[PATCH 4/4] ddraw/tests: Test lighting control in different interface versions
Stefan Dösinger
stefan at codeweavers.com
Thu Jun 20 05:17:08 CDT 2013
Ddraw1 is not tested to get this patchset done in time for Wine 1.6 and
because our executebuffer implementation doesn't support lighting
anyway.
I believe its safe to poke at D3DRENDERSTATE_LIGHTING even on old
versions of native ddraw because of the D3DSTATE_OVERRIDE and
D3DSTATE_OVERRIDE_BIAS macros in the headers. I don't know what they do,
but they suggest that the render state array has a size of at least 256.
---
dlls/ddraw/tests/ddraw2.c | 170 ++++++++++++++++++++++++++++++++
dlls/ddraw/tests/ddraw4.c | 244 ++++++++++++++++++++++++++++++++++++++++++++++
dlls/ddraw/tests/ddraw7.c | 222 +++++++++++++++++++++++++++++++++++++++++
3 files changed, 636 insertions(+)
diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c
index 178900f..e06114c 100644
--- a/dlls/ddraw/tests/ddraw2.c
+++ b/dlls/ddraw/tests/ddraw2.c
@@ -3214,6 +3214,175 @@ done:
DestroyWindow(window);
}
+static void test_lighting_interface_versions(void)
+{
+ static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ IDirect3DMaterial2 *emissive, *background;
+ IDirect3DViewport2 *viewport;
+ IDirect3DDevice2 *device;
+ IDirectDrawSurface *rt;
+ IDirectDraw2 *ddraw;
+ IDirect3D2 *d3d;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+ D3DMATERIALHANDLE mat_handle;
+ D3DMATERIAL mat_desc;
+ DWORD rs;
+ unsigned int i;
+ ULONG ref;
+ static D3DVERTEX quad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ };
+ static D3DLVERTEX lquad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ };
+ static D3DTLVERTEX tlquad[] =
+ {
+ {{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ };
+ static const struct
+ {
+ D3DVERTEXTYPE vertextype;
+ void *data;
+ DWORD d3drs_lighting, d3drs_specular;
+ DWORD draw_flags;
+ D3DCOLOR color;
+ }
+ tests[] =
+ {
+ /* Lighting is enabled when D3DVT_VERTEX is used and D3DDP_DONOTLIGHT is not
+ * set. D3DVT_VERTEX has diffuse = 0xffffffff and specular = 0x00000000, as
+ * in later d3d versions */
+ { D3DVT_VERTEX, quad, FALSE, FALSE, 0, 0x0000ff00},
+ { D3DVT_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
+ { D3DVT_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DVT_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DVT_VERTEX, quad, FALSE, TRUE, 0, 0x0000ff00},
+ { D3DVT_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
+ { D3DVT_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DVT_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
+
+ { D3DVT_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
+ { D3DVT_LVERTEX, lquad, TRUE, FALSE, 0, 0x00ff0000},
+ { D3DVT_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { D3DVT_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { D3DVT_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
+ { D3DVT_LVERTEX, lquad, TRUE, TRUE, 0, 0x00ff8080},
+ { D3DVT_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { D3DVT_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+
+ { D3DVT_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
+ { D3DVT_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
+ { D3DVT_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DVT_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DVT_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
+ { D3DVT_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
+ { D3DVT_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ { D3DVT_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(ddraw = create_ddraw()))
+ {
+ skip("Failed to create ddraw object, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+ if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create D3D device, skipping test.\n");
+ IDirectDraw2_Release(ddraw);
+ DestroyWindow(window);
+ return;
+ }
+ hr = IDirectDraw2_QueryInterface(ddraw, &IID_IDirect3D2, (void **)&d3d);
+ ok(SUCCEEDED(hr), "Failed to get IDirect3D2 interface, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+
+ memset(&mat_desc, 0, sizeof(mat_desc));
+ mat_desc.dwSize = sizeof(mat_desc);
+ mat_desc.dcvEmissive.g = 1.0f;
+ hr = IDirect3D2_CreateMaterial(d3d, &emissive, NULL);
+ ok(SUCCEEDED(hr), "Failed to create material, hr %#x.\n", hr);
