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#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/terrain.h>
#include <game/vehicles/railVehicle.h>
#include <game/vehicles/railVehicleClass.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"));
std::shared_ptr<RailVehicle> train1, train2;
Terrain terrain {[]() {
auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}});
gd->generateRandom();
return gd;
}()};
public:
TestScene()
{
train1 = std::make_shared<RailVehicle>(brush47rvc);
train1->location.setPosition({52, 50, 2});
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->bogies.front().setPosition(train2->bogies.front().position() + train2->location.position());
train2->bogies.back().setPosition(train2->bogies.back().position() + train2->location.position());
}
void
content(const SceneShader & shader) const override
{
terrain.render(shader);
brush47rvc->render(shader);
}
void
lights(const SceneShader &) const override
{
}
void
shadows(const ShadowMapper & shadowMapper) const override
{
terrain.shadows(shadowMapper);
brush47rvc->shadows(shadowMapper);
}
};
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),
dist, near, far)
{
static constexpr glm::vec4 pos {-10, -10, 60, 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_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}));
const TestScene scene;
ss.render(scene);
Texture::save(outImage, "/tmp/basic.tga");
}
BOOST_AUTO_TEST_CASE(pointlight)
{
SceneRenderer ss {size, output};
ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
class PointLightScene : public TestScene {
public:
void
environment(const SceneShader &, const SceneRenderer & r) const override
{
r.setAmbientLight({0.2F, 0.2F, 0.2F});
r.setDirectionalLight({0.2F, 0.2F, 0.2F}, west + down, *this);
}
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);
}
}
}
};
const PointLightScene scene;
ss.render(scene);
Texture::save(outImage, "/tmp/pointlight.tga");
}
BOOST_AUTO_TEST_CASE(spotlight)
{
SceneRenderer ss {size, output};
ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
class PointLightScene : public TestScene {
public:
void
environment(const SceneShader &, const SceneRenderer & r) const override
{
r.setAmbientLight({0.2F, 0.2F, 0.2F});
r.setDirectionalLight({0.2F, 0.2F, 0.2F}, west + down, *this);
}
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);
}
};
const PointLightScene scene;
ss.render(scene);
Texture::save(outImage, "/tmp/spotlight.tga");
}
BOOST_AUTO_TEST_SUITE_END();
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