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#define BOOST_TEST_MODULE test_asset_factory
#include "testHelpers.h"
#include "testRenderOutput.h"
#include <boost/test/data/test_case.hpp>
#include <boost/test/unit_test.hpp>
#include "assetFactory/assetFactory.h"
#include "assetFactory/object.h"
#include "assetFactory/texturePacker.h"
#include "game/scenary/foliage.h"
#include "game/scenary/illuminator.h"
#include "game/scenary/light.h"
#include "game/scenary/plant.h"
#include "game/vehicles/railVehicle.h"
#include "game/vehicles/railVehicleClass.h"
#include "gfx/gl/sceneRenderer.h"
#include "gfx/renderable.h"
#include "lib/collection.h"
#include "lib/location.h"
#include "lib/stream_support.h"
#include "testMainWindow.h"
#include "ui/applicationBase.h"
BOOST_GLOBAL_FIXTURE(ApplicationBase);
BOOST_GLOBAL_FIXTURE(TestMainWindow);
const std::filesystem::path TMP {"/tmp"};
class FactoryFixture : public TestRenderOutputSize<TextureAbsCoord {2048, 1024}>, public SceneProvider {
public:
FactoryFixture() : sceneRenderer {size, output} { }
~FactoryFixture()
{
auto outpath = (TMP / boost::unit_test::framework::current_test_case().full_name()).replace_extension(".tga");
std::filesystem::create_directories(outpath.parent_path());
Texture::save(outImage, outpath.c_str());
}
void
content(const SceneShader & shader) const override
{
shader.basic.use(Location {{0, 0, 0}, {0, 0, 0}});
objects.apply(&Renderable::render, shader);
}
void
lights(const SceneShader & shader) const override
{
shader.pointLight.add({-3, 1, 5}, {1, 1, 1}, .1F);
objects.apply(&Renderable::lights, shader);
}
void
environment(const SceneShader &, const SceneRenderer & sceneRenderer) const override
{
sceneRenderer.setAmbientLight({.4, .4, .4});
sceneRenderer.setDirectionalLight({.6, .6, .6}, east + south + south + down, *this);
}
void
shadows(const ShadowMapper & mapper) const override
{
mapper.dynamicPoint.use(Location {{0, 0, 0}, {0, 0, 0}});
objects.apply(&Renderable::shadows, mapper);
}
void
render(float dist)
{
sceneRenderer.camera.setView({-dist, dist * 1.2f, dist * 1.2f}, south + east + down);
sceneRenderer.render(*this);
}
Collection<const Renderable> objects;
private:
SceneRenderer sceneRenderer;
};
BOOST_FIXTURE_TEST_SUITE(m, FactoryFixture);
BOOST_AUTO_TEST_CASE(brush47xml, *boost::unit_test::timeout(5))
{
auto mf = AssetFactory::loadXML(RESDIR "/brush47.xml");
BOOST_REQUIRE(mf);
BOOST_REQUIRE_GE(mf->shapes.size(), 6);
BOOST_CHECK(mf->shapes.at("plane"));
BOOST_CHECK(mf->shapes.at("cylinder"));
BOOST_CHECK(mf->shapes.at("cuboid"));
BOOST_CHECK(mf->shapes.at("wheel"));
BOOST_CHECK(mf->shapes.at("axel"));
auto bogie = mf->shapes.at("bogie");
BOOST_REQUIRE(bogie);
auto bogieObj = std::dynamic_pointer_cast<const Object>(bogie);
BOOST_CHECK_GE(bogieObj->uses.size(), 3);
BOOST_CHECK_EQUAL(1, mf->assets.size());
auto brush47 = mf->assets.at("brush-47");
BOOST_REQUIRE(brush47);
auto brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(brush47);
BOOST_REQUIRE(brush47rvc);
BOOST_REQUIRE(brush47rvc->bodyMesh);
BOOST_REQUIRE(brush47rvc->bogies.front());
BOOST_REQUIRE(brush47rvc->bogies.back());
auto railVehicle = std::make_shared<RailVehicle>(brush47rvc);
objects.objects.push_back(brush47rvc);
render(10000);
}
BOOST_AUTO_TEST_CASE(foliage, *boost::unit_test::timeout(5))
{
auto mf = AssetFactory::loadXML(RESDIR "/foliage.xml");
BOOST_REQUIRE(mf);
auto tree_01_1 = mf->assets.at("Tree-01-1");
BOOST_REQUIRE(tree_01_1);
auto tree_01_1_f = std::dynamic_pointer_cast<Foliage>(tree_01_1);
BOOST_REQUIRE(tree_01_1_f);
auto plant1 = std::make_shared<Plant>(tree_01_1_f, Location {{-2000, 2000, 0}, {0, 0, 0}});
auto plant2 = std::make_shared<Plant>(tree_01_1_f, Location {{3000, -4000, 0}, {0, 1, 0}});
