[PATCH 5/5] ddraw/tests: Test lighting with _ProcessVertices() for ddraw4.
Paul Gofman
gofmanp at gmail.com
Wed May 22 04:39:29 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
dlls/ddraw/tests/ddraw4.c | 298 +++++++++++++++++++++++++++++---------
1 file changed, 233 insertions(+), 65 deletions(-)
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 56194427d1..42609f201e 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -20,6 +20,7 @@
#define COBJMACROS
#include "wine/test.h"
+#include "wine/heap.h"
#include <limits.h>
#include <math.h>
#include "ddrawi.h"
@@ -3995,7 +3996,7 @@ static void test_lighting(void)
0.0f, 0.0f, 1.0f, -1.0f,
10.f, 10.0f, 10.0f, 0.0f,
};
- static struct
+ static struct vertex
{
struct vec3 position;
DWORD diffuse;
@@ -4014,7 +4015,7 @@ static void test_lighting(void)
{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
};
- static struct
+ static struct vertex_normal
{
struct vec3 position;
struct vec3 normal;
@@ -4070,13 +4071,16 @@ static void test_lighting(void)
{&mat_transf, rotatedquad, 0x000080ff, "Lit quad with transformation matrix"},
{&mat_nonaffine, translatedquad, 0x000080ff, "Lit quad with non-affine matrix"},
};
-
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
+ IDirect3DVertexBuffer *src_vb1, *src_vb2, *dst_vb;
IDirect3DViewport3 *viewport, *viewport2;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
+ struct vertex_normal *src_data2;
IDirect3DMaterial3 *material;
D3DMATERIALHANDLE mat_handle;
+ D3DVERTEXBUFFERDESC vb_desc;
IDirect3DDevice3 *device;
+ struct vertex *src_data1;
IDirectDrawSurface4 *rt;
IDirect3DLight *light;
D3DLIGHT2 light_desc;
@@ -4086,6 +4090,13 @@ static void test_lighting(void)
unsigned int i;
HWND window;
HRESULT hr;
+ struct
+ {
+ struct vec4 position;
+ DWORD diffuse;
+ DWORD specular;
+ }
+ *dst_data;
window = create_window();
if (!(device = create_device(window, DDSCL_NORMAL)))
@@ -4096,74 +4107,144 @@ static void test_lighting(void)
}
hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
- ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
- ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
- ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
- ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
- ok(SUCCEEDED(hr), "Failed to set world transformation, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
- ok(SUCCEEDED(hr), "Failed to set view transformation, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
- ok(SUCCEEDED(hr), "Failed to set projection transformation, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable zbuffer, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable stencil buffer, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
- ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ memset(&vb_desc, 0, sizeof(vb_desc));
+ vb_desc.dwSize = sizeof(vb_desc);
+ vb_desc.dwFVF = fvf;
+ vb_desc.dwNumVertices = 2;
+ hr = IDirect3D3_CreateVertexBuffer(d3d, &vb_desc, &src_vb1, 0, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ vb_desc.dwSize = sizeof(vb_desc);
+ vb_desc.dwFVF = nfvf;
+ vb_desc.dwNumVertices = 2;
+ hr = IDirect3D3_CreateVertexBuffer(d3d, &vb_desc, &src_vb2, 0, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ memset(&vb_desc, 0, sizeof(vb_desc));
+ vb_desc.dwSize = sizeof(vb_desc);
+ vb_desc.dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR;
+ vb_desc.dwNumVertices = 4;
+ hr = IDirect3D3_CreateVertexBuffer(d3d, &vb_desc, &dst_vb, 0, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_Lock(src_vb1, 0, (void **)&src_data1, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(src_data1, unlitquad, sizeof(*src_data1));
+ memcpy(&src_data1[1], litquad, sizeof(*src_data1));
+ hr = IDirect3DVertexBuffer_Unlock(src_vb1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_Lock(src_vb2, 0, (void **)&src_data2, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(src_data2, unlitnquad, sizeof(*src_data2));
+ memcpy(&src_data2[1], litnquad, sizeof(*src_data2));
+ hr = IDirect3DVertexBuffer_Unlock(src_vb2);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* There is no D3DRENDERSTATE_LIGHTING on ddraw < 7. */
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM, 0,
+ 1, src_vb1, 0, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4,
indices, 6, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
- ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM | D3DVOP_LIGHT, 1,
+ 1, src_vb1, 1, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4,
indices, 6, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM, 2,
+ 1, src_vb2, 0, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4,
indices, 6, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
- ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM | D3DVOP_LIGHT, 3,
+ 1, src_vb2, 1, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4,
indices, 6, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_Lock(dst_vb, 0, (void **)&dst_data, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = get_surface_color(rt, 160, 360);
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x.\n", color);
