Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
0cc7daeb
Commit
0cc7daeb
authored
May 04, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
May 05, 2015
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
ddraw/tests: Add a ddraw2 specular lighting test.
parent
6418a489
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
283 additions
and
1 deletion
+283
-1
ddraw2.c
dlls/ddraw/tests/ddraw2.c
+283
-1
No files found.
dlls/ddraw/tests/ddraw2.c
View file @
0cc7daeb
...
...
@@ -16,8 +16,10 @@
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#include <math.h>
#define COBJMACROS
#include "wine/test.h"
#include "d3d.h"
...
...
@@ -342,6 +344,22 @@ static IDirect3DMaterial2 *create_diffuse_material(IDirect3DDevice2 *device, flo
return
create_material
(
device
,
&
mat
);
}
static
IDirect3DMaterial2
*
create_specular_material
(
IDirect3DDevice2
*
device
,
float
r
,
float
g
,
float
b
,
float
a
,
float
power
)
{
D3DMATERIAL
mat
;
memset
(
&
mat
,
0
,
sizeof
(
mat
));
mat
.
dwSize
=
sizeof
(
mat
);
U1
(
U2
(
mat
).
specular
).
r
=
r
;
U2
(
U2
(
mat
).
specular
).
g
=
g
;
U3
(
U2
(
mat
).
specular
).
b
=
b
;
U4
(
U2
(
mat
).
specular
).
a
=
a
;
U4
(
mat
).
power
=
power
;
return
create_material
(
device
,
&
mat
);
}
static
IDirect3DMaterial2
*
create_emissive_material
(
IDirect3DDevice2
*
device
,
float
r
,
float
g
,
float
b
,
float
a
)
{
D3DMATERIAL
mat
;
...
...
@@ -6656,6 +6674,269 @@ 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
D3DRECT
clear_rect
=
{{
0
},
{
0
},
{
640
},
{
480
}};
static
D3DMATRIX
mat
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
};
static
D3DLIGHT2
directional
=
{
sizeof
(
D3DLIGHT2
),
D3DLIGHT_DIRECTIONAL
,
{{
1
.
0
f
},
{
1
.
0
f
},
{
1
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
1
.
0
f
}},
},
point
=
{
sizeof
(
D3DLIGHT2
),
D3DLIGHT_POINT
,
{{
1
.
0
f
},
{
1
.
0
f
},
{
1
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
0
.
0
f
}},
100
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
},
spot
=
{
sizeof
(
D3DLIGHT2
),
D3DLIGHT_SPOT
,
{{
1
.
0
f
},
{
1
.
0
f
},
{
1
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
0
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
1
.
0
f
}},
100
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
M_PI
/
12
.
0
f
,
M_PI
/
3
.
0
f
},
parallelpoint
=
{
sizeof
(
D3DLIGHT2
),
D3DLIGHT_PARALLELPOINT
,
{{
1
.
0
f
},
{
1
.
0
f
},
{
1
.
0
f
},
{
0
.
0
f
}},
{{
0
.
5
f
},
{
0
.
0
f
},
{
-
1
.
0
f
}},
{{
0
.
0
f
},
{
0
.
0
f
},
{
0
.
0
f
}},
};
static
const
struct
expected_color
{
unsigned
int
x
,
y
;
D3DCOLOR
color
;
}
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_local
[]
=
{
{
160
,
120
,
0x00000000
},
{
320
,
120
,
0x00090909
},
{
480
,
120
,
0x00000000
},
{
160
,
240
,
0x00090909
},
{
320
,
240
,
0x00fafafa
},
{
480
,
240
,
0x00090909
},
{
160
,
360
,
0x00000000
},
{
320
,
360
,
0x00090909
},
{
480
,
360
,
0x00000000
},
},
expected_spot_local
[]
=
{
{
160
,
120
,
0x00000000
},
{
320
,
120
,
0x00020202
},
{
480
,
120
,
0x00000000
},
{
160
,
240
,
0x00020202
},
{
320
,
240
,
0x00fafafa
},
{
480
,
240
,
0x00020202
},
{
160
,
360
,
0x00000000
},
{
320
,
360
,
0x00020202
},
{
480
,
360
,
0x00000000
},
},
expected_parallelpoint
[]
=
{
{
160
,
120
,
0x00050505
},
{
320
,
120
,
0x002c2c2c
},
{
480
,
120
,
0x006e6e6e
},
{
160
,
240
,
0x00090909
},
{
320
,
240
,
0x00717171
},
{
480
,
240
,
0x00ffffff
},
{
160
,
360
,
0x00050505
},
{
320
,
360
,
0x002c2c2c
},
{
480
,
360
,
0x006e6e6e
},
};
static
const
struct
{
D3DLIGHT2
*
light
;
const
struct
expected_color
*
expected
;
unsigned
int
expected_count
;
}
tests
[]
=
{
{
&
directional
,
expected_directional_local
,
sizeof
(
expected_directional_local
)
/
sizeof
(
expected_directional_local
[
0
])},
{
&
point
,
expected_point_local
,
sizeof
(
expected_point_local
)
/
sizeof
(
expected_point_local
[
0
])},
{
&
spot
,
expected_spot_local
,
sizeof
(
expected_spot_local
)
/
sizeof
(
expected_spot_local
[
0
])},
{
&
parallelpoint
,
expected_parallelpoint
,
sizeof
(
expected_parallelpoint
)
/
sizeof
(
expected_parallelpoint
[
0
])},
};
IDirect3D2
*
d3d
;
IDirect3DDevice2
*
device
;
IDirectDraw2
*
ddraw
;
IDirectDrawSurface
*
rt
;
IDirect3DViewport2
*
viewport
;
IDirect3DMaterial2
*
material
,
*
background_material
;
IDirect3DLight
*
light
;
D3DMATERIALHANDLE
mat_handle
;
D3DCOLOR
color
;
ULONG
refcount
;
HWND
window
;
HRESULT
hr
;
unsigned
int
i
,
j
,
x
,
y
;
D3DVERTEX
*
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
)
{
U1
(
quad
[
i
]).
