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-rw-r--r--test/test-render.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp
index 35d71f3..688275c 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -1,3 +1,4 @@
+#include "game/scenary/light.h"
#define BOOST_TEST_MODULE test_render
#include "testHelpers.h"
@@ -49,14 +50,8 @@ namespace {
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());
- train1->bogies.back().setPosition(train1->bogies.back().position() + train1->location.position());
- train2 = std::make_shared<RailVehicle>(brush47rvc);
- 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());
+ train1 = std::make_shared<RailVehicle>(brush47rvc, GlobalPosition3D {52000, 50000, 2000});
+ train2 = std::make_shared<RailVehicle>(brush47rvc, GlobalPosition3D {52000, 30000, 2000});
for (auto posX = 40000; posX < 100000; posX += 5000) {
for (auto posY = 65000; posY < 125000; posY += 5000) {
gameState->world.create<Plant>(
@@ -71,6 +66,10 @@ namespace {
}
rail->addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000});
rail->addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000});
+ gameState->world.create<Light>(gameState->assets.at("old-lamp").dynamicCast<Illuminator>(),
+ Location {.pos = {25000, 52000, 1}, .rot = {}});
+ gameState->world.create<Light>(gameState->assets.at("r-light").dynamicCast<Illuminator>(),
+ Location {.pos = {20000, 57000, 1}, .rot = {}});
}
void
@@ -100,8 +99,9 @@ namespace {
}
void
- lights(const SceneShader &) const override
+ lights(const SceneShader & shader) const override
{
+ Renderable::lights(shader);
}
void