[PATCH 3/5] ddraw/tests: Add a ddraw7 specular lighting test.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 28 18:38:18 CDT 2015
---
dlls/ddraw/tests/ddraw7.c | 296 ++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 296 insertions(+)
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index f98d6a8..1f43646 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -20,6 +20,7 @@
#include "wine/test.h"
#include <limits.h>
+#include <math.h>
#include "d3d.h"
static HRESULT (WINAPI *pDirectDrawCreateEx)(GUID *guid, void **ddraw, REFIID iid, IUnknown *outer_unknown);
@@ -3618,6 +3619,300 @@ static void test_lighting(void)
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 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 D3DLIGHT7 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
+ {
+ D3DLIGHT7 *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])},
+ };
+ IDirect3DDevice7 *device;
+ IDirectDrawSurface7 *rt;
+ D3DMATERIAL7 material;
+ 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", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create a 3D device, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+
+ memset(&material, 0, sizeof(material));
+ U(U2(material).specular).r = 1.0f;
+ U2(U2(material).specular).g = 1.0f;
+ U3(U2(material).specular).b = 1.0f;
+ U4(U2(material).specular).a = 1.0f;
+ U4(material).power = 30.0f;
+ hr = IDirect3DDevice7_SetMaterial(device, &material);
+ ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_LightEnable(device, 0, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_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 = IDirect3DDevice7_SetLight(device, 0, tests[i].light);
+ ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LOCALVIEWER, tests[i].local_viewer);
+ ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, quad,
+ vertices_side * vertices_side, indices, indices_count, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ for (j = 0; j < tests[i].expected_count; ++j)
+ {
+ color = get_surface_color(rt, tests[i].expected[j].x, tests[i].expected[j].y);
+ ok(compare_color(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);
+ }
+ }
+
+ IDirectDrawSurface7_Release(rt);
+
+ refcount = IDirect3DDevice7_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+ HeapFree(GetProcessHeap(), 0, indices);
+ HeapFree(GetProcessHeap(), 0, quad);
+}
+
static void test_clear_rect_count(void)
{
IDirectDrawSurface7 *rt;
@@ -9297,6 +9592,7 @@ START_TEST(ddraw7)
test_coop_level_multi_window();
test_draw_strided();
test_lighting();
+ test_specular_lighting();
test_clear_rect_count();
test_coop_level_versions();
test_fog_special();
--
2.0.5
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