diff options
Diffstat (limited to 'test/test-render.cpp')
-rw-r--r-- | test/test-render.cpp | 110 |
1 files changed, 87 insertions, 23 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp index b16f241..66b4d46 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -26,8 +26,7 @@ class TestScene : public SceneProvider { std::shared_ptr<RailVehicle> train1, train2; Terrain terrain {[]() { - auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}}); - gd->generateRandom(); + auto gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1)); return gd; }()}; @@ -35,11 +34,11 @@ public: TestScene() { train1 = std::make_shared<RailVehicle>(brush47rvc); - train1->location.setPosition({52, 50, 2}); + 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({52, 30, 2}); + 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()); } @@ -68,36 +67,101 @@ BOOST_GLOBAL_FIXTURE(ApplicationBase); BOOST_GLOBAL_FIXTURE(TestMainWindow); BOOST_DATA_TEST_CASE(cam, - boost::unit_test::data::xrange(0.5F, 30.F, 1.3F) * boost::unit_test::data::xrange(0.5F, 10.F, 0.3F) - * boost::unit_test::data::xrange(50.F, 500.F, 70.F), + boost::unit_test::data::xrange(500, 30000, 1300) * boost::unit_test::data::xrange(500, 10000, 300) + * boost::unit_test::data::xrange(50000, 500000, 70000), dist, near, far) { - static constexpr glm::vec4 pos {-10, -10, 60, 0}; + static constexpr GlobalPosition4D pos {-10, -10, 60000, 0}; const Camera cam {pos, half_pi, 1.F, near, far}; const auto e = cam.extentsAtDist(dist); - BOOST_CHECK_CLOSE_VEC(e[0], pos + glm::vec4(-dist, dist, -dist, dist)); - BOOST_CHECK_CLOSE_VEC(e[1], pos + glm::vec4(-dist, dist, dist, dist)); - BOOST_CHECK_CLOSE_VEC(e[2], pos + glm::vec4(dist, dist, -dist, dist)); - BOOST_CHECK_CLOSE_VEC(e[3], pos + glm::vec4(dist, dist, dist, dist)); + BOOST_CHECK_CLOSE_VECI(e[0], pos + GlobalPosition4D(-dist, dist, -dist, dist)); + BOOST_CHECK_CLOSE_VECI(e[1], pos + GlobalPosition4D(-dist, dist, dist, dist)); + BOOST_CHECK_CLOSE_VECI(e[2], pos + GlobalPosition4D(dist, dist, -dist, dist)); + BOOST_CHECK_CLOSE_VECI(e[3], pos + GlobalPosition4D(dist, dist, dist, dist)); +} + +BOOST_AUTO_TEST_CASE(camSeaFloor) +{ + const Camera cam {{100, 200, 300}, half_pi, 1.F, 100, 2000}; + + const auto e = cam.extentsAtDist(2000); + + BOOST_CHECK_CLOSE_VECI(e[0], GlobalPosition4D(-1700, 2000, -1500, 1800)); + BOOST_CHECK_CLOSE_VECI(e[1], GlobalPosition4D(-1900, 2200, 2300, 2000)); + BOOST_CHECK_CLOSE_VECI(e[2], GlobalPosition4D(1900, 2000, -1500, 1800)); + BOOST_CHECK_CLOSE_VECI(e[3], GlobalPosition4D(2100, 2200, 2300, 2000)); } BOOST_FIXTURE_TEST_SUITE(w, TestRenderOutput); BOOST_AUTO_TEST_CASE(basic) { - SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + class TestSceneRenderer : public SceneRenderer { + using SceneRenderer::SceneRenderer; + + public: + void + saveBuffers(const std::filesystem::path & prefix) const + { + std::filesystem::create_directories(prefix); + Texture::save(gAlbedoSpec, (prefix / "albedo.tga").c_str()); + Texture::savePosition(gPosition, (prefix / "position.tga").c_str()); + Texture::saveNormal(gNormal, (prefix / "normal.tga").c_str()); + Texture::save(gIllumination, (prefix / "illumination.tga").c_str()); + } + }; + + TestSceneRenderer ss {size, output}; + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); const TestScene scene; ss.render(scene); - Texture::save(outImage, "/tmp/basic.tga"); + ss.saveBuffers("/tmp/basic"); + Texture::save(outImage, "/tmp/basic/final.tga"); +} + +BOOST_AUTO_TEST_CASE(terrain) +{ + SceneRenderer ss {size, output}; + ss.camera.setView({310000000, 490000000, 600000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + + class TestTerrain : public SceneProvider { + Terrain terrain {std::make_shared<GeoData>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc"))}; + + void + content(const SceneShader & shader) const override + { + terrain.render(shader); + } + + void + environment(const SceneShader &, const SceneRenderer & sr) const override + { + sr.setAmbientLight({0.1, 0.1, 0.1}); + sr.setDirectionalLight({1, 1, 1}, south + down, *this); + } + + void + lights(const SceneShader &) const override + { + } + + void + shadows(const ShadowMapper & shadowMapper) const override + { + terrain.shadows(shadowMapper); + } + }; + + ss.render(TestTerrain {}); + Texture::save(outImage, "/tmp/terrain.tga"); } BOOST_AUTO_TEST_CASE(pointlight) { SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); class PointLightScene : public TestScene { public: @@ -111,9 +175,9 @@ BOOST_AUTO_TEST_CASE(pointlight) void lights(const SceneShader & shader) const override { - for (int x = 50; x < 100; x += 20) { - for (int y = 50; y < 2000; y += 20) { - shader.pointLight.add({x, y, 4}, {1.0, 1.0, 1.0}, 0.1F); + for (int x = 50000; x < 100000; x += 20000) { + for (int y = 50000; y < 2000000; y += 20000) { + shader.pointLight.add({x, y, 4000}, {1.0, 1.0, 1.0}, 0.1F); } } } @@ -127,7 +191,7 @@ BOOST_AUTO_TEST_CASE(pointlight) BOOST_AUTO_TEST_CASE(spotlight) { SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); class PointLightScene : public TestScene { public: @@ -141,10 +205,10 @@ BOOST_AUTO_TEST_CASE(spotlight) void lights(const SceneShader & shader) const override { - shader.spotLight.add({50, 50, 15}, down, {1.0, 1.0, 1.0}, 0.01F, 1); - shader.spotLight.add({51, 59.5, 1}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({53, 59.5, 1}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({60, 50, 3}, north + east, {1.0, 1.0, 1.0}, 0.0001F, .7F); + shader.spotLight.add({50000, 50000, 15000}, down, {1.0, 1.0, 1.0}, 0.01F, 1); + shader.spotLight.add({51000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); + shader.spotLight.add({53000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); + shader.spotLight.add({60000, 50000, 3000}, north + east, {1.0, 1.0, 1.0}, 0.0001F, .7F); } }; |