/* * Copyright © 2011 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. */ /** * Tests simple two-sided lighting with separate specular color. * * One command line option: if "flat" is specified, use flat shading. * It shouldn't make any difference though because we only specify one normal * vector per quad. * * Brian Paul * Oct 2011 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 256; config.window_height = 256; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const GLfloat red[4] = {1, 0, 0, 0}; static const GLfloat green[4] = {0, 1, 0, 1}; static const GLfloat blue[4] = {0, 0, 1, 1}; static const GLfloat purple[4] = {1, 0, 1, 1}; static const GLfloat yellow[4] = {1, 1, 0, 1}; enum piglit_result piglit_display(void) { int x0 = piglit_width * 1 / 4; int x1 = piglit_width * 3 / 4; int y0 = piglit_height * 1 / 4; int y1 = piglit_height * 3 / 4; GLboolean pass = GL_TRUE; glClear(GL_COLOR_BUFFER_BIT); glFrontFace(GL_CCW); /* the default winding */ glBegin(GL_QUADS); /* counter-clockwise / front-facing */ glNormal3f(0, 0, 1); glVertex2f(-1.0, -1.0); glVertex2f( 0.0, -1.0); glVertex2f( 0.0, 0.0); glVertex2f(-1.0, 0.0); /* clockwise / back-facing */ glNormal3f(0, 0, -1); glVertex2f( 0.0, -1.0); glVertex2f( 0.0, 0.0); glVertex2f( 1.0, 0.0); glVertex2f( 1.0, -1.0); glEnd(); glFrontFace(GL_CW); /* reverse winding */ glBegin(GL_QUADS); /* counter-clockwise / back-facing */ glNormal3f(0, 0, -1); glVertex2f(-1.0, 0.0); glVertex2f( 0.0, 0.0); glVertex2f( 0.0, 1.0); glVertex2f(-1.0, 1.0); /* clockwise / front-facing */ glNormal3f(0, 0, 1); glVertex2f( 0.0, 0.0); glVertex2f( 0.0, 1.0); glVertex2f( 1.0, 1.0); glVertex2f( 1.0, 0.0); glEnd(); pass = piglit_probe_pixel_rgb(x0, y0, yellow) && pass; pass = piglit_probe_pixel_rgb(x1, y0, purple) && pass; pass = piglit_probe_pixel_rgb(x0, y1, purple) && pass; pass = piglit_probe_pixel_rgb(x1, y1, yellow) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLubyte teximage[8][8][4]; GLuint t; int i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "flat") == 0) { glShadeModel(GL_FLAT); break; } } glClearColor(0.5, 0.5, 0.5, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.1, 1.1, -1.1, 1.1, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /* front diffuse = green */ /* back diffuse = blue */ /* front/back specular = red */ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, blue); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, red); glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); /* make solid white texture */ glGenTextures(1, &t); glBindTexture(GL_TEXTURE_2D, t); memset(teximage, 255, sizeof(teximage)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage); glEnable(GL_TEXTURE_2D); }