct sVertex untransformed_1[] = {
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{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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};
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/* Ok, I am too lazy to deal with transform matrices */
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struct sVertex untransformed_2[] = {
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{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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};
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/* Untransformed ones. Give them a different diffuse color to make the test look
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* nicer. It also makes making sure that they are drawn correctly easier.
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*/
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struct sVertexT transformed_1[] = {
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{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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};
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struct sVertexT transformed_2[] = {
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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float start = 0.0f, end = 1.0f;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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D3DCAPS8 caps;
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HWND window;
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HRESULT hr;
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/* Gets full z based fog with linear fog, no fog with specular color. */
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static const struct
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{
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float x, y, z;
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D3DCOLOR diffuse;
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D3DCOLOR specular;
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}
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untransformed_1[] =
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{
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{-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
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{-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
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{ 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
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},
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/* Ok, I am too lazy to deal with transform matrices. */
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untransformed_2[] =
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{
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{-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
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{-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
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{ 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
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},
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far_quad1[] =
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{
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{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
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{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
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{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
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},
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far_quad2[] =
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{
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{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
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{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
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};
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/* Untransformed ones. Give them a different diffuse color to make the
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* test look nicer. It also makes making sure that they are drawn
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* correctly easier. */
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static const struct
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{
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float x, y, z, rhw;
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D3DCOLOR diffuse;
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D3DCOLOR specular;
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}
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transformed_1[] =
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{
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{320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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},
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transformed_2[] =
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{
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{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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{320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
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};
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static const D3DMATRIX ident_mat =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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@ -450,36 +471,38 @@ static void fog_test(IDirect3DDevice8 *device)
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 1.0f,
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}}};
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static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
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struct sVertex far_quad1[] =
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
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{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
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{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
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};
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struct sVertex far_quad2[] =
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{
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{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
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{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
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{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
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};
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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memset(&caps, 0, sizeof(caps));
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
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/* Setup initial states: No lighting, fog on, fog color */
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
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ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
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/* Some of the tests seem to depend on the projection matrix explicitly
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* being set to an identity matrix, even though that's the default.
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* (AMD Radeon HD 6310, Windows 7) */
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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/* First test: Both table fog and vertex fog off */
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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@ -612,20 +635,17 @@ static void fog_test(IDirect3DDevice8 *device)
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"Fogged out quad has color %08x\n", color);
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat);
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ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
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ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
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}
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else
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{
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skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
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}
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/* Turn off the fog master switch to avoid confusing other tests */
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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/* This tests fog in combination with shaders.
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@ -4961,7 +4981,6 @@ START_TEST(visual)
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depth_clamp_test(device_ptr);
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lighting_test(device_ptr);
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clear_test(device_ptr);
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fog_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -4969,6 +4988,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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fog_test();
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z_range_test();
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offscreen_test();
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alpha_test();
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