+ ok(dst_data[0].diffuse == 0xffff0000,
+ "Unlit quad without normals has color 0x%08x, expected 0xffff0000.\n", dst_data[0].diffuse);
+ ok(!dst_data[0].specular,
+ "Unexpected specular color 0x%08x.\n", dst_data[0].specular);
+
color = get_surface_color(rt, 160, 120);
ok(color == 0x0000ff00, "Lit quad without normals has color 0x%08x.\n", color);
+ ok(dst_data[1].diffuse == 0xff00ff00,
+ "Lit quad without normals has color 0x%08x, expected 0xff000000.\n", dst_data[1].diffuse);
+ ok(!dst_data[1].specular,
+ "Unexpected specular color 0x%08x.\n", dst_data[1].specular);
+
color = get_surface_color(rt, 480, 360);
ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x.\n", color);
+ ok(dst_data[2].diffuse == 0xff0000ff,
+ "Unlit quad with normals has color 0x%08x, expected 0xff0000ff.\n", dst_data[2].diffuse);
+ ok(!dst_data[2].specular,
+ "Unexpected specular color 0x%08x.\n", dst_data[2].specular);
+
color = get_surface_color(rt, 480, 120);
ok(color == 0x00ffff00, "Lit quad with normals has color 0x%08x.\n", color);
+ ok(dst_data[3].diffuse == 0xffffff00,
+ "Lit quad with normals has color 0x%08x, expected 0xff000000.\n", dst_data[3].diffuse);
+ ok(!dst_data[3].specular,
+ "Unexpected specular color 0x%08x.\n", dst_data[3].specular);
- material = create_diffuse_and_ambient_material(device, 0.0f, 1.0f, 1.0f, 0.0f);
+ hr = IDirect3DVertexBuffer_Unlock(dst_vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ material = create_diffuse_and_ambient_material(device, 0.0f, 1.0f, 1.0f, 0.5f);
hr = IDirect3DMaterial3_GetHandle(material, device, &mat_handle);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
@@ -4179,7 +4260,7 @@ static void test_lighting(void)
U1(light_desc.dcvColor).r = 1.0f;
U2(light_desc.dcvColor).g = 1.0f;
U3(light_desc.dcvColor).b = 1.0f;
- U4(light_desc.dcvColor).a = 1.0f;
+ U4(light_desc.dcvColor).a = 0.5f;
U3(light_desc.dvDirection).z = 1.0f;
hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)&light_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
@@ -4224,28 +4305,51 @@ static void test_lighting(void)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
+ hr = IDirect3DVertexBuffer_Lock(src_vb2, 0, (void **)&src_data2, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(src_data2, tests[i].quad, sizeof(*src_data2));
+ hr = IDirect3DVertexBuffer_Unlock(src_vb2);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, tests[i].world_matrix);
- ok(SUCCEEDED(hr), "Failed to set world transformation, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
- ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM | D3DVOP_LIGHT, 0,
+ 1, src_vb2, 0, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, tests[i].quad,
4, indices, 6, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_Lock(dst_vb, 0, (void **)&dst_data, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
+ ok(dst_data[0].diffuse == (tests[i].expected | 0xff000000),
+ "%s has color 0x%08x.\n", tests[i].message, dst_data[0].diffuse);
+ ok(!dst_data[0].specular,
+ "%s has specular color 0x%08x.\n", tests[i].message, dst_data[0].specular);
+
+ hr = IDirect3DVertexBuffer_Unlock(dst_vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
}
+ IDirect3DVertexBuffer_Release(src_vb1);
+ IDirect3DVertexBuffer_Release(src_vb2);
+ IDirect3DVertexBuffer_Release(dst_vb);
+
hr = IDirect3DViewport3_DeleteLight(viewport, light);
- ok(SUCCEEDED(hr), "Failed to remove a light from the viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DLight_Release(light);
destroy_material(material);
IDirect3DViewport3_Release(viewport);
@@ -4260,8 +4364,8 @@ 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 D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL;
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
@@ -4269,6 +4373,24 @@ static void test_specular_lighting(void)
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
+ static const struct vertex
+ {
+ struct vec3 position;
+ struct vec3 normal;
+ }
+ vertices[] =
+ {
+ {{-0.5f, -0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.0f, -0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.5f, -0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{-0.5f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.5f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{-0.5f, 0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.0f, 0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ {{ 0.5f, 0.5f, 1.0f}, {0.0f, 0.0f, -1.0f}},
+ };
+
static D3DLIGHT2 directional =
{
sizeof(D3DLIGHT2),
@@ -4433,13 +4555,17 @@ static void test_specular_lighting(void)
{¶llelpoint, TRUE, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
{&point_far, TRUE, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
};
- IDirect3D3 *d3d;
- IDirect3DDevice3 *device;
- IDirectDrawSurface4 *rt;
+
+ IDirect3DVertexBuffer *src_vb, *dst_vb;
+ struct vertex *quad, *src_data;
+ D3DVERTEXBUFFERDESC vb_desc;
+ D3DMATERIALHANDLE mat_handle;
IDirect3DViewport3 *viewport;
IDirect3DMaterial3 *material;
+ IDirect3DDevice3 *device;
+ IDirectDrawSurface4 *rt;
IDirect3DLight *light;
- D3DMATERIALHANDLE mat_handle;
