d3d9/tests: Add a couple of fog tests.

This commit is contained in:
Matteo Bruni 2011-07-22 20:33:07 +02:00 committed by Alexandre Julliard
parent 0c34811612
commit afd1fe4389
1 changed files with 140 additions and 6 deletions

View File

@ -928,6 +928,50 @@ static void fog_test(IDirect3DDevice9 *device)
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
const float ident_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
const float world_mat1[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f
};
const float world_mat2[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f
};
const float proj_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f
};
const struct sVertex far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
};
const struct sVertex far_quad2[] =
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
@ -1144,15 +1188,105 @@ static void fog_test(IDirect3DDevice9 *device)
break;
}
}
if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
/* A simple fog + non-identity world matrix test */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr);
start = 0.0;
end = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end));
ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr);
if (IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test fog behavior with an orthogonal (but non-identity) projection matrix */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat2);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)proj_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear returned %#08x\n", hr);
if (IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
/* 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 %08x\n", hr);
start = 0.0;
end = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);