ddraw/tests: Test lighting control in different interface versions.

This commit is contained in:
Stefan Dösinger 2013-06-20 14:00:03 +02:00 committed by Alexandre Julliard
parent c1663c5583
commit 4b93cf707d
3 changed files with 620 additions and 0 deletions

View File

@ -3214,6 +3214,167 @@ done:
DestroyWindow(window);
}
static void test_lighting_interface_versions(void)
{
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DMaterial2 *emissive, *background;
IDirect3DViewport2 *viewport;
IDirect3DDevice2 *device;
IDirectDrawSurface *rt;
IDirectDraw2 *ddraw;
IDirect3D2 *d3d;
D3DCOLOR color;
HWND window;
HRESULT hr;
D3DMATERIALHANDLE mat_handle;
D3DMATERIAL mat_desc;
DWORD rs;
unsigned int i;
ULONG ref;
static D3DVERTEX quad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
};
static D3DLVERTEX lquad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
};
static D3DTLVERTEX tlquad[] =
{
{{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
};
static const struct
{
D3DVERTEXTYPE vertextype;
void *data;
DWORD d3drs_lighting, d3drs_specular;
DWORD draw_flags;
D3DCOLOR color;
}
tests[] =
{
/* Lighting is enabled when D3DVT_VERTEX is used and D3DDP_DONOTLIGHT is not
* set. D3DVT_VERTEX has diffuse = 0xffffffff and specular = 0x00000000, as
* in later d3d versions */
{ D3DVT_VERTEX, quad, FALSE, FALSE, 0, 0x0000ff00},
{ D3DVT_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
{ D3DVT_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DVT_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DVT_VERTEX, quad, FALSE, TRUE, 0, 0x0000ff00},
{ D3DVT_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
{ D3DVT_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DVT_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DVT_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
{ D3DVT_LVERTEX, lquad, TRUE, FALSE, 0, 0x00ff0000},
{ D3DVT_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ D3DVT_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ D3DVT_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
{ D3DVT_LVERTEX, lquad, TRUE, TRUE, 0, 0x00ff8080},
{ D3DVT_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ D3DVT_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ D3DVT_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
{ D3DVT_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
{ D3DVT_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DVT_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DVT_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
{ D3DVT_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
{ D3DVT_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
{ D3DVT_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(ddraw = create_ddraw()))
{
skip("Failed to create ddraw object, skipping test.\n");
DestroyWindow(window);
return;
}
if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
{
skip("Failed to create D3D device, skipping test.\n");
IDirectDraw2_Release(ddraw);
DestroyWindow(window);
return;
}
hr = IDirectDraw2_QueryInterface(ddraw, &IID_IDirect3D2, (void **)&d3d);
ok(SUCCEEDED(hr), "Failed to get IDirect3D2 interface, hr %#x.\n", hr);
hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
memset(&mat_desc, 0, sizeof(mat_desc));
mat_desc.dwSize = sizeof(mat_desc);
mat_desc.dcvEmissive.g = 1.0f;
hr = IDirect3D2_CreateMaterial(d3d, &emissive, NULL);
ok(SUCCEEDED(hr), "Failed to create material, hr %#x.\n", hr);
hr = IDirect3DMaterial2_SetMaterial(emissive, &mat_desc);
ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
hr = IDirect3DMaterial2_GetHandle(emissive, device, &mat_handle);
ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
background = create_diffuse_material(device, 0.1f, 0.1f, 0.1f, 0.1f);
hr = IDirect3DMaterial2_GetHandle(background, device, &mat_handle);
ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
hr = IDirect3DViewport2_SetBackground(viewport, mat_handle);
ok(SUCCEEDED(hr), "Failed to set background material, hr %#x.\n", hr);
hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
ok(rs == TRUE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected TRUE.\n", rs);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
tests[i].d3drs_specular);
ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
ok(compare_color(color, tests[i].color, 1),
"Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
color, tests[i].color, i);
}
IDirect3DMaterial2_Release(background);
IDirect3DMaterial2_Release(emissive);
IDirectDrawSurface_Release(rt);
IDirect3DDevice2_Release(device);
IDirect3D2_Release(d3d);
ref = IDirectDraw2_Release(ddraw);
ok(ref == 0, "Ddraw object not properly released, refcount %u.\n", ref);
}
START_TEST(ddraw2)
{
test_coop_level_create_device_window();
@ -3239,4 +3400,5 @@ START_TEST(ddraw2)
test_coop_level_multi_window();
test_clear_rect_count();
test_coop_level_versions();
test_lighting_interface_versions();
}

