mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Add lighting test and benchmark (#12802)
This commit is contained in:
parent
8dec3a5ecb
commit
f916398a54
10 changed files with 292 additions and 63 deletions
|
@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "gamedef.h"
|
||||
#include "voxelalgorithms.h"
|
||||
#include "util/numeric.h"
|
||||
#include "dummymap.h"
|
||||
|
||||
class TestVoxelAlgorithms : public TestBase {
|
||||
public:
|
||||
|
@ -30,21 +31,21 @@ public:
|
|||
|
||||
void runTests(IGameDef *gamedef);
|
||||
|
||||
void testVoxelLineIterator(const NodeDefManager *ndef);
|
||||
void testVoxelLineIterator();
|
||||
void testLighting(IGameDef *gamedef);
|
||||
};
|
||||
|
||||
static TestVoxelAlgorithms g_test_instance;
|
||||
|
||||
void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
|
||||
{
|
||||
const NodeDefManager *ndef = gamedef->getNodeDefManager();
|
||||
|
||||
TEST(testVoxelLineIterator, ndef);
|
||||
TEST(testVoxelLineIterator);
|
||||
TEST(testLighting, gamedef);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void TestVoxelAlgorithms::testVoxelLineIterator(const NodeDefManager *ndef)
|
||||
void TestVoxelAlgorithms::testVoxelLineIterator()
|
||||
{
|
||||
// Test some lines
|
||||
// Do not test lines that start or end on the border of
|
||||
|
@ -99,3 +100,65 @@ void TestVoxelAlgorithms::testVoxelLineIterator(const NodeDefManager *ndef)
|
|||
UASSERTEQ(int, actual_nodecount, nodecount);
|
||||
}
|
||||
}
|
||||
|
||||
void TestVoxelAlgorithms::testLighting(IGameDef *gamedef)
|
||||
{
|
||||
v3s16 pmin(-32, -32, -32);
|
||||
v3s16 pmax(31, 31, 31);
|
||||
v3s16 bpmin = getNodeBlockPos(pmin), bpmax = getNodeBlockPos(pmax);
|
||||
DummyMap map(gamedef, bpmin, bpmax);
|
||||
|
||||
// Make a 21x21x21 hollow box centered at the origin.
|
||||
{
|
||||
std::map<v3s16, MapBlock*> modified_blocks;
|
||||
MMVManip vm(&map);
|
||||
vm.initialEmerge(bpmin, bpmax, false);
|
||||
s32 volume = vm.m_area.getVolume();
|
||||
for (s32 i = 0; i < volume; i++)
|
||||
vm.m_data[i] = MapNode(CONTENT_AIR);
|
||||
for (s16 z = -10; z <= 10; z++)
|
||||
for (s16 y = -10; y <= 10; y++)
|
||||
for (s16 x = -10; x <= 10; x++)
|
||||
vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(t_CONTENT_STONE));
|
||||
for (s16 z = -9; z <= 9; z++)
|
||||
for (s16 y = -9; y <= 9; y++)
|
||||
for (s16 x = -9; x <= 9; x++)
|
||||
vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(CONTENT_AIR));
|
||||
voxalgo::blit_back_with_light(&map, &vm, &modified_blocks);
|
||||
}
|
||||
|
||||
// Place two holes on the edges a torch in the center.
|
||||
{
|
||||
std::map<v3s16, MapBlock*> modified_blocks;
|
||||
map.addNodeAndUpdate(v3s16(-10, 0, 0), MapNode(CONTENT_AIR), modified_blocks);
|
||||
map.addNodeAndUpdate(v3s16(9, 10, -9), MapNode(t_CONTENT_WATER), modified_blocks);
|
||||
map.addNodeAndUpdate(v3s16(0, 0, 0), MapNode(t_CONTENT_TORCH), modified_blocks);
|
||||
}
|
||||
|
||||
const NodeDefManager *ndef = gamedef->ndef();
|
||||
{
|
||||
MapNode n = map.getNode(v3s16(9, 9, -9));
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef), 0);
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef), 13);
|
||||
}
|
||||
{
|
||||
MapNode n = map.getNode(v3s16(0, 1, 0));
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef), 12);
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef), 12);
|
||||
}
|
||||
{
|
||||
MapNode n = map.getNode(v3s16(-9, -1, 0));
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef), 3);
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef), 12);
|
||||
}
|
||||
{
|
||||
MapNode n = map.getNode(v3s16(-10, 0, 0));
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef), 3);
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef), 14);
|
||||
}
|
||||
{
|
||||
MapNode n = map.getNode(v3s16(-11, 0, 0));
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef), 2);
|
||||
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef), 15);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue