paysages3d/src/interface/commandline/tests.cpp

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#include "SoftwareCanvasRenderer.h"
#include "TerrainRenderer.h"
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#include "Scenery.h"
#include "CameraDefinition.h"
#include "TerrainDefinition.h"
#include "AtmosphereDefinition.h"
#include "TexturesDefinition.h"
#include "GodRaysDefinition.h"
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#include "TextureLayerDefinition.h"
#include "WaterDefinition.h"
#include "SurfaceMaterial.h"
#include "FloatNode.h"
#include "SkyRasterizer.h"
#include "CloudsDefinition.h"
#include "LightComponent.h"
#include "LightingManager.h"
#include "LightFilter.h"
#include "GodRaysSampler.h"
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#include <sstream>
void startRender(SoftwareCanvasRenderer *renderer, const char *outputpath);
static void startTestRender(SoftwareCanvasRenderer *renderer, const std::string &name, int iteration)
{
std::ostringstream stream;
stream << "pic_test_" << name << "_";
stream.width(4);
stream.fill('0');
stream << iteration;
stream << ".png";
startRender(renderer, stream.str().data());
}
static void testGroundShadowQuality()
{
Scenery scenery;
srand(5);
scenery.getTerrain()->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD);
scenery.getTerrain()->propWaterHeight()->setValue(-0.5);
scenery.getWater()->propReflection()->setValue(0.0);
scenery.getWater()->material->base->r = 0.0;
scenery.getWater()->material->base->g = 0.3;
scenery.getWater()->material->base->b = 1.0;
scenery.getWater()->material->reflection = 0.0;
scenery.getWater()->foam_coverage = 0.0;
scenery.getWater()->transparency = 0.0;
scenery.getAtmosphere()->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_SUNSET);
scenery.getAtmosphere()->setDayTime(16, 45);
scenery.getTextures()->clear();
TextureLayerDefinition *texture = scenery.getTextures()->getTextureLayer(scenery.getTextures()->addLayer());
texture->displacement_height = 0.3;
texture->displacement_scaling = 2.0;
texture->displacement_offset = 0.0;
texture->material->setColor(0.6, 0.55, 0.57, 1.0);
texture->material->reflection = 0.006;
texture->material->shininess = 6.0;
texture->validate();
scenery.getCamera()->setLocation(Vector3(10.0, 10.0, -10.0));
scenery.getCamera()->setTarget(VECTOR_ZERO);
scenery.validate();
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(400, 300);
renderer.setQuality(0.2);
for (int i = 0; i < 6; i++)
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{
// TODO keep same rasterization across renders
renderer.getTerrainRenderer()->setQuality((double)i / 5.0);
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startTestRender(&renderer, "ground_shadow_quality", i);
}
}
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static void testRasterizationQuality()
{
Scenery scenery;
scenery.autoPreset(12);
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(800, 600);
renderer.enablePostprocess(false);
for (int i = 0; i < 6; i++)
{
renderer.setQuality((double)i / 5.0);
startTestRender(&renderer, "rasterization_quality", i);
}
}
static void testCloudQuality()
{
Scenery scenery;
scenery.autoPreset(3);
scenery.getCamera()->setLocation(Vector3(5.0, 5.0, 5.0));
scenery.getCamera()->setTarget(Vector3(8.0, 7.25, 8.0));
scenery.getTerrain()->height = 0.0;
scenery.getTerrain()->validate();
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(600, 800);
SkyRasterizer *rasterizer = new SkyRasterizer(&renderer, renderer.getProgressHelper(), 0);
renderer.setSoloRasterizer(rasterizer);
for (int i = 0; i < 6; i++)
{
renderer.setQuality((double)i / 5.0);
rasterizer->setQuality(0.2);
startTestRender(&renderer, "cloud_quality", i);
}
}
static void testGodRays()
{
class TestLightFilter: public LightFilter
{
virtual bool applyLightFilter(LightComponent &light, const Vector3 &at) override
{
if (Vector3(0.0, 100.0, 0.0).sub(at).normalize().y > 0.97)
{
light.color = COLOR_BLACK;
return false;
}
else
{
return true;
}
}
};
class TestRenderer: public SoftwareCanvasRenderer
{
public:
TestRenderer(Scenery *scenery): SoftwareCanvasRenderer(scenery) {}
private:
virtual void prepare() override
{
SoftwareRenderer::prepare();
getLightingManager()->clearSources();
getLightingManager()->addStaticLight(LightComponent(COLOR_WHITE, VECTOR_DOWN));
getGodRaysSampler()->setAltitudes(0.0, 30.0);
getGodRaysSampler()->reset();
}
};
Scenery scenery;
scenery.autoPreset(63);
scenery.getAtmosphere()->setDayTime(12);
scenery.getCamera()->setLocation(Vector3(0.0, 1.0, -50.0));
scenery.getCamera()->setTarget(Vector3(0.0, 15.0, 0.0));
scenery.getTerrain()->height = 0.0;
scenery.getTerrain()->validate();
scenery.getClouds()->clear();
TestRenderer renderer(&scenery);
renderer.setSize(500, 300);
SkyRasterizer *rasterizer = new SkyRasterizer(&renderer, renderer.getProgressHelper(), 0);
renderer.setSoloRasterizer(rasterizer);
TestLightFilter filter;
renderer.getLightingManager()->clearFilters();
renderer.getLightingManager()->registerFilter(&filter);
// quality
for (int i = 0; i < 6; i++)
{
renderer.setQuality((double)i / 5.0);
rasterizer->setQuality(0.2);
startTestRender(&renderer, "god_rays_quality", i);
}
renderer.setQuality(0.5);
// penetration
for (int i = 0; i < 3; i++)
{
scenery.getAtmosphere()->childGodRays()->propPenetration()->setValue(0.01 + 0.02 * (double)i);
startTestRender(&renderer, "god_rays_penetration", i);
}
// resistance
scenery.getAtmosphere()->childGodRays()->propPenetration()->setValue(0.01);
for (int i = 0; i < 3; i++)
{
scenery.getAtmosphere()->childGodRays()->propResistance()->setValue(0.1 + 0.1 * (double)i);
startTestRender(&renderer, "god_rays_resistance", i);
}
// boost
scenery.getAtmosphere()->childGodRays()->propResistance()->setValue(0.3);
for (int i = 0; i < 3; i++)
{
scenery.getAtmosphere()->childGodRays()->propBoost()->setValue(2.0 + 4.0 * (double)i);
startTestRender(&renderer, "god_rays_boost", i);
}
}
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void runTestSuite()
{
testGroundShadowQuality();
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testRasterizationQuality();
testCloudQuality();
testGodRays();
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}