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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// LightsTest.cpp: Tests basic usage of glLight*.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/matrix_utils.h"
#include "common/vector_utils.h"
#include "util/random_utils.h"
#include <stdint.h>
#include <vector>
using namespace angle;
class LightsTest : public ANGLETest
{
protected:
LightsTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Check that the initial lighting parameters state is correct,
// including spec minimum for light count.
TEST_P(LightsTest, InitialState)
{
const GLColor32F kAmbientInitial(0.2f, 0.2f, 0.2f, 1.0f);
GLboolean kLightModelTwoSideInitial = GL_FALSE;
GLColor32F lightModelAmbient;
GLboolean lightModelTwoSide;
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, &lightModelAmbient.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kAmbientInitial, lightModelAmbient);
glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &lightModelTwoSide);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightModelTwoSideInitial, lightModelTwoSide);
EXPECT_GL_FALSE(glIsEnabled(GL_LIGHTING));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_NORMALIZE));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_RESCALE_NORMAL));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_COLOR_MATERIAL));
EXPECT_GL_NO_ERROR();
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
EXPECT_GL_NO_ERROR();
EXPECT_GE(8, maxLights);
const GLColor32F kLightnAmbient(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLightnDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLightnSpecular(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLight0Diffuse(1.0f, 1.0f, 1.0f, 1.0f);
const GLColor32F kLight0Specular(1.0f, 1.0f, 1.0f, 1.0f);
const angle::Vector4 kLightnPosition(0.0f, 0.0f, 1.0f, 0.0f);
const angle::Vector3 kLightnDirection(0.0f, 0.0f, -1.0f);
const GLfloat kLightnSpotlightExponent = 0.0f;
const GLfloat kLightnSpotlightCutoffAngle = 180.0f;
const GLfloat kLightnAttenuationConst = 1.0f;
const GLfloat kLightnAttenuationLinear = 0.0f;
const GLfloat kLightnAttenuationQuadratic = 0.0f;
for (int i = 0; i < maxLights; i++)
{
EXPECT_GL_FALSE(glIsEnabled(GL_LIGHT0 + i));
EXPECT_GL_NO_ERROR();
GLColor32F actualColor;
angle::Vector4 actualPosition;
angle::Vector3 actualDirection;
GLfloat actualFloatValue;
glGetLightfv(GL_LIGHT0 + i, GL_AMBIENT, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAmbient, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(i == 0 ? kLight0Diffuse : kLightnDiffuse, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_SPECULAR, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(i == 0 ? kLight0Specular : kLightnSpecular, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, actualPosition.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnPosition, actualPosition);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, actualDirection.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnDirection, actualDirection);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnSpotlightExponent, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnSpotlightCutoffAngle, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationConst, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationLinear, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationQuadratic, actualFloatValue);
}
}
// Negative test for invalid parameter names.
TEST_P(LightsTest, NegativeInvalidEnum)
{
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
glIsEnabled(GL_LIGHT0 + maxLights);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightfv(GL_LIGHT0 + maxLights, GL_AMBIENT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightModelfv(GL_LIGHT0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightModelf(GL_LIGHT0, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
for (int i = 0; i < maxLights; i++)
{
glLightf(GL_LIGHT0 + i, GL_TEXTURE_2D, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightfv(GL_LIGHT0 + i, GL_TEXTURE_2D, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Negative test for invalid parameter values.
TEST_P(LightsTest, NegativeInvalidValue)
{
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
std::vector<GLenum> attenuationParams = {
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION,
GL_QUADRATIC_ATTENUATION,
};
for (int i = 0; i < maxLights; i++)
{
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
GLfloat previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &previousVal);
EXPECT_NE(-1.0f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, 128.1f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = 128.1f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &previousVal);
EXPECT_NE(128.1f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &previousVal);
EXPECT_NE(-1.0f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, 90.1f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = 90.1f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &previousVal);
EXPECT_NE(90.1f, previousVal);
for (GLenum pname : attenuationParams)
{
glLightf(GL_LIGHT0 + i, pname, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, pname, &previousVal);
EXPECT_NE(-1.0f, previousVal);
}
}
}
// Test to see if we can set and retrieve the light parameters.
TEST_P(LightsTest, Set)
{
angle::RNG rng(0);
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
constexpr int kNumTrials = 100;
GLColor32F actualColor;
angle::Vector4 actualPosition;
angle::Vector3 actualDirection;
GLfloat actualFloatValue;
GLboolean actualBooleanValue;
for (int k = 0; k < kNumTrials; ++k)
{
const GLColor32F lightModelAmbient(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLfloat lightModelTwoSide = rng.randomBool() ? 1.0f : 0.0f;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &lightModelAmbient.R);
EXPECT_GL_NO_ERROR();
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, &actualColor.R);
EXPECT_EQ(lightModelAmbient, actualColor);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, lightModelTwoSide);
EXPECT_GL_NO_ERROR();
glGetFloatv(GL_LIGHT_MODEL_TWO_SIDE, &actualFloatValue);
EXPECT_EQ(lightModelTwoSide, actualFloatValue);
glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &actualBooleanValue);
EXPECT_EQ(lightModelTwoSide == 1.0f ? GL_TRUE : GL_FALSE, actualBooleanValue);
for (int i = 0; i < maxLights; i++)
{
const GLColor32F ambient(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLColor32F diffuse(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLColor32F specular(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const angle::Vector4 position(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const angle::Vector3 direction(rng.randomFloat(), rng.randomFloat(), rng.randomFloat());
const GLfloat spotlightExponent = rng.randomFloatBetween(0.0f, 128.0f);
const GLfloat spotlightCutoffAngle =
rng.randomBool() ? rng.randomFloatBetween(0.0f, 90.0f) : 180.0f;
const GLfloat attenuationConst = rng.randomFloatNonnegative();
const GLfloat attenuationLinear = rng.randomFloatNonnegative();
const GLfloat attenuationQuadratic = rng.randomFloatNonnegative();
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, &ambient.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_AMBIENT, &actualColor.R);
EXPECT_EQ(ambient, actualColor);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &diffuse.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &actualColor.R);
EXPECT_EQ(diffuse, actualColor);
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, &specular.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPECULAR, &actualColor.R);
EXPECT_EQ(specular, actualColor);
glLightfv(GL_LIGHT0 + i, GL_POSITION, position.data());
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, actualPosition.data());
EXPECT_EQ(position, actualPosition);
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, direction.data());
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, actualDirection.data());
EXPECT_EQ(direction, actualDirection);
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &spotlightExponent);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &actualFloatValue);
EXPECT_EQ(spotlightExponent, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &spotlightCutoffAngle);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &actualFloatValue);
EXPECT_EQ(spotlightCutoffAngle, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &attenuationConst);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationConst, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &attenuationLinear);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationLinear, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &attenuationQuadratic);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationQuadratic, actualFloatValue);
}
}
}
ANGLE_INSTANTIATE_TEST_ES1(LightsTest);