+ hr = IDirect3DMaterial2_SetMaterial(emissive, &mat_desc);
+ ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
+ hr = IDirect3DMaterial2_GetHandle(emissive, device, &mat_handle);
+ ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
+ ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
+
+ background = create_diffuse_material(device, 0.1f, 0.1f, 0.1f, 0.1f);
+ hr = IDirect3DMaterial2_GetHandle(background, device, &mat_handle);
+ ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
+ hr = IDirect3DViewport2_SetBackground(viewport, mat_handle);
+ ok(SUCCEEDED(hr), "Failed to set background material, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == 0xffffffff, "Initial D3DRENDERSTATE_LIGHTING is %#x, expected 0xffffffff.\n", rs);
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
+ ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
+ ok(rs == TRUE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected TRUE.\n", rs);
+
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
+ {
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
+ ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
+ tests[i].d3drs_specular);
+ ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == tests[i].d3drs_lighting, "D3DRENDERSTATE_LIGHTING is %#x, expected %#x.\n",
+ rs, tests[i].d3drs_lighting);
+
+ color = get_surface_color(rt, 320, 240);
+ ok(compare_color(color, tests[i].color, 1),
+ "Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
+ color, tests[i].color, i);
+ }
+
+ IDirect3DMaterial2_Release(background);
+ IDirect3DMaterial2_Release(emissive);
+ IDirectDrawSurface_Release(rt);
+ IDirect3DDevice2_Release(device);
+ IDirect3D2_Release(d3d);
+ ref = IDirectDraw2_Release(ddraw);
+ ok(ref == 0, "Ddraw object not properly released, refcount %u.\n", ref);
+}
+
START_TEST(ddraw2)
{
test_coop_level_create_device_window();
@@ -3239,4 +3408,5 @@ START_TEST(ddraw2)
test_coop_level_multi_window();
test_clear_rect_count();
test_coop_level_versions();
+ test_lighting_interface_versions();
}
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 4906148..0c7c59a 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -3450,6 +3450,249 @@ done:
DestroyWindow(window);
}
+static void test_lighting_interface_versions(void)
+{
+ static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ IDirect3DMaterial3 *emissive;
+ IDirect3DViewport3 *viewport;
+ IDirect3DDevice3 *device;
+ IDirectDrawSurface4 *rt;
+ IDirect3D3 *d3d;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+ D3DMATERIALHANDLE mat_handle;
+ D3DMATERIAL mat_desc;
+ DWORD rs;
+ unsigned int i;
+ ULONG ref;
+ static D3DVERTEX quad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ };
+
+#define FVF_COLORVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
+ static struct
+ {
+ struct vec3 position;
+ struct vec3 normal;
+ DWORD diffuse, specular;
+ }
+ quad2[] =
+ {
+ {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{-1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ };
+
+ static D3DLVERTEX lquad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ };
+
+#define FVF_LVERTEX2 (D3DFVF_LVERTEX & ~D3DFVF_RESERVED1)
+ static struct
+ {
+ struct vec3 position;
+ DWORD diffuse, specular;
+ struct vec2 texcoord;
+ }
+ lquad2[] =
+ {
+ {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ };
+
+ static D3DTLVERTEX tlquad[] =
+ {
+ {{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ };
+
+#define FVF_TLVERTEX2 (D3DFVF_XYZRHW | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
+ static struct
+ {
+ struct vec4 position;
+ struct vec3 normal;
+ DWORD diffuse, specular;
+ }
+ tlquad2[] =
+ {
+ {{ 0.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 0.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 640.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 640.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ };
+
+ static const struct
+ {
+ DWORD vertextype;
+ void *data;
+ DWORD d3drs_lighting, d3drs_specular;
+ DWORD draw_flags;
+ D3DCOLOR color;
+ }
+ tests[] =
+ {
+ /* Lighting is enabled when all of these conditions are met:
+ * 1) No pretransformed position(D3DFVF_XYZRHW)
+ * 2) Normals are available (D3DFVF_NORMAL)
+ * 3) D3DDP_DONOTLIGHT is not set.
