/* * Copyright (C) 2018 VMware, Inc. * * 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. */ /** * Test glMaterial calls in a display list. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const GLfloat red[] = {1.0, 0.0, 0.0, 1.0}; static const GLfloat green[] = {0.0, 1.0, 0.0, 1.0}; static const GLfloat black[] = {0.0, 0.0, 0.0, 1.0}; static const GLfloat white[] = {1.0, 1.0, 1.0, 1.0}; /** * Build display list to draw two quads with a triangle strip * using glMaterial calls to set vertex colors. * \param set_all If true, set the material attribs for all vertices. * Otherwise, just set the material attribs for two * provoking vertices. * * Note: the set_all parameter controls whether Mesa hits the "loopback" code. */ static GLuint make_list(GLenum mat, bool set_all) { GLuint list; list = glGenLists(1); glNewList(list, GL_COMPILE); /* * Draw tri strip drawing two quads - left=red, right=green. */ glShadeModel(GL_FLAT); glBegin(GL_TRIANGLE_STRIP); glNormal3f(0, 0, 1); /* v0 */ if (set_all) glMaterialfv(GL_FRONT_AND_BACK, mat, red); glVertex2f(-1, -1); /* v1 */ if (set_all) glMaterialfv(GL_FRONT_AND_BACK, mat, red); glVertex2f(-1, 1); /* v2 */ glMaterialfv(GL_FRONT_AND_BACK, mat, red); glVertex2f( 0, -1); /* v3 */ if (set_all) glMaterialfv(GL_FRONT_AND_BACK, mat, red); glVertex2f( 0, 1); /* v4 */ glMaterialfv(GL_FRONT_AND_BACK, mat, green); glVertex2f( 1, -1); /* v5 */ if (set_all) glMaterialfv(GL_FRONT_AND_BACK, mat, green); glVertex2f( 1, 1); glEnd(); glEndList(); return list; } static bool test_material(GLenum mat, bool set_all) { bool pass = true; GLint w = piglit_width; GLint h = piglit_height; glClear(GL_COLOR_BUFFER_BIT); /* init all material coefficients to black */ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, black); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, black); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); GLuint list = make_list(mat, set_all); glCallList(list); glDeleteLists(list, 1); pass = piglit_probe_pixel_rgb(w/2-2, h/2, red) && pass; pass = piglit_probe_pixel_rgb(w/2+2, h/2, green) && pass; piglit_present_results(); if (!pass) { printf("Failed testing %s material (set_all = %u)\n", piglit_get_gl_enum_name(mat), set_all); } return pass; } enum piglit_result piglit_display(void) { bool pass = true; pass = test_material(GL_AMBIENT, false) && pass; pass = test_material(GL_DIFFUSE, false) && pass; pass = test_material(GL_SPECULAR, false) && pass; pass = test_material(GL_EMISSION, false) && pass; pass = test_material(GL_AMBIENT, true) && pass; pass = test_material(GL_DIFFUSE, true) && pass; pass = test_material(GL_SPECULAR, true) && pass; pass = test_material(GL_EMISSION, true) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, white); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); glLightfv(GL_LIGHT0, GL_SPECULAR, white); }