[Piglit] [PATCH 2/2] two-sided-lighting: a pair of simple tests of two-sided lighting

Brian Paul brianp at vmware.com
Wed Oct 12 16:57:38 PDT 2011


The two-sided-lighting-separate-specular uses separate specular colors
and texture mapping.
---
 tests/all.tests                                    |    2 +
 tests/general/CMakeLists.gl.txt                    |    2 +
 .../general/two-sided-lighting-separate-specular.c |  148 ++++++++++++++++++++
 tests/general/two-sided-lighting.c                 |  128 +++++++++++++++++
 4 files changed, 280 insertions(+), 0 deletions(-)
 create mode 100644 tests/general/two-sided-lighting-separate-specular.c
 create mode 100644 tests/general/two-sided-lighting.c

diff --git a/tests/all.tests b/tests/all.tests
index a7d91d7..d7dcd5c 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -290,6 +290,8 @@ add_plain_test(general, 'sync_api')
 add_plain_test(general, 'texgen')
 add_plain_test(general, 'texunits')
 add_plain_test(general, 'timer_query')
+add_plain_test(general, 'two-sided-lighting')
+add_plain_test(general, 'two-sided-lighting-separate-specular')
 add_plain_test(general, 'user-clip')
 add_plain_test(general, 'vao-01')
 add_plain_test(general, 'vao-02')
diff --git a/tests/general/CMakeLists.gl.txt b/tests/general/CMakeLists.gl.txt
index 0f4bfab..2107ece 100644
--- a/tests/general/CMakeLists.gl.txt
+++ b/tests/general/CMakeLists.gl.txt
@@ -96,6 +96,8 @@ add_executable (sync_api sync_api.c)
 add_executable (texgen texgen.c)
 add_executable (texunits texunits.c)
 add_executable (timer_query timer_query.c)
+add_executable (two-sided-lighting two-sided-lighting.c)
+add_executable (two-sided-lighting-separate-specular two-sided-lighting-separate-specular.c)
 add_executable (user-clip user-clip.c)
 add_executable (varray-disabled varray-disabled.c)
 add_executable (vao-01 vao-01.c)
diff --git a/tests/general/two-sided-lighting-separate-specular.c b/tests/general/two-sided-lighting-separate-specular.c
new file mode 100644
index 0000000..45792df
--- /dev/null
+++ b/tests/general/two-sided-lighting-separate-specular.c
@@ -0,0 +1,148 @@
+/*
+ * 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.h"
+
+int piglit_width = 256, piglit_height = 256;
+int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
+
+
+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;
+
+	glutSwapBuffers();
+
+	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);
+}
diff --git a/tests/general/two-sided-lighting.c b/tests/general/two-sided-lighting.c
new file mode 100644
index 0000000..8820d3a
--- /dev/null
+++ b/tests/general/two-sided-lighting.c
@@ -0,0 +1,128 @@
+/*
+ * 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.h"
+
+int piglit_width = 256, piglit_height = 256;
+int piglit_window_mode = GLUT_RGB | GLUT_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;
+
+	glutSwapBuffers();
+
+	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);
+}
-- 
1.7.3.4



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