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paysages3d/src/interface/commandline/tests.cpp

358 lines
12 KiB
C++

#include "SoftwareCanvasRenderer.h"
#include "TerrainRenderer.h"
#include "Scenery.h"
#include "CameraDefinition.h"
#include "TerrainDefinition.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereResult.h"
#include "TexturesDefinition.h"
#include "GodRaysDefinition.h"
#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"
#include "Rasterizer.h"
#include "SpaceSegment.h"
#include "OverlayRasterizer.h"
#include "VegetationModelDefinition.h"
#include "VegetationInstance.h"
#include "VegetationRenderer.h"
#include "RayCastingResult.h"
#include "OpenGLVegetationImpostor.h"
#include "Texture2D.h"
#include "RandomGenerator.h"
#include <sstream>
#include <iostream>
void startRender(SoftwareCanvasRenderer *renderer, const char *outputpath);
static string getFileName(const string &name, int iteration = -1) {
ostringstream stream;
stream << "pic_test_" << name;
if (iteration >= 0) {
stream << "_";
stream.width(4);
stream.fill('0');
stream << iteration;
}
stream << ".png";
return stream.str();
}
static void startTestRender(SoftwareCanvasRenderer *renderer, const string &name, int iteration = -1) {
startRender(renderer, getFileName(name, iteration).data());
}
static void testGroundShadowQuality() {
Scenery scenery;
RandomGenerator random(5);
scenery.getTerrain()->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD, random);
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, random);
scenery.getAtmosphere()->setDayTime(16, 45);
scenery.getTextures()->clear();
TextureLayerDefinition texture(NULL, "test");
texture.displacement_height = 0.3;
texture.displacement_scaling = 2.0;
texture.material->setColor(0.6, 0.55, 0.57, 1.0);
texture.material->reflection = 0.006;
texture.material->shininess = 6.0;
texture.validate();
scenery.getTextures()->addLayer(texture);
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++) {
// TODO keep same rasterization across renders
renderer.getTerrainRenderer()->setQuality(to_double(i) / 5.0);
startTestRender(&renderer, "ground_shadow_quality", i);
}
}
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(to_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(&renderer, renderer.getProgressHelper(), 0);
renderer.setSoloRasterizer(&rasterizer);
for (int i = 0; i < 6; i++) {
renderer.setQuality(to_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(&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(to_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 * to_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 * to_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 * to_double(i));
startTestRender(&renderer, "god_rays_boost", i);
}
}
static void testNearFrustum() {
Scenery scenery;
scenery.autoPreset(3);
scenery.getClouds()->clear();
scenery.getCamera()->setLocation(Vector3(0.0, 0.0, 0.0));
scenery.getCamera()->setTarget(Vector3(1.0, 0.0, 1.0));
scenery.getTerrain()->propWaterHeight()->setValue(5.0);
scenery.keepCameraAboveGround(scenery.getCamera());
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(400, 300);
renderer.setQuality(0.1);
renderer.enablePostprocess(false);
startTestRender(&renderer, "near_frustum_good_raw");
renderer.enablePostprocess(true);
startTestRender(&renderer, "near_frustum_good");
renderer.getWaterRasterizer()->setAutoCutLimit(1000.0);
renderer.enablePostprocess(false);
startTestRender(&renderer, "near_frustum_bad_raw");
renderer.enablePostprocess(true);
startTestRender(&renderer, "near_frustum_bad");
}
static void testCloudsNearGround() {
Scenery scenery;
scenery.autoPreset(8);
scenery.getAtmosphere()->setDayTime(6, 20);
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(400, 300);
renderer.setQuality(0.3);
startTestRender(&renderer, "clouds_near_ground", 1);
scenery.getCamera()->strafeUp(6.0);
scenery.getCamera()->copy(renderer.render_camera);
