524 lines
22 KiB
C
524 lines
22 KiB
C
/*
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* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
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#include <assert.h>
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#include "wine/test.h"
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#include "ddraw.h"
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#include "d3d.h"
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HWND window;
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IDirectDraw7 *DirectDraw = NULL;
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IDirectDrawSurface7 *Surface;
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IDirect3D7 *Direct3D = NULL;
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IDirect3DDevice7 *Direct3DDevice = NULL;
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static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN);
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static BOOL createObjects(void)
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{
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HRESULT hr;
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HMODULE hmod = GetModuleHandleA("ddraw.dll");
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WNDCLASS wc = {0};
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DDSURFACEDESC2 ddsd;
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if(!hmod) return FALSE;
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pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx");
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if(!pDirectDrawCreateEx) return FALSE;
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hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL);
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ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr);
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if(!DirectDraw) goto err;
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wc.lpfnWndProc = &DefWindowProc;
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wc.lpszClassName = "d3d7_test_wc";
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RegisterClass(&wc);
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window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
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hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
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ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr);
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if(FAILED(hr)) goto err;
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hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0);
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if(FAILED(hr)) {
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/* 24 bit is fine too */
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hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0);
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}
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ok(hr == DD_OK, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr);
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if(FAILED(hr)) goto err;
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hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D);
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if (hr == E_NOINTERFACE) goto err;
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ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr);
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/* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently
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* than hardware implementations. Request single buffering, that seems to work everywhere
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*/
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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ddsd.dwFlags = DDSD_CAPS;
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ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
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ddsd.dwBackBufferCount = 1;
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hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL);
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ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr);
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if(!Surface) goto err;
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hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice);
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if(FAILED(hr))
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{
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trace("Creating a TnLHal Device failed, trying HAL\n");
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hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice);
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if(FAILED(hr))
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{
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trace("Creating a HAL device failed, trying Ref\n");
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hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice);
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}
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}
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ok(hr == D3D_OK, "IDirect3D7_CreateDevice failed with %08x\n", hr);
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if(!Direct3DDevice) goto err;
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return TRUE;
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err:
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if(DirectDraw) IDirectDraw7_Release(DirectDraw);
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if(Surface) IDirectDrawSurface7_Release(Surface);
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if(Direct3D) IDirect3D7_Release(Direct3D);
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if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice);
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if(window) DestroyWindow(window);
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return FALSE;
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}
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static void releaseObjects(void)
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{
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IDirect3DDevice7_Release(Direct3DDevice);
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IDirect3D7_Release(Direct3D);
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IDirectDrawSurface7_Release(Surface);
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IDirectDraw7_Release(DirectDraw);
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DestroyWindow(window);
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}
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static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y)
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{
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DWORD ret;
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HRESULT hr;
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DDSURFACEDESC2 ddsd;
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RECT rectToLock = {x, y, x+1, y+1};
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IDirectDrawSurface7 *surf = NULL;
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/* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
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* to an offscreen surface and lock it instead of the front buffer
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*/
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
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ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
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ddsd.dwWidth = 640;
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ddsd.dwHeight = 480;
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ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
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hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
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ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr);
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if(!surf)
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{
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trace("cannot create helper surface\n");
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return 0xdeadbeef;
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}
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
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hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0);
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ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr);
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if(FAILED(hr))
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{
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trace("Cannot blit\n");
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ret = 0xdeadbee;
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goto out;
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}
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hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
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if(FAILED(hr))
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{
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trace("Can't lock the offscreen surface, hr=%08x\n", hr);
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ret = 0xdeadbeec;
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goto out;
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}
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/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
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* really important for these tests
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*/
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ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
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hr = IDirectDrawSurface7_Unlock(surf, &rectToLock);
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if(FAILED(hr))
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{
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trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
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}
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out:
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IDirectDrawSurface7_Release(surf);
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return ret;
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}
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struct vertex
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{
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float x, y, z;
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DWORD diffuse;
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};
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struct nvertex
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{
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float x, y, z;
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float nx, ny, nz;
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DWORD diffuse;
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};
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static void lighting_test(IDirect3DDevice7 *device)
