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/*
* 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 <yuanhan.liu@linux.intel.com>
*/
/** @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);
}
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