d3d9: Add a non-shader reversed fog test.

This commit is contained in:
Stefan Dösinger 2008-02-12 18:20:10 +01:00 committed by Alexandre Julliard
parent 21b4af1b46
commit 9850e4b529
1 changed files with 88 additions and 0 deletions

View File

@ -630,8 +630,10 @@ static void fog_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
BYTE r, g, b;
float start = 0.0f, end = 1.0f;
D3DCAPS9 caps;
int i;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex unstransformed_1[] = {
@ -662,6 +664,27 @@ static void fog_test(IDirect3DDevice9 *device)
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct vertex rev_fog_quads[] = {
{-1.0, -1.0, 0.1, 0x000000ff},
{-1.0, 0.0, 0.1, 0x000000ff},
{ 0.0, 0.0, 0.1, 0x000000ff},
{ 0.0, -1.0, 0.1, 0x000000ff},
{ 0.0, -1.0, 0.9, 0x000000ff},
{ 0.0, 0.0, 0.9, 0x000000ff},
{ 1.0, 0.0, 0.9, 0x000000ff},
{ 1.0, -1.0, 0.9, 0x000000ff},
{ 0.0, 0.0, 0.4, 0x000000ff},
{ 0.0, 1.0, 0.4, 0x000000ff},
{ 1.0, 1.0, 0.4, 0x000000ff},
{ 1.0, 0.0, 0.4, 0x000000ff},
{-1.0, 0.0, 0.7, 0x000000ff},
{-1.0, 1.0, 0.7, 0x000000ff},
{ 0.0, 1.0, 0.7, 0x000000ff},
{ 0.0, 0.0, 0.7, 0x000000ff},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
memset(&caps, 0, sizeof(caps));
@ -817,6 +840,71 @@ static void fog_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
/* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
* but without shaders it seems to work everywhere
*/
end = 0.2;
start = 0.8;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog end returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
/* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so
* it doesn't seem very important for games. ATI cards also have problems with reversed table fog,
* so skip this for now
*/
for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) {
const char *mode = (i ? "table" : "vertex");
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr)) {
WORD Indices2[] = { 0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12};
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */,
16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads,
sizeof(rev_fog_quads[0]));
hr = IDirect3DDevice9_EndScene(device);
ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360);
ok(color == 0x0000FF00, "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00\n", mode, color);
color = getPixelColor(device, 160, 120);
r = (color & 0x00ff0000) >> 16;
g = (color & 0x0000ff00) >> 8;
b = (color & 0x000000ff);
ok(r == 0x00 && g >= 0x29 && g <= 0x2d && b >= 0xd2 && b <= 0xd6,
"Reversed %s fog: z=0.7 has color 0x%08x, expected\n", mode, color);
color = getPixelColor(device, 480, 120);
r = (color & 0x00ff0000) >> 16;
g = (color & 0x0000ff00) >> 8;
b = (color & 0x000000ff);
ok(r == 0x00 && g >= 0xa8 && g <= 0xac && b >= 0x53 && b <= 0x57,
"Reversed %s fog: z=0.4 has color 0x%08x, expected\n", mode, color);
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color);
if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) {
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n");
break;
}
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));