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/*
* 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.
*
* 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-common.h"
PIGLIT_GL_TEST_MAIN(
256 /*window_width*/,
256 /*window_height*/,
PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE)
static const GLfloat green[4] = {0, 1, 0, 1};
static const GLfloat blue[4] = {0, 0, 1, 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, green) && pass;
pass = piglit_probe_pixel_rgb(x1, y0, blue) && pass;
pass = piglit_probe_pixel_rgb(x0, y1, blue) && pass;
pass = piglit_probe_pixel_rgb(x1, y1, green) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
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();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
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