Sweden-Number/dlls/ddraw/tests/visual.c

645 lines
28 KiB
C

/*
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
#include <assert.h>
#include "wine/test.h"
#include "ddraw.h"
#include "d3d.h"
HWND window;
IDirectDraw7 *DirectDraw = NULL;
IDirectDrawSurface7 *Surface;
IDirect3D7 *Direct3D = NULL;
IDirect3DDevice7 *Direct3DDevice = NULL;
static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN);
static BOOL createObjects(void)
{
HRESULT hr;
HMODULE hmod = GetModuleHandleA("ddraw.dll");
WNDCLASS wc = {0};
DDSURFACEDESC2 ddsd;
if(!hmod) return FALSE;
pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx");
if(!pDirectDrawCreateEx) return FALSE;
hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL);
ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr);
if(!DirectDraw) goto err;
wc.lpfnWndProc = &DefWindowProc;
wc.lpszClassName = "d3d7_test_wc";
RegisterClass(&wc);
window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr);
if(FAILED(hr)) goto err;
hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0);
if(FAILED(hr)) {
/* 24 bit is fine too */
hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0);
}
ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr);
if(FAILED(hr)) {
/* use trace, the caller calls skip() */
trace("SetDisplayMode failed\n");
goto err;
}
hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D);
if (hr == E_NOINTERFACE) goto err;
ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr);
/* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently
* than hardware implementations. Request single buffering, that seems to work everywhere
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
ddsd.dwBackBufferCount = 1;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL);
ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr);
if(!Surface) goto err;
hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice);
if(FAILED(hr))
{
trace("Creating a TnLHal Device failed, trying HAL\n");
hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice);
if(FAILED(hr))
{
trace("Creating a HAL device failed, trying Ref\n");
hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice);
}
}
ok(hr == D3D_OK, "IDirect3D7_CreateDevice failed with %08x\n", hr);
if(!Direct3DDevice) goto err;
return TRUE;
err:
if(DirectDraw) IDirectDraw7_Release(DirectDraw);
if(Surface) IDirectDrawSurface7_Release(Surface);
if(Direct3D) IDirect3D7_Release(Direct3D);
if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice);
if(window) DestroyWindow(window);
return FALSE;
}
static void releaseObjects(void)
{
IDirect3DDevice7_Release(Direct3DDevice);
IDirect3D7_Release(Direct3D);
IDirectDrawSurface7_Release(Surface);
IDirectDraw7_Release(DirectDraw);
DestroyWindow(window);
}
static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y)
{
DWORD ret;
HRESULT hr;
DDSURFACEDESC2 ddsd;
RECT rectToLock = {x, y, x+1, y+1};
IDirectDrawSurface7 *surf = NULL;
/* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
* to an offscreen surface and lock it instead of the front buffer
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr);
if(!surf)
{
trace("cannot create helper surface\n");
return 0xdeadbeef;
}
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0);
ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr);
if(FAILED(hr))
{
trace("Cannot blit\n");
ret = 0xdeadbee;
goto out;
}
hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%08x\n", hr);
ret = 0xdeadbeec;
goto out;
}
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
hr = IDirectDrawSurface7_Unlock(surf, &rectToLock);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
}
out:
IDirectDrawSurface7_Release(surf);
return ret;
}
struct vertex
{
float x, y, z;
DWORD diffuse;
};
struct nvertex
{
float x, y, z;
float nx, ny, nz;
DWORD diffuse;
};
static void lighting_test(IDirect3DDevice7 *device)
{
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
float 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 };
struct vertex unlitquad[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000},
{-1.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000},
};
struct vertex litquad[] =
{
{-1.0f, 0.0f, 0.1f, 0xff00ff00},
{-1.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
};
struct nvertex unlitnquad[] =
{
{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
};
struct nvertex litnquad[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
/* Setup some states that may cause issues */
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
}
static void clear_test(IDirect3DDevice7 *device)
{
/* Tests the correctness of clearing parameters */
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
/* Positive x, negative y */
U1(rect[0]).x1 = 0;
U2(rect[0]).y1 = 480;
U3(rect[0]).x2 = 320;
U4(rect[0]).y2 = 240;
/* Positive x, positive y */
U1(rect[1]).x1 = 0;
U2(rect[1]).y1 = 0;
U3(rect[1]).x2 = 320;
U4(rect[1]).y2 = 240;
/* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
* is ignored, the positive is still cleared afterwards
*/
hr = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
/* negative x, negative y */
U1(rect_negneg).x1 = 640;
U2(rect_negneg).y1 = 240;
U3(rect_negneg).x2 = 320;
U4(rect_negneg).y2 = 0;
hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
color = getPixelColor(device, 160, 360); /* lower left quad */
ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad */
ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
color = getPixelColor(device, 480, 360); /* lower right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
}
struct sVertex {
float x, y, z;
DWORD diffuse;
DWORD specular;
};
struct sVertexT {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
};
static void fog_test(IDirect3DDevice7 *device)
{
HRESULT hr;
DWORD color;
float start = 0.0, end = 1.0;
D3DDEVICEDESC7 caps;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex unstransformed_1[] = {
{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
};
/* Ok, I am too lazy to deal with transform matrices */
struct sVertex unstransformed_2[] = {
{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
};
/* Untransformed ones. Give them a different diffuse color to make the test look
* nicer. It also makes making sure that they are drawn correctly easier.
*/
struct sVertexT transformed_1[] = {
{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct sVertexT transformed_2[] = {
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice7_GetCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
/* Start = 0, end = 1. Should be default, but set them */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
if(IDirect3DDevice7_BeginScene(device) == D3D_OK)
{
/* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
unstransformed_1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
/* That makes it use the Z value */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation
*/
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
unstransformed_2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
/* transformed verts */
ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
/* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
transformed_1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
/* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
* equation
*/
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
transformed_2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
color = getPixelColor(device, 480, 360);
ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
}
else
{
/* Without fog table support the vertex fog is still applied, even though table fog is turned on.
* The settings above result in no fogging with vertex fog
*/
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
trace("Info: Table fog not supported by this device\n");
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
}
static void offscreen_test(IDirect3DDevice7 *device)
{
HRESULT hr;
IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
DDSURFACEDESC2 ddsd;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 128;
ddsd.dwHeight = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr);
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr);
if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
/* Draw without textures - Should resut in a white quad */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
/* This time with the texture */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
IDirect3DDevice7_EndScene(device);
}
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
/* restore things */
if(backbuffer) {
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
IDirectDrawSurface7_Release(backbuffer);
}
if(offscreen) {
IDirectDrawSurface7_Release(offscreen);
}
}
START_TEST(visual)
{
HRESULT hr;
DWORD color;
if(!createObjects())
{
skip("Cannot initialize DirectDraw and Direct3D, skipping\n");
return;
}
/* Check for the reliability of the returned data */
hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
{
trace("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(Direct3DDevice, 1, 1);
if(color !=0x00ff0000)
{
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
if(FAILED(hr))
{
trace("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(Direct3DDevice, 639, 479);
if(color != 0x0000ddee)
{
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
/* Now run the tests */
lighting_test(Direct3DDevice);
clear_test(Direct3DDevice);
fog_test(Direct3DDevice);
offscreen_test(Direct3DDevice);
cleanup:
releaseObjects();
}