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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 10:05:58 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 10:05:58 +0000 |
commit | 48a5de8943bda62ba5caefe3b64c66a0d9024dff (patch) | |
tree | e9b02e83f17bb0c5bd33071cf96401790a4cb35d | |
parent | Update point light shaders for instancing (diff) | |
download | ilt-48a5de8943bda62ba5caefe3b64c66a0d9024dff.tar.bz2 ilt-48a5de8943bda62ba5caefe3b64c66a0d9024dff.tar.xz ilt-48a5de8943bda62ba5caefe3b64c66a0d9024dff.zip |
Add old street lamp model
-rw-r--r-- | res/lights.xml | 10 | ||||
-rw-r--r-- | test/test-assetFactory.cpp | 9 |
2 files changed, 17 insertions, 2 deletions
diff --git a/res/lights.xml b/res/lights.xml index 6c051c3..8b25599 100644 --- a/res/lights.xml +++ b/res/lights.xml @@ -9,6 +9,16 @@ </bodyMesh> <spotLight position="0,1400,4100" direction="0,0.1,-1" colour=".9,.9,.9" kq="0.3" arc="1.8"/> </asset> + <asset p.typeid="Illuminator" id="old-lamp" name="old-lamp"> + <bodyMesh id="body"> + <use type="cylinder" scale="0.13,0.13,.5" colour="#222222"/> + <use type="cylinder" scale="0.06,0.06,1.5" position="0,0,.5" colour="#222222"/> + <use type="cuboid" scale="0.3,0.02,0.02" position="0,0,1.8" colour="#222222"/> + <use type="cuboid" scale="0.2,0.2,0.4" position="0,0,2" colour="#dddddd"/> + <use type="cuboid" scale="0.1,0.1,0.1" position="0,0,2.4" colour="#222222"/> + </bodyMesh> + <pointLight position="0,0,2200" colour=".9,.9,.6" kq="0.3"/> + </asset> <!-- yes I'm hacking some floor to light up as though its a bush --> <asset p.typeid="Foliage" id="floor" name="floor"> <bodyMesh id="body"> diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 9e278c4..8341fbf 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -133,14 +133,19 @@ BOOST_AUTO_TEST_CASE(lights, *boost::unit_test::timeout(5)) BOOST_REQUIRE(mf); auto rlight = mf->assets.at("r-light"); BOOST_REQUIRE(rlight); + auto oldlamp = mf->assets.at("old-lamp"); + BOOST_REQUIRE(oldlamp); auto rlight_f = std::dynamic_pointer_cast<Illuminator>(rlight); BOOST_REQUIRE(rlight_f); + auto oldlamp_f = std::dynamic_pointer_cast<Illuminator>(oldlamp); + BOOST_REQUIRE(oldlamp_f); - auto light1 = std::make_shared<Light>(rlight_f, Location {{0, 0, 0}, {0, 0, 0}}); + auto light1 = std::make_shared<Light>(oldlamp_f, Location {{0, 0, 0}, {0, 0, 0}}); auto light2 = std::make_shared<Light>(rlight_f, Location {{-4000, 0, 0}, {0, 2, 0}}); auto light3 = std::make_shared<Light>(rlight_f, Location {{-4000, -4000, 0}, {0, 1, 0}}); - auto light4 = std::make_shared<Light>(rlight_f, Location {{3000, 4600, 0}, {0, 3, 0}}); + auto light4 = std::make_shared<Light>(oldlamp_f, Location {{3000, 4600, 0}, {0, 2, 0}}); objects.objects.push_back(rlight_f); + objects.objects.push_back(oldlamp_f); // yes I'm hacking some floor to light up as though its a bush auto floorf = std::dynamic_pointer_cast<Foliage>(mf->assets.at("floor")); |