View File

@ -3450,6 +3450,241 @@ done:
DestroyWindow(window);
}
static void test_lighting_interface_versions(void)
{
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DMaterial3 *emissive;
IDirect3DViewport3 *viewport;
IDirect3DDevice3 *device;
IDirectDrawSurface4 *rt;
IDirect3D3 *d3d;
D3DCOLOR color;
HWND window;
HRESULT hr;
D3DMATERIALHANDLE mat_handle;
D3DMATERIAL mat_desc;
DWORD rs;
unsigned int i;
ULONG ref;
static D3DVERTEX quad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
};
#define FVF_COLORVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
static struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse, specular;
}
quad2[] =
{
{{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{-1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
};
static D3DLVERTEX lquad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
};
#define FVF_LVERTEX2 (D3DFVF_LVERTEX & ~D3DFVF_RESERVED1)
static struct
{
struct vec3 position;
DWORD diffuse, specular;
struct vec2 texcoord;
}
lquad2[] =
{
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
};
static D3DTLVERTEX tlquad[] =
{
{{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
};
#define FVF_TLVERTEX2 (D3DFVF_XYZRHW | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
static struct
{
struct vec4 position;
struct vec3 normal;
DWORD diffuse, specular;
}
tlquad2[] =
{
{{ 0.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 0.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 640.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 640.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
};
static const struct
{
DWORD vertextype;
void *data;
DWORD d3drs_lighting, d3drs_specular;
DWORD draw_flags;
D3DCOLOR color;
}
tests[] =
{
/* Lighting is enabled when all of these conditions are met:
* 1) No pretransformed position(D3DFVF_XYZRHW)
* 2) Normals are available (D3DFVF_NORMAL)
* 3) D3DDP_DONOTLIGHT is not set.
*
* D3DRENDERSTATE_LIGHTING is ignored, it is not defined
* in this d3d version */
/* 0 */
{ D3DFVF_VERTEX, quad, FALSE, FALSE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DFVF_VERTEX, quad, FALSE, TRUE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
/* 8 */
{ FVF_COLORVERTEX, quad2, FALSE, FALSE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, TRUE, FALSE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ FVF_COLORVERTEX, quad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
/* The specular color in the vertex is ignored because
* D3DRENDERSTATE_COLORVERTEX is not enabled */
{ FVF_COLORVERTEX, quad2, FALSE, TRUE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, TRUE, TRUE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ FVF_COLORVERTEX, quad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
/* 16 */
{ D3DFVF_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, TRUE, FALSE, 0, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
{ D3DFVF_LVERTEX, lquad, TRUE, TRUE, 0, 0x00ff8080},
{ D3DFVF_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ D3DFVF_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
/* 24 */
{ FVF_LVERTEX2, lquad2, FALSE, FALSE, 0, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, TRUE, FALSE, 0, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, FALSE, TRUE, 0, 0x00ff8080},
{ FVF_LVERTEX2, lquad2, TRUE, TRUE, 0, 0x00ff8080},
{ FVF_LVERTEX2, lquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ FVF_LVERTEX2, lquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
/* 32 */
{ D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
/* 40 */
{ FVF_TLVERTEX2, tlquad2, FALSE, FALSE, 0, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, FALSE, 0, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, TRUE, 0, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, TRUE, 0, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create D3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get IDirect3D3 interface, hr %#x.\n", hr);
hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
memset(&mat_desc, 0, sizeof(mat_desc));
mat_desc.dwSize = sizeof(mat_desc);
mat_desc.dcvEmissive.g = 1.0f;
hr = IDirect3D3_CreateMaterial(d3d, &emissive, NULL);
ok(SUCCEEDED(hr), "Failed to create material, hr %#x.\n", hr);
hr = IDirect3DMaterial3_SetMaterial(emissive, &mat_desc);
ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
hr = IDirect3DMaterial3_GetHandle(emissive, device, &mat_handle);
ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice3_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
ok(rs == FALSE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected FALSE.\n", rs);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xff202020, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
tests[i].d3drs_specular);
ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
ok(compare_color(color, tests[i].color, 1),
"Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
color, tests[i].color, i);
}
IDirect3DMaterial3_Release(emissive);
IDirectDrawSurface4_Release(rt);
ref = IDirect3DDevice3_Release(device);
ok(ref == 0, "Device not properly released, refcount %u.\n", ref);
ref = IDirect3D3_Release(d3d);
ok(ref == 0, "D3d not properly released, refcount %u.\n", ref);
}
START_TEST(ddraw4)
{
test_process_vertices();
@ -3478,4 +3713,5 @@ START_TEST(ddraw4)
test_draw_strided();
test_clear_rect_count();
test_coop_level_versions();
test_lighting_interface_versions();
}