+ *
+ * D3DRENDERSTATE_LIGHTING is ignored, it is not defined
+ * in this d3d version */
+
+ /* 0 */
+ { D3DFVF_VERTEX, quad, FALSE, FALSE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, FALSE, TRUE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
+
+ /* 8 */
+ { FVF_COLORVERTEX, quad2, FALSE, FALSE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, TRUE, FALSE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { FVF_COLORVERTEX, quad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ /* The specular color in the vertex is ignored because
+ * D3DRENDERSTATE_COLORVERTEX is not enabled */
+ { FVF_COLORVERTEX, quad2, FALSE, TRUE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, TRUE, TRUE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { FVF_COLORVERTEX, quad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+
+ /* 16 */
+ { D3DFVF_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, TRUE, FALSE, 0, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
+ { D3DFVF_LVERTEX, lquad, TRUE, TRUE, 0, 0x00ff8080},
+ { D3DFVF_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { D3DFVF_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+
+ /* 24 */
+ { FVF_LVERTEX2, lquad2, FALSE, FALSE, 0, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, TRUE, FALSE, 0, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, FALSE, TRUE, 0, 0x00ff8080},
+ { FVF_LVERTEX2, lquad2, TRUE, TRUE, 0, 0x00ff8080},
+ { FVF_LVERTEX2, lquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { FVF_LVERTEX2, lquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+
+ /* 32 */
+ { D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+
+ /* 40 */
+ { FVF_TLVERTEX2, tlquad2, FALSE, FALSE, 0, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, FALSE, 0, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, TRUE, 0, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, TRUE, 0, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+
+ if (!(device = create_device(window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create D3D device, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+ hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
+ ok(SUCCEEDED(hr), "Failed to get IDirect3D3 interface, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+
+ memset(&mat_desc, 0, sizeof(mat_desc));
+ mat_desc.dwSize = sizeof(mat_desc);
+ mat_desc.dcvEmissive.g = 1.0f;
+ hr = IDirect3D2_CreateMaterial(d3d, &emissive, NULL);
+ ok(SUCCEEDED(hr), "Failed to create material, hr %#x.\n", hr);
+ hr = IDirect3DMaterial2_SetMaterial(emissive, &mat_desc);
+ ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
+ hr = IDirect3DMaterial2_GetHandle(emissive, device, &mat_handle);
+ ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetLightState(device, D3DLIGHTSTATE_MATERIAL, mat_handle);
+ ok(SUCCEEDED(hr), "Failed to set material state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == 0xffffffff, "Initial D3DRENDERSTATE_LIGHTING is %#x, expected 0xffffffff.\n", rs);
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
+ ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
+ ok(rs == FALSE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected FALSE.\n", rs);
+
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
+ {
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xff202020, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
+ ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
+ tests[i].d3drs_specular);
+ ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == tests[i].d3drs_lighting, "D3DRENDERSTATE_LIGHTING is %#x, expected %#x.\n",
+ rs, tests[i].d3drs_lighting);
+
+ color = get_surface_color(rt, 320, 240);
+ ok(compare_color(color, tests[i].color, 1),
+ "Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
+ color, tests[i].color, i);
+ }
+
+ IDirect3DMaterial3_Release(emissive);
+ IDirectDrawSurface4_Release(rt);
+ ref = IDirect3DDevice3_Release(device);
+ ok(ref == 0, "Device not properly released, refcount %u.\n", ref);
+ ref = IDirect3D3_Release(d3d);
