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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
// Copyright (C) 2008-2012 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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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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//! Tests view ports and text rendering.
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/** The result should be as follows: We have three times the same image, a billboard with a cube and the text in front.
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They are replicated three times, one centered in the screen without viewport, one in the upper left (qurter screen) and
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one on the right (half screen). The latter is stretched due to the changed aspect ratio.
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The two viewport scenes get the texture drawn over the center as well, using draw2dimage. This should mark the proper
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image position with the top left corner of the texture.
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Finally, each scene has a checkbox drawn at the left side, vertically centered. This will show whether GUI elements adhere
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to viewports as well. */
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static bool viewPortText(E_DRIVER_TYPE driverType)
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{
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IrrlichtDevice *device = createDevice( driverType, dimension2d<u32>(160, 120), 32);
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if (!device)
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return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager * smgr = device->getSceneManager();
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IGUIEnvironment* env = smgr->getGUIEnvironment();
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stabilizeScreenBackground(driver);
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env->addCheckBox(true, core::recti(10,60,28,82));
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logTestString("Testing driver %ls\n", driver->getName());
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IBillboardSceneNode * bnode = smgr->addBillboardSceneNode(0,dimension2d<f32>(32,32),core::vector3df(0,0,10));
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bnode->setMaterialFlag(video::EMF_LIGHTING, false);
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bnode->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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bnode->setMaterialTexture(0, driver->getTexture("../media/fire.bmp"));
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smgr->addTextSceneNode(device->getGUIEnvironment()->getBuiltInFont(), L"TEST", video::SColor(255,255,255,255), 0);
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smgr->addCubeSceneNode();
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
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smgr->drawAll();
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env->drawAll();
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driver->setViewPort(rect<s32>(0,0,160/2,120/2));
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smgr->drawAll();
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env->drawAll();
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driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
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driver->setViewPort(rect<s32>(160/2,0,160,120));
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smgr->drawAll();
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env->drawAll();
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driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
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driver->endScene();
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bool result = takeScreenshotAndCompareAgainstReference(driver, "-viewPortText.png", 98.71f);
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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 viewPort(void)
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{
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bool result = true;
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// TODO: software driver and burnings don't use view port for
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// 2d rendering, so result is pretty wrong.
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TestWithAllDrivers(viewPortText);
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return result;
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}
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