1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
|
#define BOOST_TEST_MODULE test_render
#include "testHelpers.h"
#include "testMainWindow.h"
#include "testRenderOutput.h"
#include <boost/test/data/test_case.hpp>
#include <boost/test/unit_test.hpp>
#include <assetFactory/assetFactory.h>
#include <game/geoData.h>
#include <game/network/rail.h>
#include <game/scenary/foliage.h>
#include <game/scenary/plant.h>
#include <game/terrain.h>
#include <game/vehicles/railVehicle.h>
#include <game/vehicles/railVehicleClass.h>
#include <game/water.h>
#include <gfx/gl/sceneRenderer.h>
#include <gfx/models/texture.h>
#include <lib/glArrays.h>
#include <location.h>
#include <maths.h>
#include <stream_support.h>
#include <ui/applicationBase.h>
#include <ui/window.h>
class TestScene : public SceneProvider {
const RailVehicleClassPtr brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(
AssetFactory::loadXML(RESDIR "/brush47.xml")->assets.at("brush-47"));
const std::shared_ptr<Foliage> tree021f
= std::dynamic_pointer_cast<Foliage>(AssetFactory::loadXML(RESDIR "/foliage.xml")->assets.at("Tree-02-1"));
std::shared_ptr<RailVehicle> train1, train2;
std::shared_ptr<Plant> plant1;
RailLinks rail;
std::shared_ptr<GeoData> gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1));
Terrain terrain {gd};
Water water {gd};
public:
TestScene()
{
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());
plant1 = std::make_shared<Plant>(tree021f, Location {{40000, 60000, 1}, {}});
rail.addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000});
rail.addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000});
}
void
content(const SceneShader & shader) const override
{
terrain.render(shader);
water.render(shader);
brush47rvc->render(shader);
tree021f->render(shader);
rail.render(shader);
}
void
lights(const SceneShader &) const override
{
}
void
shadows(const ShadowMapper & shadowMapper) const override
{
terrain.shadows(shadowMapper);
brush47rvc->shadows(shadowMapper);
tree021f->shadows(shadowMapper);
}
};
BOOST_GLOBAL_FIXTURE(TestMainWindowAppBase);
BOOST_DATA_TEST_CASE(cam,
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 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_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)
{
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);
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 {
std::shared_ptr<GeoData> gd
= std::make_shared<GeoData>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc"));
Terrain terrain {gd};
Water water {gd};
void
content(const SceneShader & shader) const override
{
terrain.render(shader);
water.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(railnet)
{
SceneRenderer ss {size, output};
ss.camera.setView({0, 0, 10000}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
class TestRail : public SceneProvider {
RailLinks net;
public:
TestRail()
{
net.addLinksBetween({20000, 10000, 0}, {100000, 100000, 0});
net.addLinksBetween({20000, 10000, 0}, {10000, 10000, 0});
net.addLinksBetween({10000, 20000, 0}, {100000, 120000, 0});
net.addLinksBetween({10000, 20000, 0}, {10000, 10000, 0});
net.addLinksBetween({100000, 100000, 0}, {100000, 120000, 0});
}
void
content(const SceneShader & shader) const override
{
net.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 &) const override
{
}
};
ss.render(TestRail {});
Texture::save(outImage, "/tmp/railnet.tga");
}
BOOST_AUTO_TEST_SUITE_END();
|