+ ok(ref == 0, "D3d not properly released, refcount %u.\n", ref);
+}
+
START_TEST(ddraw4)
{
test_process_vertices();
@@ -3478,4 +3721,5 @@ START_TEST(ddraw4)
test_draw_strided();
test_clear_rect_count();
test_coop_level_versions();
+ test_lighting_interface_versions();
}
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index 6bf5fac..1ab5dae 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -3274,6 +3274,227 @@ static void test_fog_special(void)
DestroyWindow(window);
}
+static void test_lighting_interface_versions(void)
+{
+ IDirect3DDevice7 *device;
+ IDirectDrawSurface7 *rt;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+ DWORD rs;
+ unsigned int i;
+ ULONG ref;
+ D3DMATERIAL7 material;
+ static D3DVERTEX quad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{-1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, {1.0f}, {0.0f}, {0.0f}},
+ };
+
+#define FVF_COLORVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
+ static struct
+ {
+ struct vec3 position;
+ struct vec3 normal;
+ DWORD diffuse, specular;
+ }
+ quad2[] =
+ {
+ {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{-1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0xffff0000, 0xff808080},
+ };
+
+ static D3DLVERTEX lquad[] =
+ {
+ {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}, {0xff808080}},
+ };
+
+#define FVF_LVERTEX2 (D3DFVF_LVERTEX & ~D3DFVF_RESERVED1)
+ static struct
+ {
+ struct vec3 position;
+ DWORD diffuse, specular;
+ struct vec2 texcoord;
+ }
+ lquad2[] =
+ {
+ {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ {{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff808080},
+ };
+
+ static D3DTLVERTEX tlquad[] =
+ {
+ {{ 0.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 0.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 480.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ {{ 640.0f}, { 0.0f}, {0.0f}, {1.0f}, {0xff0000ff}, {0xff808080}},
+ };
+
+#define FVF_TLVERTEX2 (D3DFVF_XYZRHW | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR)
+ static struct
+ {
+ struct vec4 position;
+ struct vec3 normal;
+ DWORD diffuse, specular;
+ }
+ tlquad2[] =
+ {
+ {{ 0.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 0.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 640.0f, 480.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ {{ 640.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0xff0000ff, 0xff808080},
+ };
+
+
+ static const struct
+ {
+ DWORD vertextype;
+ void *data;
+ DWORD d3drs_lighting, d3drs_specular;
+ DWORD draw_flags;
+ D3DCOLOR color;
+ }
+ tests[] =
+ {
+ /* Lighting is enabled when D3DFVF_XYZ is used and D3DRENDERSTATE_LIGHTING is
+ * enabled. D3DDP_DONOTLIGHT is ignored. Lighting is also enabled when normals
+ * are not available
+ *
+ * Note that the specular result is 0x00000000 when lighting is on even if the
+ * input vertex has specular color because D3DRENDERSTATE_COLORVERTEX is not
+ * enabled */
+
+ /* 0 */
+ { D3DFVF_VERTEX, quad, FALSE, FALSE, 0, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, FALSE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, FALSE, TRUE, 0, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, TRUE, 0, 0x0000ff00},
+ { D3DFVF_VERTEX, quad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ffffff},
+ { D3DFVF_VERTEX, quad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
+
+ /* 8 */
+ { FVF_COLORVERTEX, quad2, FALSE, FALSE, 0, 0x00ff0000},
+ { FVF_COLORVERTEX, quad2, TRUE, FALSE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { FVF_COLORVERTEX, quad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, FALSE, TRUE, 0, 0x00ff8080},
+ { FVF_COLORVERTEX, quad2, TRUE, TRUE, 0, 0x0000ff00},
+ { FVF_COLORVERTEX, quad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { FVF_COLORVERTEX, quad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
+
+ /* 16 */
+ { D3DFVF_LVERTEX, lquad, FALSE, FALSE, 0, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, TRUE, FALSE, 0, 0x0000ff00},
