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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 "game/vehicles/railVehicle.h"
#include "game/vehicles/railVehicleClass.h"
#include "gfx/gl/sceneRenderer.h"
#include "gfx/renderable.h"
#include "lib/collection.hpp"
#include "lib/location.hpp"
#include "lib/stream_support.hpp"
#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<glm::ivec2 {2048, 2048}>, public SceneProvider {
public:
FactoryFixture() : sceneRenderer {size, output} { }
~FactoryFixture()
{
glDisable(GL_DEBUG_OUTPUT);
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, size, 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);
}
void
environment(const SceneShader &, const SceneRenderer & sceneRenderer) const override
{
sceneRenderer.setAmbientLight({.2, .2, .2});
sceneRenderer.setDirectionalLight({.3, .3, .3}, 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 = 10.f)
{
sceneRenderer.camera.setView({dist, dist, dist}, south + west + down);
sceneRenderer.render(*this);
}
Collection<const Renderable> objects;
private:
SceneRenderer sceneRenderer;
};
BOOST_FIXTURE_TEST_SUITE(m, FactoryFixture);
BOOST_AUTO_TEST_CASE(brush47xml)
{
auto mf = AssetFactory::loadXML(RESDIR "/brush47.xml");
BOOST_REQUIRE(mf);
BOOST_REQUIRE_EQUAL(6, mf->shapes.size());
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_EQUAL(3, bogieObj->uses.size());
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(railVehicle);
render(20);
}
BOOST_AUTO_TEST_SUITE_END();
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)
{
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));
}
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