godot/main/tests/test_render.cpp
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

239 lines
8.1 KiB
C++

/**************************************************************************/
/* test_render.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "test_render.h"
#include "core/math/convex_hull.h"
#include "core/math/math_funcs.h"
#include "core/os/keyboard.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "servers/visual_server.h"
#define OBJECT_COUNT 50
namespace TestRender {
class TestMainLoop : public MainLoop {
RID test_cube;
RID instance;
RID camera;
RID viewport;
RID light;
RID scenario;
struct InstanceInfo {
RID instance;
Transform base;
Vector3 rot_axis;
};
List<InstanceInfo> instances;
float ofs;
bool quit;
protected:
public:
virtual void input_event(const Ref<InputEvent> &p_event) {
if (p_event->is_pressed()) {
quit = true;
}
}
virtual void init() {
print_line("INITIALIZING TEST RENDER");
VisualServer *vs = VisualServer::get_singleton();
test_cube = vs->get_test_cube();
scenario = RID_PRIME(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++) {
Basis rot(Vector3(0,1,0),i*Math_PI/s);
for(int j=0;j<s;j++) {
Vector3 v;
v.x=Math::sin(j*Math_PI*2/s);
v.y=Math::cos(j*Math_PI*2/s);
vts.push_back( rot.xform(v*2 ) );
}
}*/
/*for(int i=0;i<100;i++) {
vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
}*/
/*
vts.push_back(Vector3(0,0,1));
vts.push_back(Vector3(0,0,-1));
vts.push_back(Vector3(0,1,0));
vts.push_back(Vector3(0,-1,0));
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));
Geometry::MeshData md;
Error err = ConvexHullComputer::convex_hull(vts, md);
print_line("ERR: " + itos(err));
test_cube = RID_PRIME(vs->mesh_create());
vs->mesh_add_surface_from_mesh_data(test_cube, md);
//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
/*
RID sm = vs->shader_create();
//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
RID tcmat = vs->mesh_surface_get_material(test_cube,0);
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();
};
for (int i = 0; i < object_count; i++) {
InstanceInfo ii;
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.rot_axis = Vector3(Math::random(-1, 1), Math::random(-1, 1), Math::random(-1, 1)).normalized();
instances.push_back(ii);
}
camera = RID_PRIME(vs->camera_create());
// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
viewport = RID_PRIME(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);
/*
RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
light = vs->instance_create( lightaux );
*/
RID lightaux;
lightaux = vs->directional_light_create();
//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_shadow( lightaux, true );
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));
vs->instance_set_transform(light, lla);
lightaux = vs->omni_light_create();
//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_shadow( lightaux, true );
//light = vs->instance_create( lightaux );
ofs = 0;
quit = false;
}
virtual bool iteration(float p_time) {
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;
//return quit;
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);
/*
if( !E->next() ) {
vs->free( E->get().instance );
instances.erase(E );
}*/
}
return quit;
}
virtual bool idle(float p_time) {
return quit;
}
virtual void finish() {
}
};
MainLoop *test() {
return memnew(TestMainLoop);
}
} // namespace TestRender