auto plant3 = std::make_shared<Plant>(tree_01_1_f, Location {{-2000, -4000, 0}, {0, 2, 0}});
auto plant4 = std::make_shared<Plant>(tree_01_1_f, Location {{3000, 2000, 0}, {0, 3, 0}});
objects.objects.push_back(tree_01_1_f);
render(6000);
}
BOOST_AUTO_TEST_CASE(lights, *boost::unit_test::timeout(5))
{
auto mf = AssetFactory::loadXML(RESDIR "/lights.xml");
BOOST_REQUIRE(mf);
auto rlight = mf->assets.at("r-light");
BOOST_REQUIRE(rlight);
auto rlight_f = std::dynamic_pointer_cast<Illuminator>(rlight);
BOOST_REQUIRE(rlight_f);
auto light1 = std::make_shared<Light>(rlight_f, Location {{0, 0, 0}, {0, 0, 0}});
auto light2 = std::make_shared<Light>(rlight_f, Location {{-4000, 0, 0}, {0, -1, 0}});
auto light3 = std::make_shared<Light>(rlight_f, Location {{-4000, -4000, 0}, {0, -3, 0}});
auto light4 = std::make_shared<Light>(rlight_f, Location {{3000, 4600, 0}, {0, 1, 0}});
objects.objects.push_back(rlight_f);
// yes I'm hacking some floor to light up as though its a bush
auto floorf = std::dynamic_pointer_cast<Foliage>(mf->assets.at("floor"));
auto floor = std::make_shared<Plant>(floorf, Location {});
objects.objects.push_back(floorf);
render(6000);
}
BOOST_AUTO_TEST_SUITE_END();
BOOST_AUTO_TEST_CASE(loadall)
{
const auto assets = AssetFactory::loadAll(RESDIR);
BOOST_CHECK(assets.at("brush-47"));
BOOST_CHECK(assets.at("Tree-01-1"));
}
template<typename T> using InOut = std::tuple<T, T>;
BOOST_DATA_TEST_CASE(normalizeColourName,
boost::unit_test::data::make<InOut<std::string>>({
{"", ""},
{"black", "black"},
{" black ", "black"},
{" b l a c k ", "black"},
{" B L A c k ", "black"},
{"BLAck ", "black"},
{"BLACK ", "black"},
{"BlAck ", "black"},
{"Bl Ack ", "black"},
}),
in_, exp)
{
auto in {in_};
BOOST_CHECK_NO_THROW(AssetFactory::normalizeColourName(in));
BOOST_CHECK_EQUAL(in, exp);
}
BOOST_AUTO_TEST_CASE(parseX11RGB, *boost::unit_test::timeout(5))
{
const auto parsedColours = AssetFactory::parseX11RGB(FIXTURESDIR "rgb.txt");
BOOST_REQUIRE_EQUAL(parsedColours.size(), 20);
BOOST_CHECK_CLOSE_VEC(parsedColours.at("cyan"), AssetFactory::Colour(0, 1, 1));
BOOST_CHECK_CLOSE_VEC(parsedColours.at("slategrey"), AssetFactory::Colour(0.44F, 0.5, 0.56F));
BOOST_CHECK_CLOSE_VEC(parsedColours.at("lightsteelblue1"), AssetFactory::Colour(0.79, 0.88, 1));
}
BOOST_AUTO_TEST_CASE(texturePacker, *boost::unit_test::timeout(5))
{
std::vector<TexturePacker::Image> input {
{10, 10},
{10, 10},
{10, 10},
{100, 10},
{10, 200},
{5, 5},
};
TexturePacker tp {input};
BOOST_CHECK_EQUAL(TexturePacker::Size(128, 256), tp.minSize());
const auto result = tp.pack();
}
BOOST_AUTO_TEST_CASE(texturePacker_many, *boost::unit_test::timeout(5))
{
std::vector<TexturePacker::Image> images(256);
std::fill(images.begin(), images.end(), TexturePacker::Image {32, 32});
const auto totalSize = std::accumulate(images.begin(), images.end(), 0, [](auto t, const auto & i) {
return t + TexturePacker::area(i);
});
TexturePacker tp {images};
BOOST_CHECK_EQUAL(TexturePacker::Size(32, 32), tp.minSize());
const auto result = tp.pack();
BOOST_CHECK_EQUAL(result.first.size(), images.size());
BOOST_CHECK_GE(TexturePacker::area(result.second),
TexturePacker::area(images.front()) * static_cast<GLsizei>(images.size()));
BOOST_CHECK_EQUAL(totalSize, TexturePacker::area(result.second));
}
BOOST_AUTO_TEST_CASE(texturePacker_many_random, *boost::unit_test::timeout(15))
{
std::vector<TexturePacker::Image> images(2048);
std::mt19937 gen(std::random_device {}());
std::uniform_int_distribution<> dim {1, 10};
std::generate(images.begin(), images.end(), [&dim, &gen]() {
return TexturePacker::Image {2 ^ dim(gen), 2 ^ dim(gen)};
});
TexturePacker tp {images};
const auto result = tp.pack();
BOOST_CHECK_EQUAL(result.first.size(), images.size());
}
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