Commit 340437a1 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

ddraw/tests: Add a test for D3DMCS_COLOR{1/2}.

parent 1e154f5f
......@@ -14748,6 +14748,139 @@ static void test_device_load(void)
DestroyWindow(window);
}
static void test_color_vertex(void)
{
IDirect3DDevice7 *device;
IDirectDrawSurface7 *rt;
D3DMATERIAL7 material;
D3DCOLOR colour;
unsigned int i;
ULONG refcount;
HWND window;
HRESULT hr;
static struct
{
struct vec3 position;
DWORD diffuse;
DWORD specular;
}
quad_2c[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
};
static struct
{
struct vec3 position;
DWORD colour;
}
quad_1c[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
};
static struct
{
struct vec3 position;
}
quad_0c[] =
{
{{-1.0f, -1.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}},
};
/* The idea here is to set up ambient light parameters in a way that the
* ambient colour from the material is just passed through. The emissive
* colour is just passed through anyway. The sum of ambient + emissive
* should allow deduction of where the material colour came from. */
static const struct
{
DWORD fvf, color_vertex, ambient, emissive, result;
void *vtx;
}
tests[] =
{
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, FALSE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0, quad_2c},
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ffff00, quad_2c},
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x0000ff80, quad_2c},
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040, quad_2c},
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR1, 0x00ff0000, quad_2c},
{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR2, D3DMCS_COLOR2, 0x0000ff00, quad_2c},
{D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0080, quad_1c},
{D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x000000c0, quad_1c},
{D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x00ff0080, quad_1c},
{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0040, quad_1c},
{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040, quad_1c},
{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR2, D3DMCS_MATERIAL, 0x000000c0, quad_1c},
{0, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0, quad_0c},
};
window = CreateWindowA("static", "d3d7_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_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_AMBIENT, 0xffffffff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
memset(&material, 0, sizeof(material));
U3(U1(material).ambient).b = 0.5f;
U3(U3(material).emissive).b = 0.25f;
hr = IDirect3DDevice7_SetMaterial(device, &material);
ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_COLORVERTEX, tests[i].color_vertex);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_AMBIENTMATERIALSOURCE, tests[i].ambient);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_EMISSIVEMATERIALSOURCE, tests[i].emissive);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, 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,
D3DFVF_XYZ | tests[i].fvf, tests[i].vtx, 4, 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);
colour = get_surface_color(rt, 320, 240);
ok(compare_color(colour, tests[i].result, 1),
"Expected colour 0x%08x for test %u, got 0x%08x.\n",
tests[i].result, i, colour);
}
IDirectDrawSurface7_Release(rt);
refcount = IDirect3DDevice7_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw7)
{
DDDEVICEIDENTIFIER2 identifier;
......@@ -14884,4 +15017,5 @@ START_TEST(ddraw7)
test_enum_surfaces();
test_viewport();
test_device_load();
test_color_vertex();
}
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