/* * Copyright (C) 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * * Authors: * Yuanhan Liu */ /** @file infinite-spot-light.c * * This is a case that sounds doesn't make sense, but it is allowed by glSpec * (see section 2.14.1 Lightin of glspec 2.1.pdf). While writing this case, * it servers as two purposes: * * 1. Test if swrast is OK with this case. * The old mesa code would always compute a zero attenuation, thus always * get a black lighting color. * * 2. Test if hardware rendering(only i965 tested) is OK with this patch. * The old mesa code would skip the attenuation and spot computation while * infinite light is met. This is somehow not permitted by glSpec. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END /* Already normalized, and 0.5 would be the expected color */ static GLfloat dir[3] = {0.866025404, 0.0, 0.5}; static GLfloat pos[4] = {0.0, 0.0, -1.0, 0.0}; /* infinite */ static GLfloat light_ambient[3] = {1.0, 0.0, 0.0}; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLfloat expected[4] = {0.5, 0.0, 0.0, 1.0}; glClear(GL_COLOR_BUFFER_BIT); glPointSize(10); glBegin(GL_POINTS); glVertex2f(0.5, 0.5); glEnd(); pass = piglit_probe_pixel_rgba(0, 0, expected); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLfloat buf[4] = {0.0, 0.0, 0.0, 1.0}; glClearColor(0.0, 0.0, 0.0, 1.0); glEnable(GL_LIGHT0); glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 89.0); glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 1.0); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, buf); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); glMaterialfv(GL_FRONT, GL_DIFFUSE, buf); glMaterialfv(GL_FRONT, GL_SPECULAR, buf); buf[0] = 1.0; buf[1] = 1.0; buf[2] = 1.0; glMaterialfv(GL_FRONT, GL_AMBIENT, buf); glEnable(GL_LIGHTING); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); }