| /* |
| * 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 */ |
| |
| #include <assert.h> |
| #include "wine/test.h" |
| #include "ddraw.h" |
| #include "d3d.h" |
| |
| HWND window; |
| IDirectDraw7 *DirectDraw = NULL; |
| IDirectDrawSurface7 *Surface; |
| IDirect3D7 *Direct3D = NULL; |
| IDirect3DDevice7 *Direct3DDevice = NULL; |
| |
| static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN); |
| |
| static BOOL createObjects(void) |
| { |
| HRESULT hr; |
| HMODULE hmod = GetModuleHandleA("ddraw.dll"); |
| WNDCLASS wc = {0}; |
| DDSURFACEDESC2 ddsd; |
| |
| |
| if(!hmod) return FALSE; |
| pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx"); |
| if(!pDirectDrawCreateEx) return FALSE; |
| |
| hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL); |
| ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr); |
| if(!DirectDraw) goto err; |
| |
| wc.lpfnWndProc = &DefWindowProc; |
| wc.lpszClassName = "d3d7_test_wc"; |
| RegisterClass(&wc); |
| window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); |
| |
| hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); |
| ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr); |
| if(FAILED(hr)) goto err; |
| hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0); |
| if(FAILED(hr)) { |
| /* 24 bit is fine too */ |
| hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0); |
| |
| } |
| ok(hr == DD_OK, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr); |
| if(FAILED(hr)) goto err; |
| |
| hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D); |
| if (hr == E_NOINTERFACE) goto err; |
| ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr); |
| |
| /* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently |
| * than hardware implementations. Request single buffering, that seems to work everywhere |
| */ |
| memset(&ddsd, 0, sizeof(ddsd)); |
| ddsd.dwSize = sizeof(ddsd); |
| ddsd.dwFlags = DDSD_CAPS; |
| ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE; |
| ddsd.dwBackBufferCount = 1; |
| hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL); |
| ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr); |
| if(!Surface) goto err; |
| |
| hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice); |
| if(FAILED(hr)) |
| { |
| trace("Creating a TnLHal Device failed, trying HAL\n"); |
| hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice); |
| if(FAILED(hr)) |
| { |
| trace("Creating a HAL device failed, trying Ref\n"); |
| hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice); |
| } |
| } |
| ok(hr == D3D_OK, "IDirect3D7_CreateDevice failed with %08x\n", hr); |
| if(!Direct3DDevice) goto err; |
| return TRUE; |
| |
| err: |
| if(DirectDraw) IDirectDraw7_Release(DirectDraw); |
| if(Surface) IDirectDrawSurface7_Release(Surface); |
| if(Direct3D) IDirect3D7_Release(Direct3D); |
| if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice); |
| if(window) DestroyWindow(window); |
| return FALSE; |
| } |
| |
| static void releaseObjects(void) |
| { |
| IDirect3DDevice7_Release(Direct3DDevice); |
| IDirect3D7_Release(Direct3D); |
| IDirectDrawSurface7_Release(Surface); |
| IDirectDraw7_Release(DirectDraw); |
| DestroyWindow(window); |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| HRESULT hr; |
| DDSURFACEDESC2 ddsd; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| IDirectDrawSurface7 *surf = NULL; |
| |
| /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer |
| * to an offscreen surface and lock it instead of the front buffer |
| */ |
| memset(&ddsd, 0, sizeof(ddsd)); |
| ddsd.dwSize = sizeof(ddsd); |
| U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); |
| ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; |
| ddsd.dwWidth = 640; |
| ddsd.dwHeight = 480; |
| ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; |
| hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL); |
| ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr); |
| if(!surf) |
| { |
| trace("cannot create helper surface\n"); |
| return 0xdeadbeef; |
| } |
| |
| memset(&ddsd, 0, sizeof(ddsd)); |
| ddsd.dwSize = sizeof(ddsd); |
| U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); |
| |
| hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0); |
| ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr); |
| if(FAILED(hr)) |
| { |
| trace("Cannot blit\n"); |
| ret = 0xdeadbee; |
| goto out; |
| } |
| |
| hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL); |
| if(FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr=%08x\n", 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 *) ddsd.lpSurface)[0] & 0x00ffffff; |
| hr = IDirectDrawSurface7_Unlock(surf, &rectToLock); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%08x\n", hr); |
| } |
| |
| out: |
| IDirectDrawSurface7_Release(surf); |
| return ret; |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct nvertex |
| { |
| float x, y, z; |
| float nx, ny, nz; |
| DWORD diffuse; |
| }; |
| |
| static void lighting_test(IDirect3DDevice7 *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 = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); |
| |
| /* Setup some states that may cause issues */ |
| hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice7_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr); |
| if(hr == D3D_OK) |
| { |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */, |
| Indices, 6 /* Indexcount */, 0 /* flags */); |
| ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */, |
| Indices, 6 /* Indexcount */, 0 /* flags */); |
| ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */, |
| Indices, 6 /* Indexcount */, 0 /* flags */); |
| ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */, |
| Indices, 6 /* Indexcount */, 0 /* flags */); |
| ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| IDirect3DDevice7_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr); |
| } |
| |
| 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 = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); |
| } |
| |
| static void clear_test(IDirect3DDevice7 *device) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| |
| hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); |
| |
| /* Positive x, negative y */ |
| U1(rect[0]).x1 = 0; |
| U2(rect[0]).y1 = 480; |
| U3(rect[0]).x2 = 320; |
| U4(rect[0]).y2 = 240; |
| |
| /* Positive x, positive y */ |
| U1(rect[1]).x1 = 0; |
| U2(rect[1]).y1 = 0; |
| U3(rect[1]).x2 = 320; |
| U4(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 = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); |
| |
| /* negative x, negative y */ |
| U1(rect_negneg).x1 = 640; |
| U2(rect_negneg).y1 = 240; |
| U3(rect_negneg).x2 = 320; |
| U4(rect_negneg).y2 = 0; |
| hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); |
| |
| 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(IDirect3DDevice7 *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 = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); |
| |
| /* First test: Both table fog and vertex fog off */ |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); |
| |
| /* Start = 0, end = 1. Should be default, but set them */ |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| |
| if(IDirect3DDevice7_BeginScene(device) == D3D_OK) |
| { |
| /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, |
| unstransformed_1, 4, Indices, 6, 0); |
| ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation |
| */ |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, |
| unstransformed_2, 4, Indices, 6, 0); |
| ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); |
| |
| /* transformed verts */ |
| ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, |
| transformed_1, 4, Indices, 6, 0); |
| ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); |
| |
| hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); |
| /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog |
| * equation |
| */ |
| hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, |
| transformed_2, 4, Indices, 6, 0); |
| ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); |
| |
| hr = IDirect3DDevice7_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| 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 = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr); |
| } |
| |
| START_TEST(visual) |
| { |
| HRESULT hr; |
| DWORD color; |
| if(!createObjects()) |
| { |
| skip("Cannot initialize DirectDraw and Direct3D, skipping\n"); |
| return; |
| } |
| |
| /* Check for the reliability of the returned data */ |
| hr = IDirect3DDevice7_Clear(Direct3DDevice, 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; |
| } |
| |
| color = getPixelColor(Direct3DDevice, 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 = IDirect3DDevice7_Clear(Direct3DDevice, 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; |
| } |
| |
| color = getPixelColor(Direct3DDevice, 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 tests */ |
| lighting_test(Direct3DDevice); |
| clear_test(Direct3DDevice); |
| fog_test(Direct3DDevice); |
| |
| cleanup: |
| releaseObjects(); |
| } |