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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-23 21:31:41 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-23 21:31:41 +0100 |
commit | 687afb09ada73fb4aee932242a3b7ee492e63cb0 (patch) | |
tree | e8c654edf5b0927238c89d8c861afe9bed995c8c /test/test-render.cpp | |
parent | Add BufferedLocation (diff) | |
download | ilt-687afb09ada73fb4aee932242a3b7ee492e63cb0.tar.bz2 ilt-687afb09ada73fb4aee932242a3b7ee492e63cb0.tar.xz ilt-687afb09ada73fb4aee932242a3b7ee492e63cb0.zip |
Handle rendering of RailVehicles through RailVehicleClass instancing
Trains no longer need rendering as their parts are all RVC assets and that just works now.
This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored
separately, but function in exactly the same way.
This breaks RV shadows as we have no instancing shadow shaders yet.
Diffstat (limited to 'test/test-render.cpp')
-rw-r--r-- | test/test-render.cpp | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp index 1643068..0fbeb2b 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -22,6 +22,8 @@ class TestScene : public SceneProvider { std::shared_ptr<RailVehicle> train1, train2; + const RailVehicleClassPtr brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>( + AssetFactory::loadXML(RESDIR "/brush47.xml")->assets.at("brush-47")); Terrain terrain {[]() { auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}}); @@ -32,19 +34,16 @@ class TestScene : public SceneProvider { public: TestScene() { - const auto assetFactory = AssetFactory::loadXML(RESDIR "/brush47.xml"); - const auto brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(assetFactory->assets.at("brush-47")); train1 = std::make_shared<RailVehicle>(brush47rvc); - train1->location.pos = {52, 50, 2}; + train1->location.setPosition({52, 50, 2}); train2 = std::make_shared<RailVehicle>(brush47rvc); - train2->location.pos = {52, 30, 2}; + train2->location.setPosition({52, 30, 2}); } void content(const SceneShader & shader) const override { terrain.render(shader); - train1->render(shader); - train2->render(shader); + brush47rvc->render(shader); } void lights(const SceneShader &) const override @@ -54,8 +53,7 @@ public: shadows(const ShadowMapper & shadowMapper) const override { terrain.shadows(shadowMapper); - train1->shadows(shadowMapper); - train2->shadows(shadowMapper); + brush47rvc->shadows(shadowMapper); } }; |