wine/dlls/d3d8/tests/visual.c
Stefan Dösinger 266fc77cf0 wined3d: Lighting is calculated for vertices without normals.
It still should be disabled for transformed vertices though.
2007-02-19 13:08:35 +01:00

315 lines
13 KiB
C

/*
* 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));
}
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
HRESULT hr;
DWORD color;
d3d8_handle = LoadLibraryA("d3d8.dll");
if (!d3d8_handle)
{
trace("Could not load d3d8.dll, skipping tests\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);
cleanup:
if(device_ptr) IDirect3DDevice8_Release(device_ptr);
}