cmake: move defaults into the per-platform section
[piglit.git] / tests / general / two-sided-lighting-separate-specular.c
blob8e1414e806acbd55c89aaa9697c23c9126f1f752
1 /*
2 * Copyright © 2011 VMware, Inc.
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
24 /**
25 * Tests simple two-sided lighting with separate specular color.
27 * One command line option: if "flat" is specified, use flat shading.
28 * It shouldn't make any difference though because we only specify one normal
29 * vector per quad.
31 * Brian Paul
32 * Oct 2011
35 #include "piglit-util-gl.h"
37 PIGLIT_GL_TEST_CONFIG_BEGIN
39 config.supports_gl_compat_version = 10;
41 config.window_width = 256;
42 config.window_height = 256;
43 config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
45 PIGLIT_GL_TEST_CONFIG_END
47 static const GLfloat red[4] = {1, 0, 0, 0};
48 static const GLfloat green[4] = {0, 1, 0, 1};
49 static const GLfloat blue[4] = {0, 0, 1, 1};
50 static const GLfloat purple[4] = {1, 0, 1, 1};
51 static const GLfloat yellow[4] = {1, 1, 0, 1};
54 enum piglit_result
55 piglit_display(void)
57 int x0 = piglit_width * 1 / 4;
58 int x1 = piglit_width * 3 / 4;
59 int y0 = piglit_height * 1 / 4;
60 int y1 = piglit_height * 3 / 4;
61 GLboolean pass = GL_TRUE;
63 glClear(GL_COLOR_BUFFER_BIT);
65 glFrontFace(GL_CCW); /* the default winding */
67 glBegin(GL_QUADS);
68 /* counter-clockwise / front-facing */
69 glNormal3f(0, 0, 1);
70 glVertex2f(-1.0, -1.0);
71 glVertex2f( 0.0, -1.0);
72 glVertex2f( 0.0, 0.0);
73 glVertex2f(-1.0, 0.0);
75 /* clockwise / back-facing */
76 glNormal3f(0, 0, -1);
77 glVertex2f( 0.0, -1.0);
78 glVertex2f( 0.0, 0.0);
79 glVertex2f( 1.0, 0.0);
80 glVertex2f( 1.0, -1.0);
81 glEnd();
83 glFrontFace(GL_CW); /* reverse winding */
85 glBegin(GL_QUADS);
86 /* counter-clockwise / back-facing */
87 glNormal3f(0, 0, -1);
88 glVertex2f(-1.0, 0.0);
89 glVertex2f( 0.0, 0.0);
90 glVertex2f( 0.0, 1.0);
91 glVertex2f(-1.0, 1.0);
93 /* clockwise / front-facing */
94 glNormal3f(0, 0, 1);
95 glVertex2f( 0.0, 0.0);
96 glVertex2f( 0.0, 1.0);
97 glVertex2f( 1.0, 1.0);
98 glVertex2f( 1.0, 0.0);
99 glEnd();
101 pass = piglit_probe_pixel_rgb(x0, y0, yellow) && pass;
102 pass = piglit_probe_pixel_rgb(x1, y0, purple) && pass;
103 pass = piglit_probe_pixel_rgb(x0, y1, purple) && pass;
104 pass = piglit_probe_pixel_rgb(x1, y1, yellow) && pass;
106 piglit_present_results();
108 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
112 void
113 piglit_init(int argc, char **argv)
115 GLubyte teximage[8][8][4];
116 GLuint t;
117 int i;
119 for (i = 1; i < argc; i++) {
120 if (strcmp(argv[i], "flat") == 0) {
121 glShadeModel(GL_FLAT);
122 break;
126 glClearColor(0.5, 0.5, 0.5, 0.0);
128 glMatrixMode(GL_PROJECTION);
129 glLoadIdentity();
130 glOrtho(-1.1, 1.1, -1.1, 1.1, -1.0, 1.0);
131 glMatrixMode(GL_MODELVIEW);
132 glLoadIdentity();
134 /* front diffuse = green */
135 /* back diffuse = blue */
136 /* front/back specular = red */
137 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
138 glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
139 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, red);
140 glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
141 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
142 glEnable(GL_LIGHT0);
143 glEnable(GL_LIGHTING);
145 /* make solid white texture */
146 glGenTextures(1, &t);
147 glBindTexture(GL_TEXTURE_2D, t);
148 memset(teximage, 255, sizeof(teximage));
149 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
150 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
151 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
152 GL_RGBA, GL_UNSIGNED_BYTE, teximage);
153 glEnable(GL_TEXTURE_2D);