+ IDirect3D3 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
@@ -4447,9 +4573,10 @@ static void test_specular_lighting(void)
unsigned int i, j, x, y;
struct
{
- struct vec3 position;
- struct vec3 normal;
- } *quad;
+ struct vec4 position;
+ DWORD diffuse;
+ DWORD specular;
+ } *dst_data;
WORD *indices;
window = create_window();
@@ -4460,8 +4587,8 @@ static void test_specular_lighting(void)
return;
}
- quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad));
- indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices));
+ quad = heap_alloc(vertices_side * vertices_side * sizeof(*quad));
+ indices = heap_alloc(indices_count * sizeof(*indices));
for (i = 0, y = 0; y < vertices_side; ++y)
{
for (x = 0; x < vertices_side; ++x)
@@ -4488,61 +4615,92 @@ static void test_specular_lighting(void)
}
hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
- ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
- ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
- ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
- ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
- ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
- ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
- ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D3_CreateLight(d3d, &light, NULL);
- ok(SUCCEEDED(hr), "Failed to create a light object, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DViewport3_AddLight(viewport, light);
- ok(SUCCEEDED(hr), "Failed to add a light to the viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, TRUE);
- ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ memset(&vb_desc, 0, sizeof(vb_desc));
+ vb_desc.dwSize = sizeof(vb_desc);
+ vb_desc.dwFVF = fvf;
+ vb_desc.dwNumVertices = ARRAY_SIZE(vertices);
+ hr = IDirect3D3_CreateVertexBuffer(d3d, &vb_desc, &src_vb, 0, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_Lock(src_vb, 0, (void **)&src_data, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(src_data, vertices, sizeof(vertices));
+ hr = IDirect3DVertexBuffer_Unlock(src_vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ memset(&vb_desc, 0, sizeof(vb_desc));
+ vb_desc.dwSize = sizeof(vb_desc);
+ vb_desc.dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR;
+ vb_desc.dwNumVertices = ARRAY_SIZE(vertices);
+ hr = IDirect3D3_CreateVertexBuffer(d3d, &vb_desc, &dst_vb, 0, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
tests[i].light->dwFlags = D3DLIGHT_ACTIVE;
hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)tests[i].light);
- ok(SUCCEEDED(hr), "Failed to set light, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LOCALVIEWER, tests[i].local_viewer);
- ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
- material = create_specular_material(device, 1.0f, 1.0f, 1.0f, 1.0f, tests[i].specular_power);
+ material = create_specular_material(device, 1.0f, 1.0f, 1.0f, 0.5f, tests[i].specular_power);
hr = IDirect3DMaterial3_GetHandle(material, device, &mat_handle);
- ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
- ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
- ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer_Lock(dst_vb, 0, (void **)&dst_data, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memset(dst_data, 0, sizeof(*dst_data) * ARRAY_SIZE(vertices));
+ hr = IDirect3DVertexBuffer_Unlock(dst_vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_ProcessVertices(dst_vb, D3DVOP_TRANSFORM | D3DVOP_LIGHT, 0,
+ ARRAY_SIZE(vertices), src_vb, 0, device, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, quad,
vertices_side * vertices_side, indices, indices_count, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer_Lock(dst_vb, 0, (void **)&dst_data, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (j = 0; j < tests[i].expected_count; ++j)
{
@@ -4551,13 +4709,23 @@ static void test_specular_lighting(void)
"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);
+ ok(!dst_data[j].diffuse, "Expected color 0x00000000 for vertex %u, got 0x%08x, case %u.\n",
+ j, dst_data[j].diffuse, i);
+ ok(compare_color(dst_data[j].specular, tests[i].expected[j].color, 1),
+ "Expected color 0x%08x for vertex %u, got 0x%08x, case %u.\n",
+ tests[i].expected[j].color, j, dst_data[j].specular, i);
}
+ hr = IDirect3DVertexBuffer_Unlock(dst_vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
destroy_material(material);
}
+ IDirect3DVertexBuffer_Release(dst_vb);
+ IDirect3DVertexBuffer_Release(src_vb);
+
hr = IDirect3DViewport3_DeleteLight(viewport, light);
- ok(SUCCEEDED(hr), "Failed to remove a light from the viewport, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DLight_Release(light);
IDirect3DViewport3_Release(viewport);
IDirectDrawSurface4_Release(rt);
@@ -4565,8 +4733,8 @@ static void test_specular_lighting(void)
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D3_Release(d3d);
DestroyWindow(window);
- HeapFree(GetProcessHeap(), 0, indices);
- HeapFree(GetProcessHeap(), 0, quad);
+ heap_free(indices);
+ heap_free(quad);
}
static void test_clear_rect_count(void)
--
2.21.0
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