diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c index 6ac725dbcc1..20cd9899739 100644 --- a/dlls/ddraw/tests/ddraw4.c +++ b/dlls/ddraw/tests/ddraw4.c @@ -9992,6 +9992,147 @@ static void test_range_colorkey(void) DestroyWindow(window); } +static void test_shademode(void) +{ + IDirect3DVertexBuffer *vb_strip, *vb_list, *buffer; + D3DRECT clear_rect = {{0}, {0}, {640}, {480}}; + IDirect3DViewport3 *viewport; + IDirect3DDevice3 *device; + D3DVERTEXBUFFERDESC desc; + IDirectDrawSurface4 *rt; + DWORD color0, color1; + void *data = NULL; + IDirect3D3 *d3d; + ULONG refcount; + UINT i, count; + HWND window; + HRESULT hr; + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad_strip[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, + }, + quad_list[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, + }; + static const struct + { + DWORD primtype; + DWORD shademode; + DWORD color0, color1; + } + tests[] = + { + {D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, + {D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + }; + + 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 a 3D device, skipping test.\n"); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice3_GetDirect3D(device, &d3d); + ok(SUCCEEDED(hr), "Failed to get d3d 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 activate the viewport, hr %#x.\n", hr); + + hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + + memset(&desc, 0, sizeof(desc)); + desc.dwSize = sizeof(desc); + desc.dwCaps = D3DVBCAPS_WRITEONLY; + desc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE; + desc.dwNumVertices = sizeof(quad_strip) / sizeof(*quad_strip); + hr = IDirect3D3_CreateVertexBuffer(d3d, &desc, &vb_strip, 0, NULL); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + hr = IDirect3DVertexBuffer_Lock(vb_strip, 0, &data, NULL); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + memcpy(data, quad_strip, sizeof(quad_strip)); + hr = IDirect3DVertexBuffer_Unlock(vb_strip); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + + desc.dwNumVertices = sizeof(quad_list) / sizeof(*quad_list); + hr = IDirect3D3_CreateVertexBuffer(d3d, &desc, &vb_list, 0, NULL); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + hr = IDirect3DVertexBuffer_Lock(vb_list, 0, &data, NULL); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + memcpy(data, quad_list, sizeof(quad_list)); + hr = IDirect3DVertexBuffer_Unlock(vb_list); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + + /* Try it first with a TRIANGLESTRIP. Do it with different geometry because + * the color fixups we have to do for FLAT shading will be dependent on that. */ + + for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + { + hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr); + + hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SHADEMODE, tests[i].shademode); + ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); + + hr = IDirect3DDevice3_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + buffer = tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list; + count = tests[i].primtype == D3DPT_TRIANGLESTRIP ? 4 : 6; + hr = IDirect3DDevice3_DrawPrimitiveVB(device, tests[i].primtype, buffer, 0, count, 0); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice3_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */ + color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */ + + /* For D3DSHADE_FLAT it should take the color of the first vertex of + * each triangle. This requires EXT_provoking_vertex or similar + * functionality being available. */ + /* PHONG should be the same as GOURAUD, since no hardware implements + * this. */ + ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n", + i, color0, tests[i].color0); + ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n", + i, color1, tests[i].color1); + } + + IDirect3DVertexBuffer_Release(vb_strip); + IDirect3DVertexBuffer_Release(vb_list); + destroy_viewport(device, viewport); + IDirectDrawSurface4_Release(rt); + IDirect3D3_Release(d3d); + refcount = IDirect3DDevice3_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + DestroyWindow(window); +} + START_TEST(ddraw4) { IDirectDraw4 *ddraw; @@ -10077,4 +10218,5 @@ START_TEST(ddraw4) test_texcoordindex(); test_colorkey_precision(); test_range_colorkey(); + test_shademode(); }