[PATCH 2/5] d3d8/tests: Add a specular lighting test.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 28 18:38:17 CDT 2015
---
dlls/d3d8/tests/visual.c | 299 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 299 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index afba0ff..ee4656f 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -19,6 +19,8 @@
/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
+#include <math.h>
+
#define COBJMACROS
#include <d3d8.h>
#include "wine/test.h"
@@ -402,6 +404,302 @@ done:
DestroyWindow(window);
}
+static void test_specular_lighting(void)
+{
+ static const unsigned int vertices_side = 5;
+ const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3;
+ static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL;
+ static const D3DMATRIX mat =
+ {{{
+ 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,
+ }}};
+ static const D3DLIGHT8 directional =
+ {
+ D3DLIGHT_DIRECTIONAL,
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {1.0f, 1.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f},
+ },
+ point =
+ {
+ D3DLIGHT_POINT,
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {1.0f, 1.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ 100.0f,
+ 0.0f,
+ 0.0f, 0.0f, 1.0f,
+ },
+ spot =
+ {
+ D3DLIGHT_SPOT,
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {1.0f, 1.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f},
+ 100.0f,
+ 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ M_PI / 12.0f, M_PI / 3.0f
+ },
+ /* The chosen range value makes the test fail when using a manhattan
+ * distance metric vs the correct euclidean distance. */
+ point_range =
+ {
+ D3DLIGHT_POINT,
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {1.0f, 1.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ 1.2f,
+ 0.0f,
+ 0.0f, 0.0f, 1.0f,
+ };
+ static const struct expected_color
+ {
+ unsigned int x, y;
+ D3DCOLOR color;
+ }
+ expected_directional[] =
+ {
+ {160, 120, 0x00ffffff},
+ {320, 120, 0x00ffffff},
+ {480, 120, 0x00ffffff},
+ {160, 240, 0x00ffffff},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x00ffffff},
+ {160, 360, 0x00ffffff},
+ {320, 360, 0x00ffffff},
+ {480, 360, 0x00ffffff},
+ },
+ expected_directional_local[] =
+ {
+ {160, 120, 0x003c3c3c},
+ {320, 120, 0x00717171},
+ {480, 120, 0x003c3c3c},
+ {160, 240, 0x00717171},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x00717171},
+ {160, 360, 0x003c3c3c},
+ {320, 360, 0x00717171},
+ {480, 360, 0x003c3c3c},
+ },
+ expected_point[] =
+ {
+ {160, 120, 0x00282828},
+ {320, 120, 0x005a5a5a},
+ {480, 120, 0x00282828},
+ {160, 240, 0x005a5a5a},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x005a5a5a},
+ {160, 360, 0x00282828},
+ {320, 360, 0x005a5a5a},
+ {480, 360, 0x00282828},
+ },
+ expected_point_local[] =
+ {
+ {160, 120, 0x00000000},
+ {320, 120, 0x00070707},
+ {480, 120, 0x00000000},
+ {160, 240, 0x00070707},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x00070707},
+ {160, 360, 0x00000000},
+ {320, 360, 0x00070707},
+ {480, 360, 0x00000000},
+ },
+ expected_spot[] =
+ {
+ {160, 120, 0x00000000},
+ {320, 120, 0x00141414},
+ {480, 120, 0x00000000},
+ {160, 240, 0x00141414},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x00141414},
+ {160, 360, 0x00000000},
+ {320, 360, 0x00141414},
+ {480, 360, 0x00000000},
+ },
+ expected_spot_local[] =
+ {
+ {160, 120, 0x00000000},
+ {320, 120, 0x00020202},
+ {480, 120, 0x00000000},
+ {160, 240, 0x00020202},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x00020202},
+ {160, 360, 0x00000000},
+ {320, 360, 0x00020202},
+ {480, 360, 0x00000000},
+ },
+ expected_point_range[] =
+ {
+ {160, 120, 0x00000000},
+ {320, 120, 0x005a5a5a},
+ {480, 120, 0x00000000},
+ {160, 240, 0x005a5a5a},
+ {320, 240, 0x00ffffff},
+ {480, 240, 0x005a5a5a},