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{
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HRESULT hr;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
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DWORD color;
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float mat[16] = { 1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0 };
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struct vertex unlitquad[] =
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{
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{-1.0, -1.0, 0.1, 0xffff0000},
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{-1.0, 0.0, 0.1, 0xffff0000},
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{ 0.0, 0.0, 0.1, 0xffff0000},
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{ 0.0, -1.0, 0.1, 0xffff0000},
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};
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struct vertex litquad[] =
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{
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{-1.0, 0.0, 0.1, 0xff00ff00},
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{-1.0, 1.0, 0.1, 0xff00ff00},
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{ 0.0, 1.0, 0.1, 0xff00ff00},
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{ 0.0, 0.0, 0.1, 0xff00ff00},
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};
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struct nvertex unlitnquad[] =
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{
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{ 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
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{ 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
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{ 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
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{ 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
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};
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struct nvertex litnquad[] =
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{
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{ 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
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{ 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
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{ 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
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{ 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
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/* Setup some states that may cause issues */
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hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
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hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
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hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice7_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
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if(hr == D3D_OK)
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{
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/* No lights are defined... That means, lit vertices should be entirely black */
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
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Indices, 6 /* Indexcount */, 0 /* flags */);
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ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
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Indices, 6 /* Indexcount */, 0 /* flags */);
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ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
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Indices, 6 /* Indexcount */, 0 /* flags */);
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ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
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Indices, 6 /* Indexcount */, 0 /* flags */);
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ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
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IDirect3DDevice7_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
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}
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color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
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ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
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color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
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ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
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color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
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ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
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color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
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ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
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}
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static void clear_test(IDirect3DDevice7 *device)
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{
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/* Tests the correctness of clearing parameters */
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HRESULT hr;
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D3DRECT rect[2];
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D3DRECT rect_negneg;
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DWORD color;
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hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
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/* Positive x, negative y */
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U1(rect[0]).x1 = 0;
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U2(rect[0]).y1 = 480;
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U3(rect[0]).x2 = 320;
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U4(rect[0]).y2 = 240;
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/* Positive x, positive y */
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U1(rect[1]).x1 = 0;
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U2(rect[1]).y1 = 0;
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U3(rect[1]).x2 = 320;
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U4(rect[1]).y2 = 240;
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/* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
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* is ignored, the positive is still cleared afterwards
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*/
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hr = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
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/* negative x, negative y */
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U1(rect_negneg).x1 = 640;
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U2(rect_negneg).y1 = 240;
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U3(rect_negneg).x2 = 320;
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U4(rect_negneg).y2 = 0;
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hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
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color = getPixelColor(device, 160, 360); /* lower left quad */
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ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
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color = getPixelColor(device, 160, 120); /* upper left quad */
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ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
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color = getPixelColor(device, 480, 360); /* lower right quad */
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ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
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color = getPixelColor(device, 480, 120); /* upper right quad */
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ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
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}
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struct sVertex {
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float x, y, z;
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DWORD diffuse;
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DWORD specular;
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};
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struct sVertexT {
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float x, y, z, rhw;
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DWORD diffuse;
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DWORD specular;
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};
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static void fog_test(IDirect3DDevice7 *device)
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{
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HRESULT hr;
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DWORD color;
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float start = 0.0, end = 1.0;
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/* Gets full z based fog with linear fog, no fog with specular color */
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struct sVertex unstransformed_1[] = {
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{-1, -1, 0.1, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 0.1, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 0.1, 0xFFFF0000, 0xFF000000 },
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{ 0, -1, 0.1, 0xFFFF0000, 0xFF000000 },
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};
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/* Ok, I am too lazy to deal with transform matrices */
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struct sVertex unstransformed_2[] = {
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{-1, 0, 1.0, 0xFFFF0000, 0xFF000000 },
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{-1, 1, 1.0, 0xFFFF0000, 0xFF000000 },
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{ 0, 1, 1.0, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 1.0, 0xFFFF0000, 0xFF000000 },
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};
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/* Untransformed ones. Give them a different diffuse color to make the test look
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* nicer. It also makes making sure that they are drawn correctly easier.
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*/
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struct sVertexT transformed_1[] = {
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{320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
};
|
|
struct sVertexT transformed_2[] = {
|
|
{320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
{320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
|
|
};
|
|
WORD Indices[] = {0, 1, 2, 2, 3, 0};
|
|
|
|
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);
|
|
color = getPixelColor(device, 480, 360);
|
|
ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
|
|
|
|
/* 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);
|
|
}
|
|
|
|
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);
|
|
|
|
cleanup:
|
|
releaseObjects();
|
|
}
|