/* * Copyright (C) 2016 Daniel Scharrer * * 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. */ /** @file spot-light.c * * This is a simple sanity test for fixed function spot lights in OpenGL. * * It tests that vertices directly in front of the spot light are lit with * full intensity and that lighting of vertices beyond the spot cutoff, * and especially of those behind the spot light, is not affected by the * spot light. This is done for three spot lights with different exponents. */ #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; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const GLfloat pos[4] = {15.0, 15.0, 0.0, 1.0}; /* center */ static const GLfloat light0_dir[3] = {-1.0, 0.0, 0.0}; /* left */ static const GLfloat light1_dir[3] = {0.0, 1.0, 0.0}; /* up */ static const GLfloat light2_dir[3] = {1.0, 0.0, 0.0}; /* right */ static const GLfloat light0_ambient[4] = {1.0, 0.0, 0.0, 1.0}; static const GLfloat light1_ambient[4] = {0.0, 1.0, 0.0, 1.0}; static const GLfloat light2_ambient[4] = {0.0, 0.0, 1.0, 1.0}; static const GLfloat global_ambient[4] = {0.2, 0.2, 0.2, 1.0}; static const GLfloat expected_left[4] = {1.0, 0.2, 0.2, 1.0}; static const GLfloat expected_bottom[4] = {0.2, 0.2, 0.2, 1.0}; static const GLfloat expected_right[4] = {0.2, 0.2, 1.0, 1.0}; static const GLfloat expected_top[4] = {0.2, 1.0, 0.2, 1.0}; static const GLfloat expected_bottom_left[4] = {0.2, 0.2, 0.2, 1.0}; static const GLfloat expected_top_left[4] = {0.2, 1.0, 0.2, 1.0}; static const GLfloat expected_bottom_right[4] = {0.2, 0.2, 0.2, 1.0}; static const GLfloat expected_top_right[4] = {0.2, 1.0, 0.2, 1.0}; enum piglit_result piglit_display(void) { bool pass = true; glClear(GL_COLOR_BUFFER_BIT); glPointSize(3); glBegin(GL_POINTS); for (int x = 0; x < 11; x++) { for (int y = 0; y < 11; y++) { glVertex2f(3 * x, 3 * y); } } glEnd(); pass = piglit_probe_pixel_rgba( 0, 15, expected_left) && pass; pass = piglit_probe_pixel_rgba(15, 0, expected_bottom) && pass; pass = piglit_probe_pixel_rgba(30, 15, expected_right) && pass; pass = piglit_probe_pixel_rgba(15, 30, expected_top) && pass; pass = piglit_probe_pixel_rgba( 0, 0, expected_bottom_left) && pass; pass = piglit_probe_pixel_rgba( 0, 30, expected_top_left) && pass; pass = piglit_probe_pixel_rgba(30, 0, expected_bottom_right) && pass; pass = piglit_probe_pixel_rgba(30, 30, expected_top_right) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLfloat zero[4] = {0.0, 0.0, 0.0, 1.0}; GLfloat one[4] = {1.0, 1.0, 1.0, 1.0}; glClearColor(0.0, 0.0, 0.0, 1.0); glEnable(GL_LIGHT0); glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 44.0); glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 1.0); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0_dir); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glEnable(GL_LIGHT1); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 60.0); glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 0.0); glLightfv(GL_LIGHT1, GL_POSITION, pos); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light1_dir); glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glEnable(GL_LIGHT2); glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, 44.0); glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, 5.0); glLightfv(GL_LIGHT2, GL_POSITION, pos); glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, light2_dir); glLightfv(GL_LIGHT2, GL_AMBIENT, light2_ambient); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); /* We are not interested in testing diffuse lighting, enable only the ambient term. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, zero); glMaterialfv(GL_FRONT, GL_AMBIENT, one); glEnable(GL_LIGHTING); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); }