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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
109 lines
4.3 KiB
C++
109 lines
4.3 KiB
C++
// Copyright (C) 2008-2012 Christian Stehno, Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "testUtils.h"
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using namespace irr;
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//
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static bool stencilShadow(video::E_DRIVER_TYPE driverType)
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{
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IrrlichtDevice *device = createDevice (driverType, core::dimension2d<u32>(160,120), 16, false, true);
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if (!device)
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return true; // No error if device does not exist
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stabilizeScreenBackground(device->getVideoDriver());
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scene::ICameraSceneNode* cam = device->getSceneManager()->addCameraSceneNodeFPS();
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cam->setPosition(core::vector3df(-15,60,40));
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cam->setTarget(core::vector3df(+25,-5,-25));
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device->getSceneManager()->setAmbientLight(video::SColorf(.5f,.5f,.5f));
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device->getSceneManager()->setShadowColor( video::SColor(255, 50, 0, 50));
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device->getSceneManager()->addCubeSceneNode(100, 0, -1, core::vector3df(0,50,0), core::vector3df(), core::vector3df(-1,-1,-1));
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scene::IAnimatedMeshSceneNode* node = device->getSceneManager()->addAnimatedMeshSceneNode(device->getSceneManager()->getMesh("../media/ninja.b3d"), 0, -1, core::vector3df(), core::vector3df(0.f, 230.f, 0.f),core::vector3df(5,5,5));
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node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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node->addShadowVolumeSceneNode(0, -1, true, 200.f);
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node->setAnimationSpeed(0.f);
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scene::IMeshSceneNode* cube2 = device->getSceneManager()->addCubeSceneNode(10, 0, -1, core::vector3df(40,0,0), core::vector3df(), core::vector3df(1,1,2.5f));
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cube2->getMaterial(0).DiffuseColor = video::SColor(220, 0, 100, 100);
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cube2->addShadowVolumeSceneNode(0, -1, false, 200.f);
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scene::ILightSceneNode* light = device->getSceneManager()->addLightSceneNode(0, core::vector3df(-40,10,20));
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light->setLightType(video::ELT_POINT);
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light->setRadius(500.f);
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light->getLightData().DiffuseColor.set(1,1,1);
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device->getVideoDriver()->beginScene(video::ECBF_ALL, video::SColor(0,0,0,0));
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device->getSceneManager()->drawAll();
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device->getVideoDriver()->endScene();
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bool result = takeScreenshotAndCompareAgainstReference(device->getVideoDriver(), "-stencilShadow.png", 99.91f);
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device->closeDevice();
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device->run();
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device->drop();
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return result;
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}
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// test self-shadowing
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static bool selfShadowing(video::E_DRIVER_TYPE driverType)
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{
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IrrlichtDevice *device = createDevice (driverType, core::dimension2d<u32>(160,120), 16, false, true);
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if (!device)
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return true; // No error if device does not exist
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stabilizeScreenBackground(device->getVideoDriver());
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device->getSceneManager()->setAmbientLight(video::SColorf(.5f,.5f,.5f));
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device->getSceneManager()->setShadowColor( video::SColor(220, 50, 0, 0));
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scene::IAnimatedMeshSceneNode* node = device->getSceneManager()->addAnimatedMeshSceneNode(device->getSceneManager()->getMesh("../media/dwarf.x"));
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node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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node->addShadowVolumeSceneNode();
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node->setAnimationSpeed(0.f);
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scene::ICameraSceneNode* cam = device->getSceneManager()->addCameraSceneNodeFPS();
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cam->setPosition(core::vector3df(0,55,-30));
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cam->setTarget(core::vector3df(60,45,150));
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scene::ILightSceneNode* light = device->getSceneManager()->addLightSceneNode(0, core::vector3df(100,100,-20));
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light->setLightType(video::ELT_POINT);
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light->setRadius(500.f);
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light->getLightData().DiffuseColor.set(0,1,1);
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device->getVideoDriver()->beginScene(video::ECBF_ALL, video::SColor(0,0,0,0));
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device->getSceneManager()->drawAll();
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device->getVideoDriver()->endScene();
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bool result = takeScreenshotAndCompareAgainstReference(device->getVideoDriver(), "-stencilSelfShadow.png", 99.41f);
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device->closeDevice();
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device->run();
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device->drop();
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return result;
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}
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bool stencilShadow(void)
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{
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bool passed = true;
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passed &= stencilShadow(video::EDT_OPENGL);
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passed &= stencilShadow(video::EDT_DIRECT3D9);
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// no shadows in software renderer
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// passed &= stencilShadow(video::EDT_SOFTWARE);
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passed &= stencilShadow(video::EDT_BURNINGSVIDEO); // Note: cube has wrong color, if that gets ever changed just update the test-image.
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passed &= selfShadowing(video::EDT_OPENGL);
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passed &= selfShadowing(video::EDT_DIRECT3D9);
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// no shadows in software renderer
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// passed &= selfShadowing(video::EDT_SOFTWARE);
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passed &= selfShadowing(video::EDT_BURNINGSVIDEO);
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return passed;
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}
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