x
=
x
*
2
.
0
f
/
(
vertices_side
-
1
)
-
1
.
0
f
;
U2
(
quad
[
i
]).
y
=
y
*
2
.
0
f
/
(
vertices_side
-
1
)
-
1
.
0
f
;
U3
(
quad
[
i
]).
z
=
1
.
0
f
;
U4
(
quad
[
i
]).
nx
=
0
.
0
f
;
U5
(
quad
[
i
]).
ny
=
0
.
0
f
;
U6
(
quad
[
i
]).
nz
=
-
1
.
0
f
;
U7
(
quad
[
i
]).
tu
=
0
.
0
f
;
U8
(
quad
[
i
++
]).
tv
=
0
.
0
f
;
}
}
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
);
ddraw
=
create_ddraw
();
ok
(
!!
ddraw
,
"Failed to create a ddraw object.
\n
"
);
if
(
!
(
device
=
create_device
(
ddraw
,
window
,
DDSCL_NORMAL
)))
{
skip
(
"Failed to create a 3D device, skipping test.
\n
"
);
DestroyWindow
(
window
);
return
;
}
hr
=
IDirect3DDevice2_GetDirect3D
(
device
,
&
d3d
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get D3D 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
);
hr
=
IDirect3DDevice2_SetTransform
(
device
,
D3DTRANSFORMSTATE_WORLD
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set world transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_SetTransform
(
device
,
D3DTRANSFORMSTATE_VIEW
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set view transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_SetTransform
(
device
,
D3DTRANSFORMSTATE_PROJECTION
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set projection transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_SetRenderState
(
device
,
D3DRENDERSTATE_CLIPPING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable clipping, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_SetRenderState
(
device
,
D3DRENDERSTATE_ZENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable z-buffering, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_SetRenderState
(
device
,
D3DRENDERSTATE_FOGENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable fog, hr %#x.
\n
"
,
hr
);
background_material
=
create_diffuse_material
(
device
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
);
viewport_set_background
(
device
,
viewport
,
background_material
);
material
=
create_specular_material
(
device
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
30
.
0
f
);
hr
=
IDirect3DMaterial2_GetHandle
(
material
,
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
=
IDirect3D2_CreateLight
(
d3d
,
&
light
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create a light object, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DViewport2_AddLight
(
viewport
,
light
);
ok
(
SUCCEEDED
(
hr
),
"Failed to add a light to the viewport, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_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
)
{
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
);
hr
=
IDirect3DViewport2_Clear
(
viewport
,
1
,
&
clear_rect
,
D3DCLEAR_TARGET
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear viewport, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_DrawIndexedPrimitive
(
device
,
D3DPT_TRIANGLELIST
,
D3DVT_VERTEX
,
quad
,
vertices_side
*
vertices_side
,
indices
,
indices_count
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice2_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
);
}
}
hr
=
IDirect3DViewport2_DeleteLight
(
viewport
,
light
);
ok
(
SUCCEEDED
(
hr
),
"Failed to remove a light from the viewport, hr %#x.
\n
"
,
hr
);
IDirect3DLight_Release
(
light
);
destroy_material
(
material
);
destroy_material
(
background_material
);
destroy_viewport
(
device
,
viewport
);
IDirectDrawSurface2_Release
(
rt
);
refcount
=
IDirect3DDevice2_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
IDirect3D2_Release
(
d3d
);
refcount
=
IDirectDraw2_Release
(
ddraw
);
ok
(
!
refcount
,
"Ddraw object has %u references left.
\n
"
,
refcount
);
DestroyWindow
(
window
);
HeapFree
(
GetProcessHeap
(),
0
,
indices
);
HeapFree
(
GetProcessHeap
(),
0
,
quad
);
}
static
void
test_palette_gdi
(
void
)
{
IDirectDrawSurface
*
surface
,
*
primary
;
...
...
@@ -8221,6 +8502,7 @@ START_TEST(ddraw2)
test_p8_rgb_blit
();
test_material
();
test_lighting
();
test_specular_lighting
();
test_palette_gdi
();
test_palette_alpha
();
test_lost_device
();
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment