d3dx9/tests: Partially test front and back faces for D3DXCreateText.
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@ -2542,7 +2542,7 @@ error:
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return hr == D3D_OK;
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}
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static void compare_text_outline_mesh(const char *name, ID3DXMesh *d3dxmesh, struct mesh *mesh, int textlen)
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static void compare_text_outline_mesh(const char *name, ID3DXMesh *d3dxmesh, struct mesh *mesh, int textlen, float extrusion)
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{
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HRESULT hr;
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DWORD number_of_vertices, number_of_faces;
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@ -2652,6 +2652,7 @@ static void compare_text_outline_mesh(const char *name, ID3DXMesh *d3dxmesh, str
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{
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int nb_outline_vertices1, nb_outline_faces1;
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int nb_outline_vertices2, nb_outline_faces2;
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int nb_back_vertices, nb_back_faces;
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int first_vtx1, first_vtx2;
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int first_face1, first_face2;
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int j;
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@ -2726,21 +2727,107 @@ static void compare_text_outline_mesh(const char *name, ID3DXMesh *d3dxmesh, str
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face_idx1 = first_face1 + nb_outline_faces1;
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face_idx2 = first_face2 + nb_outline_faces2;
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/* skip to the outline for the next glyph */
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/* partial test on back vertices and faces */
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first_vtx1 = vtx_idx1;
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for (; vtx_idx1 < number_of_vertices; vtx_idx1++) {
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if (vertices[vtx_idx1].normal.z == 0)
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break;
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}
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for (; vtx_idx2 < mesh->number_of_vertices; vtx_idx2++) {
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if (mesh->vertices[vtx_idx2].normal.z == 0)
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struct vertex vtx;
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if (vertices[vtx_idx1].normal.z != 1.0f)
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break;
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vtx.position.z = 0.0f;
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vtx.normal.x = 0.0f;
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vtx.normal.y = 0.0f;
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vtx.normal.z = 1.0f;
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ok(compare(vertices[vtx_idx1].position.z, vtx.position.z),
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"Test %s, glyph %d, vertex position.z %d, result %g, expected %g\n", name, i, vtx_idx1,
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vertices[vtx_idx1].position.z, vtx.position.z);
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ok(compare_vec3(vertices[vtx_idx1].normal, vtx.normal),
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"Test %s, glyph %d, vertex normal %d, result (%g, %g, %g), expected (%g, %g, %g)\n", name, i, vtx_idx1,
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vertices[vtx_idx1].normal.x, vertices[vtx_idx1].normal.y, vertices[vtx_idx1].normal.z,
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vtx.normal.x, vtx.normal.y, vtx.normal.z);
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}
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nb_back_vertices = vtx_idx1 - first_vtx1;
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first_face1 = face_idx1;
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for (; face_idx1 < number_of_faces; face_idx1++)
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{
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const D3DXVECTOR3 *vtx1, *vtx2, *vtx3;
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D3DXVECTOR3 normal;
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D3DXVECTOR3 v1 = {0, 0, 0};
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D3DXVECTOR3 v2 = {0, 0, 0};
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D3DXVECTOR3 forward = {0.0f, 0.0f, 1.0f};
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if (faces[face_idx1][0] >= vtx_idx1 ||
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faces[face_idx1][1] >= vtx_idx1 ||
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faces[face_idx1][2] >= vtx_idx1)
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break;
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vtx1 = &vertices[faces[face_idx1][0]].position;
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vtx2 = &vertices[faces[face_idx1][1]].position;
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vtx3 = &vertices[faces[face_idx1][2]].position;
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D3DXVec3Subtract(&v1, vtx2, vtx1);
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D3DXVec3Subtract(&v2, vtx3, vtx2);
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D3DXVec3Cross(&normal, &v1, &v2);
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D3DXVec3Normalize(&normal, &normal);
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ok(compare_vec3(normal, forward),
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"Test %s, glyph %d, face %d normal, result (%g, %g, %g), expected (%g, %g, %g)\n", name, i, face_idx1,
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normal.x, normal.y, normal.z, forward.x, forward.y, forward.z);
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}
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nb_back_faces = face_idx1 - first_face1;
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/* compare front and back faces & vertices */
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if (extrusion == 0.0f) {
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/* Oddly there are only back faces in this case */
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nb_back_vertices /= 2;
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nb_back_faces /= 2;
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face_idx1 -= nb_back_faces;
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vtx_idx1 -= nb_back_vertices;
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}
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for (j = 0; j < nb_back_vertices; j++)
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{
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struct vertex vtx = vertices[first_vtx1];
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vtx.position.z = -extrusion;
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vtx.normal.x = 0.0f;
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vtx.normal.y = 0.0f;
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vtx.normal.z = extrusion == 0.0f ? 1.0f : -1.0f;
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ok(compare_vec3(vertices[vtx_idx1].position, vtx.position),
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"Test %s, glyph %d, vertex position %d, result (%g, %g, %g), expected (%g, %g, %g)\n", name, i, vtx_idx1,
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vertices[vtx_idx1].position.x, vertices[vtx_idx1].position.y, vertices[vtx_idx1].position.z,
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vtx.position.x, vtx.position.y, vtx.position.z);
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ok(compare_vec3(vertices[vtx_idx1].normal, vtx.normal),
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"Test %s, glyph %d, vertex normal %d, result (%g, %g, %g), expected (%g, %g, %g)\n", name, i, vtx_idx1,
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vertices[vtx_idx1].normal.x, vertices[vtx_idx1].normal.y, vertices[vtx_idx1].normal.z,
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vtx.normal.x, vtx.normal.y, vtx.normal.z);
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vtx_idx1++;
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first_vtx1++;
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}
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for (j = 0; j < nb_back_faces; j++)
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{
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int f1, f2;
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if (extrusion == 0.0f) {
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f1 = 1;
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f2 = 2;
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} else {
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f1 = 2;
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f2 = 1;
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}
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ok(faces[face_idx1][0] == faces[first_face1][0] + nb_back_vertices &&
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faces[face_idx1][1] == faces[first_face1][f1] + nb_back_vertices &&
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faces[face_idx1][2] == faces[first_face1][f2] + nb_back_vertices,
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"Test %s, glyph %d, face %d, result (%d, %d, %d), expected (%d, %d, %d)\n", name, i, face_idx1,
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faces[face_idx1][0], faces[face_idx1][1], faces[face_idx1][2],
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faces[first_face1][0] - nb_back_faces,
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faces[first_face1][f1] - nb_back_faces,
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faces[first_face1][f2] - nb_back_faces);
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first_face1++;
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face_idx1++;
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}
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/* skip to the outline for the next glyph */
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for (; vtx_idx2 < mesh->number_of_vertices; vtx_idx2++) {
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if (mesh->vertices[vtx_idx2].normal.z == 0)
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break;
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}
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for (; face_idx2 < mesh->number_of_faces; face_idx2++)
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{
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@ -2820,7 +2907,7 @@ static void test_createtext(IDirect3DDevice9 *device, HDC hdc, LPCSTR text, FLOA
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}
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mesh.fvf = D3DFVF_XYZ | D3DFVF_NORMAL;
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compare_text_outline_mesh(name, d3dxmesh, &mesh, strlen(text));
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compare_text_outline_mesh(name, d3dxmesh, &mesh, strlen(text), extrusion);
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free_mesh(&mesh);
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