d3d8/tests: Add a lighting test with non-affine worldview matrix.

oldstable
Matteo Bruni 2015-04-21 15:11:19 +02:00 committed by Alexandre Julliard
parent 92cb56a2f8
commit 589f1072df
1 changed files with 56 additions and 54 deletions

View File

@ -185,6 +185,7 @@ static void lighting_test(void)
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
static const struct
{
@ -238,6 +239,13 @@ static void lighting_test(void)
{{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
},
translatedquad[] =
{
{{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
};
static const WORD indices[] = {0, 1, 2, 2, 3, 0};
static const D3DMATRIX mat =
@ -252,7 +260,7 @@ static void lighting_test(void)
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.5f, 1.0f,
}}},
mat_transf =
{{{
@ -260,7 +268,34 @@ static void lighting_test(void)
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
10.f, 10.0f, 10.0f, 1.0f,
}}};
}}},
mat_nonaffine =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, -1.0f,
10.f, 10.0f, 10.0f, 0.0f,
}}};
static const struct
{
const D3DMATRIX *world_matrix;
const void *quad;
unsigned int size;
DWORD expected;
const char *message;
BOOL todo;
}
tests[] =
{
{&mat, nquad, sizeof(nquad[0]), 0x000000ff,
"Lit quad with light", FALSE},
{&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff,
"Lit quad with singular world matrix", FALSE},
{&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff,
"Lit quad with transformation matrix", FALSE},
{&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000,
"Lit quad with non-affine matrix", TRUE},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
@ -340,66 +375,33 @@ static void lighting_test(void)
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_LightEnable(device, 0, TRUE);
ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x000000ff, "Lit quad with light has color 0x%08x.\n", color);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat_singular);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, nquad, sizeof(nquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 240);
ok(color == 0x00ffffff, "Cleared area has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 240);
ok(color == 0x000000ff, "Lit quad with singular world matrix has color 0x%08x.\n", color);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat_transf);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, rotatedquad, sizeof(rotatedquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x000000ff, "Lit quad with transformation matrix has color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
if (tests[i].todo)
todo_wine ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
else
ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);