d3d8/tests: Add a lighting test with non-affine worldview matrix.
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@ -185,6 +185,7 @@ static void lighting_test(void)
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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;
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static const struct
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{
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@ -238,6 +239,13 @@ static void lighting_test(void)
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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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translatedquad[] =
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{
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{{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
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{{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 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 D3DMATRIX mat =
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@ -252,7 +260,7 @@ static void lighting_test(void)
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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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0.0f, 0.0f, 0.5f, 1.0f,
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}}},
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mat_transf =
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{{{
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@ -260,7 +268,34 @@ static void lighting_test(void)
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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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}}},
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mat_nonaffine =
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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, -1.0f,
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10.f, 10.0f, 10.0f, 0.0f,
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}}};
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static const struct
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{
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const D3DMATRIX *world_matrix;
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const void *quad;
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unsigned int size;
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DWORD expected;
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const char *message;
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BOOL todo;
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}
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tests[] =
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{
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{&mat, nquad, sizeof(nquad[0]), 0x000000ff,
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"Lit quad with light", FALSE},
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{&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff,
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"Lit quad with singular world matrix", FALSE},
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{&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff,
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"Lit quad with transformation matrix", FALSE},
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{&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000,
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"Lit quad with non-affine matrix", TRUE},
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};
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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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@ -340,66 +375,33 @@ static void lighting_test(void)
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_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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for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
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{
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
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2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size);
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ok(SUCCEEDED(hr), "Failed to draw, 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 = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_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 = IDirect3DDevice8_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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color = getPixelColor(device, 320, 240);
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if (tests[i].todo)
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todo_wine ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
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else
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ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
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}
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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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