Matteo Bruni : d3d8/tests: Add more lighting tests.
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Mar 27 08:55:18 CDT 2015
Module: wine
Branch: master
Commit: 848991fc111ac3f0f9d87b5c6cb7148c357a1004
URL: http://source.winehq.org/git/wine.git/?a=commit;h=848991fc111ac3f0f9d87b5c6cb7148c357a1004
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu Mar 26 20:12:19 2015 +0100
d3d8/tests: Add more lighting tests.
---
dlls/d3d8/tests/visual.c | 116 ++++++++++++++++++++++++++++++++++++++++-------
1 file changed, 99 insertions(+), 17 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index d8382f7..737bb91 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -224,15 +224,43 @@ static void lighting_test(void)
{{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},
+ },
+ nquad[] =
+ {
+ {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
+ {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
+ {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
+ {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
+ },
+ rotatedquad[] =
+ {
+ {{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
+ {{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
+ {{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
+ {{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
};
- static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
+ static const WORD indices[] = {0, 1, 2, 2, 3, 0};
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,
- }}};
+ }}},
+ mat_singular =
+ {{{
+ 1.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ }}},
+ mat_transf =
+ {{{
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f, 0.0f,
+ 10.f, 10.0f, 10.0f, 1.0f,
+ }}};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
@@ -247,7 +275,6 @@ static void lighting_test(void)
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
- /* Setup some states that may cause issues */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
@@ -262,14 +289,8 @@ static void lighting_test(void)
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
@@ -280,14 +301,14 @@ static void lighting_test(void)
/* No lights are defined... That means, lit vertices should be entirely black. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
- hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
- 2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
+ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
+ 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
- hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
- 2 /* PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
+ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
+ 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
@@ -295,14 +316,14 @@ static void lighting_test(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
- hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
- 2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
+ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
+ 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
- hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
- 2 /* PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
+ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
+ 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
@@ -319,6 +340,67 @@ static void lighting_test(void)
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_LightEnable(device, 0, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable light 0, 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, 4,
+ 2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[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);
+
+ color = getPixelColor(device, 320, 240);
+ ok(color == 0x000000ff, "Lit quad with light has color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat_singular);
+ ok(SUCCEEDED(hr), "Failed to set world transform, 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, 4,
+ 2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[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);
+
+ color = getPixelColor(device, 160, 240);
+ ok(color == 0x00ffffff, "Cleared area has color 0x%08x.\n", color);
+ color = getPixelColor(device, 480, 240);
+ ok(color == 0x000000ff, "Lit quad with singular world matrix has color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat_transf);
+ ok(SUCCEEDED(hr), "Failed to set world transform, 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, 4,
+ 2, indices, D3DFMT_INDEX16, rotatedquad, sizeof(rotatedquad[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);
+
+ color = getPixelColor(device, 320, 240);
+ ok(color == 0x000000ff, "Lit quad with transformation matrix has color 0x%08x.\n", color);
+
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
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