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-rw-r--r--test/test-assetFactory.cpp7
-rw-r--r--test/test-render.cpp8
2 files changed, 15 insertions, 0 deletions
diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp
index ac7e04c..ff38369 100644
--- a/test/test-assetFactory.cpp
+++ b/test/test-assetFactory.cpp
@@ -72,6 +72,13 @@ namespace {
render(float dist)
{
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);
+ }
+ }
+ gameState.world.apply<Renderable>(&Renderable::preFrame, camFrust, lightFrust);
sceneRenderer.render(*this);
}
diff --git a/test/test-render.cpp b/test/test-render.cpp
index 073239f..ac71276 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -162,6 +162,13 @@ 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.render(scene);
renderer.saveBuffers(ANALYSIS_DIRECTORY / "basic");
Texture::save(outImage, (ANALYSIS_DIRECTORY / "basic/final.tga").c_str());
@@ -203,6 +210,7 @@ BOOST_AUTO_TEST_CASE(TerrainSD19)
}
};
+ renderer.preFrame(gameState.environment->getSunPos());
renderer.render(TestTerrain {});
Texture::save(outImage, (ANALYSIS_DIRECTORY / "terrain.tga").c_str());
}