| /* |
| * Copyright (C) 2005 Henri Verbeet |
| * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ |
| |
| #define COBJMACROS |
| #include <d3d8.h> |
| #include <dxerr8.h> |
| #include "wine/test.h" |
| |
| static HMODULE d3d8_handle = 0; |
| |
| static HWND create_window(void) |
| { |
| WNDCLASS wc = {0}; |
| HWND ret; |
| wc.lpfnWndProc = &DefWindowProc; |
| wc.lpszClassName = "d3d8_test_wc"; |
| RegisterClass(&wc); |
| |
| ret = CreateWindow("d3d8_test_wc", "d3d8_test", |
| WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); |
| return ret; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface8 *surf; |
| IDirect3DTexture8 *tex; |
| HRESULT hr; |
| D3DLOCKED_RECT lockedRect; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex); |
| if(FAILED(hr) || !tex ) /* This is not a test */ |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString8(hr)); |
| return 0xdeadbeef; |
| } |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf); |
| if(FAILED(hr) || !tex ) /* This is not a test */ |
| { |
| trace("Can't get surface from texture, hr=%s\n", DXGetErrorString8(hr)); |
| ret = 0xdeadbeee; |
| goto out; |
| } |
| |
| hr = IDirect3DDevice8_GetFrontBuffer(device, surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString8(hr)); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| |
| hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); |
| ret = 0xdeadbeec; |
| goto out; |
| } |
| /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't |
| * really important for these tests |
| */ |
| ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; |
| hr = IDirect3DSurface8_UnlockRect(surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); |
| } |
| |
| out: |
| if(surf) IDirect3DSurface8_Release(surf); |
| if(tex) IDirect3DTexture8_Release(tex); |
| return ret; |
| } |
| |
| static IDirect3DDevice8 *init_d3d8(void) |
| { |
| IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0; |
| IDirect3D8 *d3d8_ptr = 0; |
| IDirect3DDevice8 *device_ptr = 0; |
| D3DPRESENT_PARAMETERS present_parameters; |
| HRESULT hr; |
| |
| d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8"); |
| ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n"); |
| if (!d3d8_create) return NULL; |
| |
| d3d8_ptr = d3d8_create(D3D_SDK_VERSION); |
| ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n"); |
| if (!d3d8_ptr) return NULL; |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = FALSE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; |
| |
| hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); |
| ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString8(hr)); |
| |
| return device_ptr; |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct nvertex |
| { |
| float x, y, z; |
| float nx, ny, nz; |
| DWORD diffuse; |
| }; |
| |
| static void lighting_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD color; |
| |
| float mat[16] = { 1.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0, |
| 0.0, 0.0, 0.0, 1.0 }; |
| |
| struct vertex unlitquad[] = |
| { |
| {-1.0, -1.0, 0.1, 0xffff0000}, |
| {-1.0, 0.0, 0.1, 0xffff0000}, |
| { 0.0, 0.0, 0.1, 0xffff0000}, |
| { 0.0, -1.0, 0.1, 0xffff0000}, |
| }; |
| struct vertex litquad[] = |
| { |
| {-1.0, 0.0, 0.1, 0xff00ff00}, |
| {-1.0, 1.0, 0.1, 0xff00ff00}, |
| { 0.0, 1.0, 0.1, 0xff00ff00}, |
| { 0.0, 0.0, 0.1, 0xff00ff00}, |
| }; |
| struct nvertex unlitnquad[] = |
| { |
| { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| }; |
| struct nvertex litnquad[] = |
| { |
| { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); |
| |
| /* Setup some states that may cause issues */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); |
| if(hr == D3D_OK) |
| { |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, nfvf); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); |
| |
| IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ |
| ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ |
| ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ |
| ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ |
| ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| } |
| |
| static void clear_test(IDirect3DDevice8 *device) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); |
| |
| /* Positive x, negative y */ |
| rect[0].x1 = 0; |
| rect[0].y1 = 480; |
| rect[0].x2 = 320; |
| rect[0].y2 = 240; |
| |
| /* Positive x, positive y */ |
| rect[1].x1 = 0; |
| rect[1].y1 = 0; |
| rect[1].x2 = 320; |
| rect[1].y2 = 240; |
| /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle |
| * is ignored, the positive is still cleared afterwards |
| */ |
| hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.x1 = 240; |
| rect_negneg.x2 = 320; |
| rect_negneg.y2 = 0; |
| hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad */ |
| ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); |
| } |
| |
| struct sVertex { |
| float x, y, z; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| struct sVertexT { |
| float x, y, z, rhw; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| static void fog_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| float start = 0.0, end = 1.0; |
| |
| /* Gets full z based fog with linear fog, no fog with specular color */ |
| struct sVertex unstransformed_1[] = { |
| {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 }, |
| {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 }, |
| { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Ok, I am too lazy to deal with transform matrices */ |
| struct sVertex unstransformed_2[] = { |
| {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 }, |
| {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 }, |
| { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 1.0, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Untransformed ones. Give them a different diffuse color to make the test look |
| * nicer. It also makes making sure that they are drawn correctly easier. |
| */ |
| struct sVertexT transformed_1[] = { |
| {320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| struct sVertexT transformed_2[] = { |
| {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr)); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr)); |
| |
| /* First test: Both table fog and vertex fog off */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr)); |
| |
| /* Start = 0, end = 1. Should be default, but set them */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr)); |
| |
| if(IDirect3DDevice8_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr)); |
| /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr)); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation |
| */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); |
| |
| /* transformed verts */ |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr)); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, |
| sizeof(transformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString8(hr)); |
| /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog |
| * equation |
| */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, |
| sizeof(transformed_2[0])); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString8(hr)); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); |
| |
| /* Turn off the fog master switch to avoid confusing other tests */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString8(hr)); |
| } |
| |
| START_TEST(visual) |
| { |
| IDirect3DDevice8 *device_ptr; |
| HRESULT hr; |
| DWORD color; |
| |
| d3d8_handle = LoadLibraryA("d3d8.dll"); |
| if (!d3d8_handle) |
| { |
| skip("Could not load d3d8.dll\n"); |
| return; |
| } |
| |
| device_ptr = init_d3d8(); |
| if (!device_ptr) return; |
| |
| /* Check for the reliability of the returned data */ |
| hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 1, 1); |
| if(color !=0x00ff0000) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 639, 479); |
| if(color != 0x0000ddee) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| /* Now run the real test */ |
| lighting_test(device_ptr); |
| clear_test(device_ptr); |
| fog_test(device_ptr); |
| |
| cleanup: |
| if(device_ptr) IDirect3DDevice8_Release(device_ptr); |
| } |