Example #1
0
Scene::ValidationResult
SceneShading::validate()
{
    static const double radius_3d(std::sqrt(3.0));

    if (rotation_ != 0)
        return Scene::ValidationUnknown;

    Canvas::Pixel ref;

    Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 3,
                                             canvas_.height() / 3);

    const std::string &filter = options_["shading"].value;

    if (filter == "gouraud")
        ref = Canvas::Pixel(0x00, 0x00, 0x2d, 0xff);
    else if (filter == "blinn-phong-inf")
        ref = Canvas::Pixel(0x1a, 0x1a, 0x3e, 0xff);
    else if (filter == "phong" && options_["num-lights"].value == "1")
        ref = Canvas::Pixel(0x05, 0x05, 0xad, 0xff);
    else
        return Scene::ValidationUnknown;

    double dist = pixel.distance_rgb(ref);

    if (dist < radius_3d + 0.01) {
        return Scene::ValidationSuccess;
    }
    else {
        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
                    ref.to_le32(), pixel.to_le32(), dist);
        return Scene::ValidationFailure;
    }
}
Example #2
0
Scene::ValidationResult
SceneDesktop::validate()
{
    static const double radius_3d(std::sqrt(3.0 * 2.0 * 2.0));

    Canvas::Pixel ref;

    /* Parse the options */
    unsigned int windows(0);
    unsigned int passes(0);
    unsigned int blur_radius(0);
    float window_size_factor(0.0);
    unsigned int shadow_size(0);

    windows = Util::fromString<unsigned int>(options_["windows"].value);
    window_size_factor = Util::fromString<float>(options_["window-size"].value);
    passes = Util::fromString<unsigned int>(options_["passes"].value);
    blur_radius = Util::fromString<unsigned int>(options_["blur-radius"].value);
    shadow_size = Util::fromString<unsigned int>(options_["shadow-size"].value);

    if (options_["effect"].value == "blur")
    {
        if (windows == 4 && passes == 1 && blur_radius == 5)
            ref = Canvas::Pixel(0x89, 0xa3, 0x53, 0xff);
        else
            return Scene::ValidationUnknown;
    }
    else if (options_["effect"].value == "shadow")
    {
        if (windows == 4 && fabs(window_size_factor - 0.35) < 0.0001 &&
            shadow_size == 20)
        {
            ref = Canvas::Pixel(0x1f, 0x27, 0x0d, 0xff);
        }
        else
        {
            return Scene::ValidationUnknown;
        }
    }

    Canvas::Pixel pixel = canvas_.read_pixel(512, 209);

    double dist = pixel.distance_rgb(ref);
    if (dist < radius_3d + 0.01) {
        return Scene::ValidationSuccess;
    }
    else {
        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
                    ref.to_le32(), pixel.to_le32(), dist);
        return Scene::ValidationFailure;
    }

    return Scene::ValidationUnknown;
}
Example #3
0
Scene::ValidationResult
SceneBuffer::validate()
{
    static const double radius_3d(std::sqrt(3.0 * 2.0 * 2.0));

    Canvas::Pixel ref(0x34, 0x99, 0xd7, 0xff);
    Canvas::Pixel pixel = canvas_.read_pixel(402, 189);

    double dist = pixel.distance_rgb(ref);
    if (dist < radius_3d + 0.01) {
        return Scene::ValidationSuccess;
    }
    else {
        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
                    ref.to_le32(), pixel.to_le32(), dist);
        return Scene::ValidationFailure;
    }

    return Scene::ValidationUnknown;
}
Example #4
0
Scene::ValidationResult
SceneBump::validate()
{
    static const double radius_3d(std::sqrt(3.0));

    if (rotation_ != 0)
        return Scene::ValidationUnknown;

    Canvas::Pixel ref;

    Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 2,
                                             canvas_.height() / 2);

    const std::string &bump_render = options_["bump-render"].value;

    if (bump_render == "off")
        ref = Canvas::Pixel(0x81, 0x81, 0x81, 0xff);
    else if (bump_render == "high-poly")
        ref = Canvas::Pixel(0x9c, 0x9c, 0x9c, 0xff);
    else if (bump_render == "normals")
        ref = Canvas::Pixel(0xa4, 0xa4, 0xa4, 0xff);
    else if (bump_render == "normals-tangent")
        ref = Canvas::Pixel(0x99, 0x99, 0x99, 0xff);
    else if (bump_render == "height")
        ref = Canvas::Pixel(0x9d, 0x9d, 0x9d, 0xff);
    else
        return Scene::ValidationUnknown;

    double dist = pixel.distance_rgb(ref);

    if (dist < radius_3d + 0.01) {
        return Scene::ValidationSuccess;
    }
    else {
        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
                    ref.to_le32(), pixel.to_le32(), dist);
        return Scene::ValidationFailure;
    }
}
Example #5
0
Scene::ValidationResult
SceneBuild::validate()
{
    static const double radius_3d(std::sqrt(3.0));

    if (rotation_ != 0)
        return Scene::ValidationUnknown;

    Canvas::Pixel ref(0xa7, 0xa7, 0xa7, 0xff);
    Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 2,
                                             canvas_.height() / 2);

    double dist = pixel.distance_rgb(ref);
    if (dist < radius_3d + 0.01) {
        return Scene::ValidationSuccess;
    }
    else {
        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
                    ref.to_le32(), pixel.to_le32(), dist);
        return Scene::ValidationFailure;
    }
}