View File

@ -3274,6 +3274,227 @@ static void test_fog_special(void)
DestroyWindow(window);
}
static void test_lighting_interface_versions(void)
{
IDirect3DDevice7 *device;
IDirectDrawSurface7 *rt;
D3DCOLOR color;
HWND window;
HRESULT hr;
DWORD rs;
unsigned int i;
ULONG ref;
D3DMATERIAL7 material;
static D3DVERTEX quad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
{{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
};
#define FVF_COLORVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
static struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse, specular;
}
quad2[] =
{
{{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{-1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
};
static D3DLVERTEX lquad[] =
{
{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
};
#define FVF_LVERTEX2 (D3DFVF_LVERTEX & ~D3DFVF_RESERVED1)
static struct
{
struct vec3 position;
DWORD diffuse, specular;
struct vec2 texcoord;
}
lquad2[] =
{
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
};
static D3DTLVERTEX tlquad[] =
{
{{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
{{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
};
#define FVF_TLVERTEX2 (D3DFVF_XYZRHW | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
static struct
{
struct vec4 position;
struct vec3 normal;
DWORD diffuse, specular;
}
tlquad2[] =
{
{{ 0.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 0.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 640.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
{{ 640.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
};
static const struct
{
DWORD vertextype;
void *data;
DWORD d3drs_lighting, d3drs_specular;
DWORD draw_flags;
D3DCOLOR color;
}
tests[] =
{
/* Lighting is enabled when D3DFVF_XYZ is used and D3DRENDERSTATE_LIGHTING is
* enabled. D3DDP_DONOTLIGHT is ignored. Lighting is also enabled when normals
* are not available
*
* Note that the specular result is 0x00000000 when lighting is on even if the
* input vertex has specular color because D3DRENDERSTATE_COLORVERTEX is not
* enabled */
/* 0 */
{ D3DFVF_VERTEX, quad, FALSE, FALSE, 0, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
{ D3DFVF_VERTEX, quad, FALSE, TRUE, 0, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
{ D3DFVF_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
{ D3DFVF_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
/* 8 */
{ FVF_COLORVERTEX, quad2, FALSE, FALSE, 0, 0x00ff0000},
{ FVF_COLORVERTEX, quad2, TRUE, FALSE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ FVF_COLORVERTEX, quad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, FALSE, TRUE, 0, 0x00ff8080},
{ FVF_COLORVERTEX, quad2, TRUE, TRUE, 0, 0x0000ff00},
{ FVF_COLORVERTEX, quad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ FVF_COLORVERTEX, quad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
/* 16 */
{ D3DFVF_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, TRUE, FALSE, 0, 0x0000ff00},
{ D3DFVF_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ D3DFVF_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
{ D3DFVF_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
{ D3DFVF_LVERTEX, lquad, TRUE, TRUE, 0, 0x0000ff00},
{ D3DFVF_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ D3DFVF_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
/* 24 */
{ FVF_LVERTEX2, lquad2, FALSE, FALSE, 0, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, TRUE, FALSE, 0, 0x0000ff00},
{ FVF_LVERTEX2, lquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
{ FVF_LVERTEX2, lquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
{ FVF_LVERTEX2, lquad2, FALSE, TRUE, 0, 0x00ff8080},
{ FVF_LVERTEX2, lquad2, TRUE, TRUE, 0, 0x0000ff00},
{ FVF_LVERTEX2, lquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
{ FVF_LVERTEX2, lquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
/* 32 */
{ D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
{ D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
/* 40 */
{ FVF_TLVERTEX2, tlquad2, FALSE, FALSE, 0, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, FALSE, 0, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, TRUE, 0, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, TRUE, 0, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
{ FVF_TLVERTEX2, tlquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create D3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
memset(&material, 0, sizeof(material));
material.emissive.g = 1.0f;
hr = IDirect3DDevice7_SetMaterial(device, &material);
ok(SUCCEEDED(hr), "Failed set material, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
ok(rs == TRUE, "Initial D3DRENDERSTATE_LIGHTING is %#x, expected TRUE.\n", rs);
hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
ok(rs == FALSE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected FALSE.\n", rs);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff202020, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
tests[i].d3drs_specular);
ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
ok(rs == tests[i].d3drs_lighting, "D3DRENDERSTATE_LIGHTING is %#x, expected %#x.\n",
rs, tests[i].d3drs_lighting);
color = get_surface_color(rt, 320, 240);
ok(compare_color(color, tests[i].color, 1),
"Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
color, tests[i].color, i);
}
IDirectDrawSurface7_Release(rt);
ref = IDirect3DDevice7_Release(device);
ok(ref == 0, "Device not properly released, refcount %u.\n", ref);
}
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@ -3310,4 +3531,5 @@ START_TEST(ddraw7)
test_clear_rect_count();
test_coop_level_versions();
test_fog_special();
test_lighting_interface_versions();
}