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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/environment.h>
#include <game/gamestate.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 {
RailVehicleClassPtr brush47rvc;
std::shared_ptr<RailVehicle> train1, train2;
RailLinks rail;
std::shared_ptr<GeoData> gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1));
std::shared_ptr<Environment> env = std::make_shared<Environment>();
Terrain terrain {gd};
Water water {gd};
public:
TestScene()
{
gameState->assets = AssetFactory::loadAll(RESDIR);
brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(gameState->assets.at("brush-47"));
std::random_device randomdev {};
std::uniform_real_distribution<Angle> rotationDistribution {0, two_pi};
std::uniform_int_distribution<GlobalDistance> positionOffsetDistribution {-1500, +1500};
std::uniform_int_distribution<int> treeDistribution {1, 3};
std::uniform_int_distribution<int> treeVariantDistribution {1, 4};
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());
for (auto x = 40000; x < 100000; x += 5000) {
for (auto y = 65000; y < 125000; y += 5000) {
gameState->world.create<Plant>(
std::dynamic_pointer_cast<Foliage>(gameState->assets.at(std::format(
"Tree-{:#02}-{}", treeDistribution(randomdev), treeVariantDistribution(randomdev)))),
Location {{x + positionOffsetDistribution(randomdev), y + positionOffsetDistribution(randomdev),
1},
{0, rotationDistribution(randomdev), 0}});
}
}
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);
rail.render(shader);
std::ranges::for_each(gameState->assets, [&shader](const auto & asset) {
if (const auto renderable = std::dynamic_pointer_cast<const Renderable>(asset.second)) {
renderable->render(shader);
}
});
}
void
lights(const SceneShader &) const override
{
}
void
environment(const SceneShader &, const SceneRenderer & r) const override
{
env->render(r, *this);
}
void
shadows(const ShadowMapper & shadowMapper) const override
{
terrain.shadows(shadowMapper);
std::ranges::for_each(gameState->assets, [&shadowMapper](const auto & asset) {
if (const auto renderable = std::dynamic_pointer_cast<const Renderable>(asset.second)) {
renderable->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}, {{0, quarter_pi}}, *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}, {{0, quarter_pi}}, *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();
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