123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109 |
- // Copyright (C) 2008-2012 Christian Stehno, Colin MacDonald
- // No rights reserved: this software is in the public domain.
- #include "testUtils.h"
- using namespace irr;
- //
- static bool stencilShadow(video::E_DRIVER_TYPE driverType)
- {
- IrrlichtDevice *device = createDevice (driverType, core::dimension2d<u32>(160,120), 16, false, true);
- if (!device)
- return true; // No error if device does not exist
- stabilizeScreenBackground(device->getVideoDriver());
- scene::ICameraSceneNode* cam = device->getSceneManager()->addCameraSceneNodeFPS();
- cam->setPosition(core::vector3df(-15,60,40));
- cam->setTarget(core::vector3df(+25,-5,-25));
- device->getSceneManager()->setAmbientLight(video::SColorf(.5f,.5f,.5f));
- device->getSceneManager()->setShadowColor( video::SColor(255, 50, 0, 50));
- device->getSceneManager()->addCubeSceneNode(100, 0, -1, core::vector3df(0,50,0), core::vector3df(), core::vector3df(-1,-1,-1));
- 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));
- node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
- node->addShadowVolumeSceneNode(0, -1, true, 200.f);
- node->setAnimationSpeed(0.f);
- scene::IMeshSceneNode* cube2 = device->getSceneManager()->addCubeSceneNode(10, 0, -1, core::vector3df(40,0,0), core::vector3df(), core::vector3df(1,1,2.5f));
- cube2->getMaterial(0).DiffuseColor = video::SColor(220, 0, 100, 100);
- cube2->addShadowVolumeSceneNode(0, -1, false, 200.f);
- scene::ILightSceneNode* light = device->getSceneManager()->addLightSceneNode(0, core::vector3df(-40,10,20));
- light->setLightType(video::ELT_POINT);
- light->setRadius(500.f);
- light->getLightData().DiffuseColor.set(1,1,1);
- device->getVideoDriver()->beginScene(video::ECBF_ALL, video::SColor(0,0,0,0));
- device->getSceneManager()->drawAll();
- device->getVideoDriver()->endScene();
- bool result = takeScreenshotAndCompareAgainstReference(device->getVideoDriver(), "-stencilShadow.png", 99.91f);
- device->closeDevice();
- device->run();
- device->drop();
- return result;
- }
- // test self-shadowing
- static bool selfShadowing(video::E_DRIVER_TYPE driverType)
- {
- IrrlichtDevice *device = createDevice (driverType, core::dimension2d<u32>(160,120), 16, false, true);
- if (!device)
- return true; // No error if device does not exist
- stabilizeScreenBackground(device->getVideoDriver());
- device->getSceneManager()->setAmbientLight(video::SColorf(.5f,.5f,.5f));
- device->getSceneManager()->setShadowColor( video::SColor(220, 50, 0, 0));
- scene::IAnimatedMeshSceneNode* node = device->getSceneManager()->addAnimatedMeshSceneNode(device->getSceneManager()->getMesh("../media/dwarf.x"));
- node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
- node->addShadowVolumeSceneNode();
- node->setAnimationSpeed(0.f);
- scene::ICameraSceneNode* cam = device->getSceneManager()->addCameraSceneNodeFPS();
- cam->setPosition(core::vector3df(0,55,-30));
- cam->setTarget(core::vector3df(60,45,150));
- scene::ILightSceneNode* light = device->getSceneManager()->addLightSceneNode(0, core::vector3df(100,100,-20));
- light->setLightType(video::ELT_POINT);
- light->setRadius(500.f);
- light->getLightData().DiffuseColor.set(0,1,1);
- device->getVideoDriver()->beginScene(video::ECBF_ALL, video::SColor(0,0,0,0));
- device->getSceneManager()->drawAll();
- device->getVideoDriver()->endScene();
- bool result = takeScreenshotAndCompareAgainstReference(device->getVideoDriver(), "-stencilSelfShadow.png", 99.41f);
- device->closeDevice();
- device->run();
- device->drop();
- return result;
- }
- bool stencilShadow(void)
- {
- bool passed = true;
- passed &= stencilShadow(video::EDT_OPENGL);
- passed &= stencilShadow(video::EDT_DIRECT3D9);
- // no shadows in software renderer
- // passed &= stencilShadow(video::EDT_SOFTWARE);
- passed &= stencilShadow(video::EDT_BURNINGSVIDEO); // Note: cube has wrong color, if that gets ever changed just update the test-image.
- passed &= selfShadowing(video::EDT_OPENGL);
- passed &= selfShadowing(video::EDT_DIRECT3D9);
- // no shadows in software renderer
- // passed &= selfShadowing(video::EDT_SOFTWARE);
- passed &= selfShadowing(video::EDT_BURNINGSVIDEO);
- return passed;
- }
|