startTestRender(&renderer, "clouds_near_ground", 2);
}
static void testAtmosphereBruneton() {
Scenery scenery;
scenery.getAtmosphere()->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_DAY);
scenery.getCamera()->setTarget(Vector3(10.0, 1.0, 0.0));
scenery.getCamera()->setLocation(Vector3(0.0, 1.0, 0.0));
SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(800, 400);
renderer.getGodRaysSampler()->setEnabled(false);
class TestRasterizer : public OverlayRasterizer {
public:
TestRasterizer(SoftwareCanvasRenderer *renderer)
: OverlayRasterizer(renderer, renderer->getProgressHelper()), renderer(renderer) {
}
virtual Color processPixel(int, int, double relx, double rely) const override {
if (rely > 0.0) {
Vector3 dir = (relx < 0.0) ? Vector3(1.0, rely, relx + 1.0) : Vector3(-1.0, rely, relx - 1.0);
auto result = renderer->getAtmosphereRenderer()->getSkyColor(dir);
return result.final;
} else {
auto result = renderer->getAtmosphereRenderer()->applyAerialPerspective(
Vector3(-relx * 400.0, (rely + 1.0) * 20.0, 0.0), COLOR_BLACK);
return result.final;
}
}
SoftwareCanvasRenderer *renderer;
};
TestRasterizer rasterizer(&renderer);
renderer.setSoloRasterizer(&rasterizer);
for (int i = 0; i <= 60; i++) {
double daytime = (i < 40) ? (0.24 + 0.0005 * to_double(i)) : (0.26 + 0.005 * to_double(i - 40));
scenery.getAtmosphere()->setDayTime(daytime);
startTestRender(&renderer, "atmosphere_bruneton", i);
}
}
static void testVegetationModels() {
class InstanceRenderer : public SoftwareCanvasRenderer, public OverlayRasterizer, public LightFilter {
public:
InstanceRenderer(Scenery *scenery, const VegetationModelDefinition &model)
: SoftwareCanvasRenderer(scenery), OverlayRasterizer(this, this->getProgressHelper()),
instance(model, VECTOR_ZERO), vegetation(renderer->getVegetationRenderer()) {
}
virtual void prepare() override {
SoftwareCanvasRenderer::prepare();
getLightingManager()->clearFilters();
getLightingManager()->registerFilter(this);
// TODO Add filter for vegetation instance (for self shadows)
}
virtual Color applyMediumTraversal(const Vector3 &, const Color &color) override {
return color;
}
virtual Color processPixel(int, int, double relx, double rely) const override {
relx *= 0.75;
rely *= 0.75;
SpaceSegment segment(Vector3(relx, rely + 0.5, 5.0), Vector3(relx, rely + 0.5, -5.0));
RayCastingResult result = vegetation->renderInstance(segment, instance, false, true);
return result.hit ? result.hit_color : Color(0.6, 0.7, 0.9);
}
virtual bool applyLightFilter(LightComponent &light, const Vector3 &at) override {
SpaceSegment segment(at, at.add(light.direction.scale(-5.0)));
RayCastingResult result = vegetation->renderInstance(segment, instance, true, true);
return not result.hit;
}
VegetationInstance instance;
VegetationRenderer *vegetation;
};
Scenery scenery;
scenery.autoPreset(1);
scenery.getClouds()->clear();
scenery.getCamera()->setTarget(VECTOR_ZERO);
scenery.getCamera()->setLocation(Vector3(0.0, 0.0, 5.0));
int width = 800;
int height = 800;
for (int i = 0; i < 10; i++) {
// TODO Make random sequence repeatable
VegetationModelDefinition model(NULL);
InstanceRenderer renderer(&scenery, model);
renderer.setSize(width, height);
renderer.setSoloRasterizer(&renderer);
startTestRender(&renderer, "vegetation_model_basic", i);
}
}
static void testOpenGLVegetationImpostor() {
for (int i = 0; i < 4; i++) {
string filename = getFileName("opengl_vegetation_impostor", i);
cout << "Rendering " << filename << "..." << endl;
Scenery scenery;
scenery.autoPreset(i);
OpenGLVegetationImpostor impostor(128);
VegetationModelDefinition model(NULL);
bool interrupted = false;
impostor.prepareTexture(model, scenery, &interrupted);
impostor.getTexture()->saveToFile(filename);
}
}
void runTestSuite() {
testGroundShadowQuality();
testRasterizationQuality();
testCloudQuality();
testGodRays();
testNearFrustum();
testCloudsNearGround();
testAtmosphereBruneton();
testVegetationModels();
testOpenGLVegetationImpostor();
}