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diff --git a/tests/test_render.cpp b/tests/test_render.cpp
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+/*************************************************************************/
+/* test_render.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "test_render.h"
+
+#include "core/math/math_funcs.h"
+#include "core/math/quick_hull.h"
+#include "core/os/keyboard.h"
+#include "core/os/main_loop.h"
+#include "core/os/os.h"
+#include "core/print_string.h"
+#include "servers/display_server.h"
+#include "servers/rendering_server.h"
+
+#define OBJECT_COUNT 50
+
+namespace TestRender {
+
+class TestMainLoop : public MainLoop {
+ RID test_cube;
+ RID instance;
+ RID camera;
+ RID viewport;
+ RID light;
+ RID scenario;
+
+ struct InstanceInfo {
+ RID instance;
+ Transform base;
+ Vector3 rot_axis;
+ };
+
+ List<InstanceInfo> instances;
+
+ float ofs;
+ bool quit;
+
+protected:
+public:
+ virtual void input_event(const Ref<InputEvent> &p_event) {
+ if (p_event->is_pressed()) {
+ quit = true;
+ }
+ }
+
+ virtual void init() {
+ print_line("INITIALIZING TEST RENDER");
+ RenderingServer *vs = RenderingServer::get_singleton();
+ test_cube = vs->get_test_cube();
+ scenario = vs->scenario_create();
+
+ Vector<Vector3> vts;
+
+ /*
+ Vector<Plane> sp = Geometry3D::build_sphere_planes(2,5,5);
+ Geometry3D::MeshData md2 = Geometry3D::build_convex_mesh(sp);
+ vts=md2.vertices;
+*/
+ /*
+
+ static const int s = 20;
+ for(int i=0;i<s;i++) {
+ Basis rot(Vector3(0,1,0),i*Math_PI/s);
+
+ for(int j=0;j<s;j++) {
+ Vector3 v;
+ v.x=Math::sin(j*Math_PI*2/s);
+ v.y=Math::cos(j*Math_PI*2/s);
+
+ vts.push_back( rot.xform(v*2 ) );
+ }
+ }*/
+ /*for(int i=0;i<100;i++) {
+
+ vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
+ }*/
+ /*
+ vts.push_back(Vector3(0,0,1));
+ vts.push_back(Vector3(0,0,-1));
+ vts.push_back(Vector3(0,1,0));
+ vts.push_back(Vector3(0,-1,0));
+ vts.push_back(Vector3(1,0,0));
+ vts.push_back(Vector3(-1,0,0));*/
+
+ vts.push_back(Vector3(1, 1, 1));
+ vts.push_back(Vector3(1, -1, 1));
+ vts.push_back(Vector3(-1, 1, 1));
+ vts.push_back(Vector3(-1, -1, 1));
+ vts.push_back(Vector3(1, 1, -1));
+ vts.push_back(Vector3(1, -1, -1));
+ vts.push_back(Vector3(-1, 1, -1));
+ vts.push_back(Vector3(-1, -1, -1));
+
+ Geometry3D::MeshData md;
+ Error err = QuickHull::build(vts, md);
+ print_line("ERR: " + itos(err));
+ test_cube = vs->mesh_create();
+ vs->mesh_add_surface_from_mesh_data(test_cube, md);
+ //vs->scenario_set_debug(scenario,RS::SCENARIO_DEBUG_WIREFRAME);
+
+ /*
+ RID sm = vs->shader_create();
+ //vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
+ //vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
+ vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
+ RID tcmat = vs->mesh_surface_get_material(test_cube,0);
+ vs->material_set_shader(tcmat,sm);
+ */
+
+ List<String> cmdline = OS::get_singleton()->get_cmdline_args();
+ int object_count = OBJECT_COUNT;
+ if (cmdline.size() > 0 && cmdline[cmdline.size() - 1].to_int()) {
+ object_count = cmdline[cmdline.size() - 1].to_int();
+ };
+
+ for (int i = 0; i < object_count; i++) {
+ InstanceInfo ii;
+
+ ii.instance = vs->instance_create2(test_cube, scenario);
+
+ ii.base.translate(Math::random(-20, 20), Math::random(-20, 20), Math::random(-20, 18));
+ ii.base.rotate(Vector3(0, 1, 0), Math::randf() * Math_PI);
+ ii.base.rotate(Vector3(1, 0, 0), Math::randf() * Math_PI);
+ vs->instance_set_transform(ii.instance, ii.base);
+
+ ii.rot_axis = Vector3(Math::random(-1, 1), Math::random(-1, 1), Math::random(-1, 1)).normalized();
+
+ instances.push_back(ii);
+ }
+
+ camera = vs->camera_create();
+
+ // vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
+
+ viewport = vs->viewport_create();
+ Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
+ vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
+ vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
+ vs->viewport_set_active(viewport, true);
+ vs->viewport_attach_camera(viewport, camera);
+ vs->viewport_set_scenario(viewport, scenario);
+ vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 3, 30)));
+ vs->camera_set_perspective(camera, 60, 0.1, 1000);
+
+ /*
+ RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI );
+ vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 );
+ vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 );
+ vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 );
+ light = vs->instance_create( lightaux );
+ */
+ RID lightaux;
+
+ lightaux = vs->directional_light_create();
+ //vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
+ vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
+ //vs->light_set_shadow( lightaux, true );
+ light = vs->instance_create2(lightaux, scenario);
+ Transform lla;
+ //lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0));
+ lla.set_look_at(Vector3(), Vector3(-0.000000, -0.836026, -0.548690), Vector3(0, 1, 0));
+
+ vs->instance_set_transform(light, lla);
+
+ lightaux = vs->omni_light_create();
+ //vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
+ vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
+ vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4);
+ vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8);
+ //vs->light_set_shadow( lightaux, true );
+ //light = vs->instance_create( lightaux );
+
+ ofs = 0;
+ quit = false;
+ }
+ virtual bool iteration(float p_time) {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ //Transform t;
+ //t.rotate(Vector3(0, 1, 0), ofs);
+ //t.translate(Vector3(0,0,20 ));
+ //vs->camera_set_transform(camera, t);
+
+ ofs += p_time * 0.05;
+
+ //return quit;
+
+ for (List<InstanceInfo>::Element *E = instances.front(); E; E = E->next()) {
+ Transform pre(Basis(E->get().rot_axis, ofs), Vector3());
+ vs->instance_set_transform(E->get().instance, pre * E->get().base);
+ /*
+ if( !E->next() ) {
+
+ vs->free( E->get().instance );
+ instances.erase(E );
+ }*/
+ }
+
+ return quit;
+ }
+
+ virtual bool idle(float p_time) {
+ return quit;
+ }
+
+ virtual void finish() {
+ }
+};
+
+MainLoop *test() {
+ return memnew(TestMainLoop);
+}
+
+} // namespace TestRender