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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
committerDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
commit89b8ffa013c10db57be14fbdd59757c08c243e18 (patch)
treee753cc920e37e72bec6a7ae391edcf25940f2db3 /test
parentSimplified Frustum (diff)
downloadilt-89b8ffa013c10db57be14fbdd59757c08c243e18.tar.bz2
ilt-89b8ffa013c10db57be14fbdd59757c08c243e18.tar.xz
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Tidy the preFrame logic into a single function in SceneRenderer
Clients now just call that one helper and SceneProvider passes in all the renderables.
Diffstat (limited to 'test')
-rw-r--r--test/test-assetFactory.cpp15
-rw-r--r--test/test-geoData.cpp14
-rw-r--r--test/test-render.cpp69
3 files changed, 65 insertions, 33 deletions
diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp
index ff38369..8dbe53d 100644
--- a/test/test-assetFactory.cpp
+++ b/test/test-assetFactory.cpp
@@ -69,16 +69,21 @@ namespace {
}
void
- render(float dist)
+ forEachRenderable(const RenderableProcessor & func) const override
{
- sceneRenderer.camera.setView({-dist, dist * 1.2F, dist * 1.2F}, south + east + down);
- const auto & [camFrust, lightFrust] = sceneRenderer.preFrame({{0.9, 0.5}});
for (const auto & [assetId, asset] : gameState.assets) {
if (const auto renderable = asset.getAs<Renderable>()) {
- renderable->preFrame(camFrust, lightFrust);
+ func(renderable);
}
}
- gameState.world.apply<Renderable>(&Renderable::preFrame, camFrust, lightFrust);
+ gameState.world.apply<Renderable>(func);
+ }
+
+ void
+ render(float dist)
+ {
+ sceneRenderer.camera.setView({-dist, dist * 1.2F, dist * 1.2F}, south + east + down);
+ sceneRenderer.preFrame(*this, {{0.9, 0.5}});
sceneRenderer.render(*this);
}
diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp
index b3a6ad4..80d3a08 100644
--- a/test/test-geoData.cpp
+++ b/test/test-geoData.cpp
@@ -256,14 +256,20 @@ BOOST_DATA_TEST_CASE(Deform, loadFixtureJson<DeformTerrainData>("geoData/deform/
TestRenderOutput tro {{640, 480}};
struct TestTerrain : public SceneProvider {
- explicit TestTerrain(GeoData geoData) : terrain(std::move(geoData)) { }
+ explicit TestTerrain(GeoData geoData) : terrain(std::make_shared<Terrain>(std::move(geoData))) { }
- const Terrain terrain;
+ std::shared_ptr<Terrain> terrain;
+
+ void
+ forEachRenderable(const RenderableProcessor & func) const override
+ {
+ func(terrain.get());
+ }
void
content(const SceneShader & shader, const Frustum & frustum) const override
{
- terrain.render(shader, frustum);
+ terrain->render(shader, frustum);
}
void
@@ -281,7 +287,7 @@ BOOST_DATA_TEST_CASE(Deform, loadFixtureJson<DeformTerrainData>("geoData/deform/
void
shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const override
{
- terrain.shadows(shadowMapper, frustum);
+ terrain->shadows(shadowMapper, frustum);
}
};
diff --git a/test/test-render.cpp b/test/test-render.cpp
index ac71276..da7d572 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -30,12 +30,12 @@ namespace {
class TestScene : public SceneProvider {
RailVehicleClassPtr brush47rvc;
std::shared_ptr<RailVehicle> train1, train2;
- RailLinks rail;
+ std::shared_ptr<RailLinks> rail = std::make_shared<RailLinks>();
std::shared_ptr<Environment> env = std::make_shared<Environment>();
std::shared_ptr<Terrain> terrain
= std::make_shared<Terrain>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1));
- Water water {terrain};
+ std::shared_ptr<Water> water = std::make_shared<Water>(terrain);
public:
TestScene()
@@ -69,16 +69,29 @@ namespace {
.rot = {0, rotationDistribution(randomdev), 0}});
}
}
- rail.addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000});
- rail.addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000});
+ rail->addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000});