+ {160, 360, 0x00000000},
+ {320, 360, 0x005a5a5a},
+ {480, 360, 0x00000000},
+ };
+ static const struct
+ {
+ const D3DLIGHT8 *light;
+ BOOL local_viewer;
+ const struct expected_color *expected;
+ unsigned int expected_count;
+ }
+ tests[] =
+ {
+ {&directional, FALSE, expected_directional,
+ sizeof(expected_directional) / sizeof(expected_directional[0])},
+ {&directional, TRUE, expected_directional_local,
+ sizeof(expected_directional_local) / sizeof(expected_directional_local[0])},
+ {&point, FALSE, expected_point,
+ sizeof(expected_point) / sizeof(expected_point[0])},
+ {&point, TRUE, expected_point_local,
+ sizeof(expected_point_local) / sizeof(expected_point_local[0])},
+ {&spot, FALSE, expected_spot,
+ sizeof(expected_spot) / sizeof(expected_spot[0])},
+ {&spot, TRUE, expected_spot_local,
+ sizeof(expected_spot_local) / sizeof(expected_spot_local[0])},
+ {&point_range, FALSE, expected_point_range,
+ sizeof(expected_point_range) / sizeof(expected_point_range[0])},
+ };
+ IDirect3DDevice8 *device;
+ D3DMATERIAL8 material;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ ULONG refcount;
+ HWND window;
+ HRESULT hr;
+ unsigned int i, j, x, y;
+ struct
+ {
+ struct vec3 position;
+ struct vec3 normal;
+ } *quad;
+ WORD *indices;
+
+ quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad));
+ indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices));
+ for (i = 0, y = 0; y < vertices_side; ++y)
+ {
+ for (x = 0; x < vertices_side; ++x)
+ {
+ quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f;
+ quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f;
+ quad[i].position.z = 1.0f;
+ quad[i].normal.x = 0.0f;
+ quad[i].normal.y = 0.0f;
+ quad[i++].normal.z = -1.0f;
+ }
+ }
+ for (i = 0, y = 0; y < (vertices_side - 1); ++y)
+ {
+ for (x = 0; x < (vertices_side - 1); ++x)
+ {
+ indices[i++] = y * vertices_side + x + 1;
+ indices[i++] = y * vertices_side + x;
+ indices[i++] = (y + 1) * vertices_side + x;
+ indices[i++] = y * vertices_side + x + 1;
+ indices[i++] = (y + 1) * vertices_side + x;
+ indices[i++] = (y + 1) * vertices_side + x + 1;
+ }
+ }
+
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, fvf);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+ memset(&material, 0, sizeof(material));
+ material.Specular.r = 1.0f;
+ material.Specular.g = 1.0f;
+ material.Specular.b = 1.0f;
+ material.Specular.a = 1.0f;
+ material.Power = 30.0f;
+ hr = IDirect3DDevice8_SetMaterial(device, &material);
+ ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_LightEnable(device, 0, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
+
+ for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
+ {
+ hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light);
+ ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer);
+ ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST,
+ 0, vertices_side * vertices_side, indices_count / 3, indices,
+ D3DFMT_INDEX16, quad, sizeof(quad[0]));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ for (j = 0; j < tests[i].expected_count; ++j)
+ {
+ color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y);
+ ok(color_match(color, tests[i].expected[j].color, 1),
+ "Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n",
+ tests[i].expected[j].color, tests[i].expected[j].x,
+ tests[i].expected[j].y, color, i);
+ }
+ }
+
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+ HeapFree(GetProcessHeap(), 0, indices);
+ HeapFree(GetProcessHeap(), 0, quad);
+}
+
static void clear_test(void)
{
/* Tests the correctness of clearing parameters */
@@ -6075,6 +6373,7 @@ START_TEST(visual)
test_sanity();
depth_clamp_test();
lighting_test();
+ test_specular_lighting();
clear_test();
fog_test();
z_range_test();
--
2.0.5
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