+ { D3DFVF_LVERTEX, lquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { D3DFVF_LVERTEX, lquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
+ { D3DFVF_LVERTEX, lquad, FALSE, TRUE, 0, 0x00ff8080},
+ { D3DFVF_LVERTEX, lquad, TRUE, TRUE, 0, 0x0000ff00},
+ { D3DFVF_LVERTEX, lquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { D3DFVF_LVERTEX, lquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
+
+ /* 24 */
+ { FVF_LVERTEX2, lquad2, FALSE, FALSE, 0, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, TRUE, FALSE, 0, 0x0000ff00},
+ { FVF_LVERTEX2, lquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x00ff0000},
+ { FVF_LVERTEX2, lquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x0000ff00},
+ { FVF_LVERTEX2, lquad2, FALSE, TRUE, 0, 0x00ff8080},
+ { FVF_LVERTEX2, lquad2, TRUE, TRUE, 0, 0x0000ff00},
+ { FVF_LVERTEX2, lquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x00ff8080},
+ { FVF_LVERTEX2, lquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x0000ff00},
+
+ /* 32 */
+ { D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, 0, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, 0, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, 0, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, 0, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ { D3DFVF_TLVERTEX, tlquad, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+
+ /* 40 */
+ { FVF_TLVERTEX2, tlquad2, FALSE, FALSE, 0, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, FALSE, 0, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, FALSE, D3DDP_DONOTLIGHT, 0x000000ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, TRUE, 0, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, TRUE, 0, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, FALSE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ { FVF_TLVERTEX2, tlquad2, TRUE, TRUE, D3DDP_DONOTLIGHT, 0x008080ff},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+
+ if (!(device = create_device(window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create D3D device, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ memset(&material, 0, sizeof(material));
+ material.emissive.g = 1.0f;
+ hr = IDirect3DDevice7_SetMaterial(device, &material);
+ ok(SUCCEEDED(hr), "Failed set material, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == TRUE, "Initial D3DRENDERSTATE_LIGHTING is %#x, expected TRUE.\n", rs);
+ hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_SPECULARENABLE, &rs);
+ ok(SUCCEEDED(hr), "Failed to get specularenable render state, hr %#x.\n", hr);
+ ok(rs == FALSE, "Initial D3DRENDERSTATE_SPECULARENABLE is %#x, expected FALSE.\n", rs);
+
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
+ {
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff202020, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, tests[i].d3drs_lighting);
+ ok(SUCCEEDED(hr), "Failed to set lighting render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SPECULARENABLE,
+ tests[i].d3drs_specular);
+ ok(SUCCEEDED(hr), "Failed to set specularenable render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ tests[i].vertextype, tests[i].data, 4, tests[i].draw_flags | D3DDP_WAIT);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_GetRenderState(device, D3DRENDERSTATE_LIGHTING, &rs);
+ ok(SUCCEEDED(hr), "Failed to get lighting render state, hr %#x.\n", hr);
+ ok(rs == tests[i].d3drs_lighting, "D3DRENDERSTATE_LIGHTING is %#x, expected %#x.\n",
+ rs, tests[i].d3drs_lighting);
+
+ color = get_surface_color(rt, 320, 240);
+ ok(compare_color(color, tests[i].color, 1),
+ "Got unexpected color 0x%08x, expected 0x%08x, test %u.\n",
+ color, tests[i].color, i);
+ }
+
+ IDirectDrawSurface7_Release(rt);
+ ref = IDirect3DDevice7_Release(device);
+ ok(ref == 0, "Device not properly released, refcount %u.\n", ref);
+}
+
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@@ -3310,4 +3531,5 @@ START_TEST(ddraw7)
test_clear_rect_count();
test_coop_level_versions();
test_fog_special();
+ test_lighting_interface_versions();
}
--
1.8.1.5
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