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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /main/tests/test_render.cpp
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadredot-engine-5dbf1809c6e3e905b94b8764e99491e608122261.tar.gz
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'main/tests/test_render.cpp')
-rw-r--r--main/tests/test_render.cpp134
1 files changed, 57 insertions, 77 deletions
diff --git a/main/tests/test_render.cpp b/main/tests/test_render.cpp
index 512c48b116..188d736ff6 100644
--- a/main/tests/test_render.cpp
+++ b/main/tests/test_render.cpp
@@ -28,22 +28,20 @@
/*************************************************************************/
#include "test_render.h"
-#include "servers/visual_server.h"
-#include "os/main_loop.h"
#include "math_funcs.h"
-#include "print_string.h"
+#include "os/keyboard.h"
+#include "os/main_loop.h"
#include "os/os.h"
+#include "print_string.h"
#include "quick_hull.h"
-#include "os/keyboard.h"
+#include "servers/visual_server.h"
#define OBJECT_COUNT 50
namespace TestRender {
-
class TestMainLoop : public MainLoop {
-
RID test_cube;
RID instance;
RID camera;
@@ -62,37 +60,30 @@ class TestMainLoop : public MainLoop {
float ofs;
bool quit;
-protected:
-
+protected:
public:
- virtual void input_event(const InputEvent& p_event) {
+ virtual void input_event(const InputEvent &p_event) {
- if (p_event.type==InputEvent::KEY && p_event.key.pressed)
- quit=true;
+ if (p_event.type == InputEvent::KEY && p_event.key.pressed)
+ quit = true;
}
virtual void init() {
-
print_line("INITIALIZING TEST RENDER");
- VisualServer *vs=VisualServer::get_singleton();
+ VisualServer *vs = VisualServer::get_singleton();
test_cube = vs->get_test_cube();
scenario = vs->scenario_create();
-
-
-
-
-
Vector<Vector3> vts;
-/*
+ /*
PoolVector<Plane> sp = Geometry::build_sphere_planes(2,5,5);
Geometry::MeshData md2 = Geometry::build_convex_mesh(sp);
vts=md2.vertices;
*/
-/*
+ /*
static const int s = 20;
for(int i=0;i<s;i++) {
@@ -118,20 +109,20 @@ public:
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));
+ 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));
Geometry::MeshData md;
- Error err = QuickHull::build(vts,md);
- print_line("ERR: "+itos(err));
+ 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->mesh_add_surface_from_mesh_data(test_cube, md);
//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
/*
@@ -143,46 +134,41 @@ public:
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();
+ 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++) {
+ for (int i = 0; i < object_count; i++) {
InstanceInfo ii;
+ ii.instance = vs->instance_create2(test_cube, scenario);
- 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.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();
+ 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 );
+ // vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
viewport = vs->viewport_create();
Size2i screen_size = OS::get_singleton()->get_window_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);
-
+ 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( VisualServer::LIGHT_OMNI );
@@ -193,44 +179,44 @@ public:
*/
RID lightaux;
- lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
+ lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL);
//vs->light_set_color( lightaux, VisualServer::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_color(lightaux, Color(1.0, 1.0, 1.0));
//vs->light_set_shadow( lightaux, true );
- light = vs->instance_create2( lightaux, scenario );
+ 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));
+ lla.set_look_at(Vector3(), Vector3(-0.000000, -0.836026, -0.548690), Vector3(0, 1, 0));
- vs->instance_set_transform( light, lla );
+ vs->instance_set_transform(light, lla);
- lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
+ lightaux = vs->light_create(VisualServer::LIGHT_OMNI);
//vs->light_set_color( lightaux, VisualServer::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, VisualServer::LIGHT_PARAM_RANGE, 4 );
- vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );
+ vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
+ vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4);
+ vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8);
//vs->light_set_shadow( lightaux, true );
//light = vs->instance_create( lightaux );
- ofs=0;
- quit=false;
+ ofs = 0;
+ quit = false;
}
virtual bool iteration(float p_time) {
- VisualServer *vs=VisualServer::get_singleton();
+ VisualServer *vs = VisualServer::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;
+ ofs += p_time * 0.05;
//return quit;
- for(List<InstanceInfo>::Element *E=instances.front();E;E=E->next()) {
+ 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 );
+ Transform pre(Basis(E->get().rot_axis, ofs), Vector3());
+ vs->instance_set_transform(E->get().instance, pre * E->get().base);
/*
if( !E->next() ) {
@@ -246,18 +232,12 @@ public:
return quit;
}
-
virtual void finish() {
-
}
-
};
+MainLoop *test() {
-MainLoop* test() {
-
- return memnew( TestMainLoop );
-
+ return memnew(TestMainLoop);
}
-
}