diff options
-rw-r--r-- | application/main.cpp | 13 | ||||
-rw-r--r-- | test/test-render.cpp | 33 |
2 files changed, 36 insertions, 10 deletions
diff --git a/application/main.cpp b/application/main.cpp index d58cf6d..db42a63 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -24,6 +24,7 @@ #include <glm/glm.hpp> #include <glm/gtx/transform.hpp> // IWYU pragma: keep #include <memory> +#include <random> #include <special_members.h> #include <ui/applicationBase.h> #include <ui/gameMainWindow.h> @@ -79,10 +80,18 @@ public: &train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100000, -450000, 15000})); train->currentActivity = train->orders.current()->createActivity(); - auto foliage = std::dynamic_pointer_cast<Foliage>(assets.at("Tree-01-1")); + std::random_device randomdev {}; + std::uniform_real_distribution<Angle> rotationDistribution {0, two_pi}; + std::uniform_int_distribution<GlobalDistance> positionOffsetDistribution {-1500, +1500}; + std::uniform_int_distribution<int> treeDistribution {1, 3}; + std::uniform_int_distribution<int> treeVariantDistribution {1, 4}; for (auto x = 311000000; x < 311830000; x += 5000) { for (auto y = 491100000; y < 491130000; y += 5000) { - world.create<Plant>(foliage, Location {geoData->positionAt({{x, y}})}); + world.create<Plant>(std::dynamic_pointer_cast<Foliage>(assets.at(std::format("Tree-{:#02}-{}", + treeDistribution(randomdev), treeVariantDistribution(randomdev)))), + Location {geoData->positionAt({{x + positionOffsetDistribution(randomdev), + y + positionOffsetDistribution(randomdev)}}), + {0, rotationDistribution(randomdev), 0}}); } } } diff --git a/test/test-render.cpp b/test/test-render.cpp index 775eb5c..3966f28 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -28,9 +28,7 @@ class TestScene : public SceneProvider { RailVehicleClassPtr brush47rvc; - std::shared_ptr<Foliage> tree021f; std::shared_ptr<RailVehicle> train1, train2; - std::shared_ptr<Plant> plant1; RailLinks rail; std::shared_ptr<GeoData> gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1)); std::shared_ptr<Environment> env = std::make_shared<Environment>(); @@ -43,7 +41,11 @@ public: { gameState->assets = AssetFactory::loadAll(RESDIR); brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(gameState->assets.at("brush-47")); - tree021f = std::dynamic_pointer_cast<Foliage>(gameState->assets.at("Tree-02-1")); + std::random_device randomdev {}; + std::uniform_real_distribution<Angle> rotationDistribution {0, two_pi}; + std::uniform_int_distribution<GlobalDistance> positionOffsetDistribution {-1500, +1500}; + std::uniform_int_distribution<int> treeDistribution {1, 3}; + std::uniform_int_distribution<int> treeVariantDistribution {1, 4}; train1 = std::make_shared<RailVehicle>(brush47rvc); train1->location.setPosition({52000, 50000, 2000}); train1->bogies.front().setPosition(train1->bogies.front().position() + train1->location.position()); @@ -52,7 +54,16 @@ public: train2->location.setPosition({52000, 30000, 2000}); train2->bogies.front().setPosition(train2->bogies.front().position() + train2->location.position()); train2->bogies.back().setPosition(train2->bogies.back().position() + train2->location.position()); - plant1 = std::make_shared<Plant>(tree021f, Location {{40000, 60000, 1}, {}}); + for (auto x = 40000; x < 100000; x += 5000) { + for (auto y = 65000; y < 125000; y += 5000) { + gameState->world.create<Plant>( + std::dynamic_pointer_cast<Foliage>(gameState->assets.at(std::format( + "Tree-{:#02}-{}", treeDistribution(randomdev), treeVariantDistribution(randomdev)))), + Location {{x + positionOffsetDistribution(randomdev), y + positionOffsetDistribution(randomdev), + 1}, + {0, rotationDistribution(randomdev), 0}}); + } + } rail.addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000}); rail.addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000}); } @@ -62,9 +73,12 @@ public: { terrain.render(shader); water.render(shader); - brush47rvc->render(shader); - tree021f->render(shader); rail.render(shader); + std::ranges::for_each(gameState->assets, [&shader](const auto & asset) { + if (const auto renderable = std::dynamic_pointer_cast<const Renderable>(asset.second)) { + renderable->render(shader); + } + }); } void @@ -82,8 +96,11 @@ public: shadows(const ShadowMapper & shadowMapper) const override { terrain.shadows(shadowMapper); - brush47rvc->shadows(shadowMapper); - tree021f->shadows(shadowMapper); + std::ranges::for_each(gameState->assets, [&shadowMapper](const auto & asset) { + if (const auto renderable = std::dynamic_pointer_cast<const Renderable>(asset.second)) { + renderable->shadows(shadowMapper); + } + }); } }; |