+ rail->addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000});
+ }
+
+ void
+ forEachRenderable(const RenderableProcessor & func) const override
+ {
+ func(terrain.get());
+ func(water.get());
+ func(rail.get());
+ std::ranges::for_each(gameState->assets, [&func](const auto & asset) {
+ if (const auto renderable = asset.second.template getAs<const Renderable>()) {
+ func(renderable);
+ }
+ });
}
void
content(const SceneShader & shader, const Frustum & frustum) const override
{
terrain->render(shader, frustum);
- water.render(shader, frustum);
- rail.render(shader, frustum);
+ water->render(shader, frustum);
+ rail->render(shader, frustum);
std::ranges::for_each(gameState->assets, [&shader, &frustum](const auto & asset) {
if (const auto renderable = asset.second.template getAs<const Renderable>()) {
renderable->render(shader, frustum);
@@ -162,13 +175,7 @@ BOOST_AUTO_TEST_CASE(Basic)
TestSceneRenderer renderer {size, output};
renderer.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
const TestScene scene;
- const auto & [camFrust, lightFrust] = renderer.preFrame(gameState.environment->getSunPos());
- for (const auto & [assetId, asset] : gameState.assets) {
- if (const auto renderable = asset.getAs<Renderable>()) {
- renderable->preFrame(camFrust, lightFrust);
- }
- }
- gameState.world.apply<Renderable>(&Renderable::preFrame, camFrust, lightFrust);
+ renderer.preFrame(scene, gameState.environment->getSunPos());
renderer.render(scene);
renderer.saveBuffers(ANALYSIS_DIRECTORY / "basic");
Texture::save(outImage, (ANALYSIS_DIRECTORY / "basic/final.tga").c_str());
@@ -182,13 +189,20 @@ BOOST_AUTO_TEST_CASE(TerrainSD19)
class TestTerrain : public SceneProvider {
std::shared_ptr<Terrain> terrain
= std::make_shared<Terrain>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc"));
- Water water {terrain};
+ std::shared_ptr<Water> water = std::make_shared<Water>(terrain);
+
+ void
+ forEachRenderable(const RenderableProcessor & func) const override
+ {
+ func(terrain.get());
+ func(water.get());
+ }
void
content(const SceneShader & shader, const Frustum & frustum) const override
{
terrain->render(shader, frustum);
- water.render(shader, frustum);
+ water->render(shader, frustum);
}
void
@@ -210,8 +224,9 @@ BOOST_AUTO_TEST_CASE(TerrainSD19)
}
};
- renderer.preFrame(gameState.environment->getSunPos());
- renderer.render(TestTerrain {});
+ TestTerrain testTerrain;
+ renderer.preFrame(testTerrain, gameState.environment->getSunPos());
+ renderer.render(testTerrain);
Texture::save(outImage, (ANALYSIS_DIRECTORY / "terrain.tga").c_str());
}
@@ -221,22 +236,28 @@ BOOST_AUTO_TEST_CASE(RailNetwork)
renderer.camera.setView({0, 0, 10000}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
class TestRail : public SceneProvider {
- RailLinks net;
+ std::shared_ptr<RailLinks> net = std::make_shared<RailLinks>();
public:
TestRail()
{
- net.addLinksBetween({20000, 10000, 0}, {100000, 100000, 0});
- net.addLinksBetween({20000, 10000, 0}, {10000, 10000, 0});
- net.addLinksBetween({10000, 20000, 0}, {100000, 120000, 0});
- net.addLinksBetween({10000, 20000, 0}, {10000, 10000, 0});
- net.addLinksBetween({100000, 100000, 0}, {100000, 120000, 0});
+ net->addLinksBetween({20000, 10000, 0}, {100000, 100000, 0});
+ net->addLinksBetween({20000, 10000, 0}, {10000, 10000, 0});
+ net->addLinksBetween({10000, 20000, 0}, {100000, 120000, 0});
+ net->addLinksBetween({10000, 20000, 0}, {10000, 10000, 0});
+ net->addLinksBetween({100000, 100000, 0}, {100000, 120000, 0});
+ }
+
+ void
+ forEachRenderable(const RenderableProcessor & func) const override
+ {
+ func(net.get());
}
void
content(const SceneShader & shader, const Frustum & frustum) const override
{
- net.render(shader, frustum);
+ net->render(shader, frustum);
}
void