void testDepthShader() { Mercator::Terrain terrain(Mercator::Terrain::SHADED, 16); Mercator::Shader::Parameters params; params[Mercator::DepthShader::key_waterLevel] = 0.f; params[Mercator::DepthShader::key_murkyDepth] = -12.f; Mercator::DepthShader* dshade = new Mercator::DepthShader(); delete dshade; dshade = new Mercator::DepthShader(params); terrain.addShader(dshade, 0); terrain.setBasePoint(0, 0, -20); terrain.setBasePoint(0, 1, 1); terrain.setBasePoint(1, 0, 2); terrain.setBasePoint(1, 1, 0.5); terrain.setBasePoint(2, 0, 2); terrain.setBasePoint(2, 1, 0.5); Mercator::Segment* seg = terrain.getSegment(0,0); seg->populateSurfaces(); seg->populate(); seg->populateSurfaces(); seg = terrain.getSegment(1,0); dshade->checkIntersect(*seg); }
void testAreaShader() { Mercator::Area* a1 = new Mercator::Area(1, false); WFMath::Polygon<2> p; p.addCorner(p.numCorners(), Point2(3, 4)); p.addCorner(p.numCorners(), Point2(10, 10)); p.addCorner(p.numCorners(), Point2(14, 6)); p.addCorner(p.numCorners(), Point2(18, 4)); p.addCorner(p.numCorners(), Point2(17, 19)); p.addCorner(p.numCorners(), Point2(6, 20)); p.addCorner(p.numCorners(), Point2(-1, 18)); p.addCorner(p.numCorners(), Point2(-8, 11)); a1->setShape(p); Mercator::Area* a2 = new Mercator::Area(1, false); WFMath::Polygon<2> p2; p2.addCorner(p2.numCorners(), Point2(25, 18)); p2.addCorner(p2.numCorners(), Point2(72, 22)); p2.addCorner(p2.numCorners(), Point2(60, 30)); p2.addCorner(p2.numCorners(), Point2(27, 28)); p2.addCorner(p2.numCorners(), Point2(25, 45)); p2.addCorner(p2.numCorners(), Point2(3, 41)); p2.addCorner(p2.numCorners(), Point2(-2, 20)); a2->setShape(p2); Mercator::Terrain terrain(Mercator::Terrain::SHADED, 16); Mercator::Shader * base_shader = new Mercator::FillShader(Mercator::Shader::Parameters()); terrain.addShader(base_shader, 0); Mercator::AreaShader* ashade = new Mercator::AreaShader(1); terrain.addShader(ashade, 1); terrain.setBasePoint(0, 0, -1); terrain.setBasePoint(0, 1, 8); terrain.setBasePoint(1, 0, 2); terrain.setBasePoint(1, 1, 11); terrain.setBasePoint(2, 0, 2); terrain.setBasePoint(2, 1, 11); terrain.addArea(a1); // terrain.addArea(a2); Mercator::Segment* seg = terrain.getSegment(0,0); assert(a1->checkIntersects(*seg)); seg->populateSurfaces(); writePGMForSurface("test1.pgm", seg->getSize(), seg->getSurfaces()[1]); seg = terrain.getSegment(1,0); seg->populateSurfaces(); writePGMForSurface("test2.pgm", seg->getSize(), seg->getSurfaces()[1]); }
void testAreaShader() { Mercator::Area* a1 = new Mercator::Area(1, false); WFMath::Polygon<2> p; p.addCorner(p.numCorners(), Point2(3, 4)); p.addCorner(p.numCorners(), Point2(10, 10)); p.addCorner(p.numCorners(), Point2(14, 6)); p.addCorner(p.numCorners(), Point2(18, 4)); p.addCorner(p.numCorners(), Point2(17, 19)); p.addCorner(p.numCorners(), Point2(6, 20)); p.addCorner(p.numCorners(), Point2(-1, 18)); p.addCorner(p.numCorners(), Point2(-8, 11)); a1->setShape(p); Mercator::Terrain terrain(Mercator::Terrain::SHADED, 16); Mercator::AreaShader* ashade = new Mercator::AreaShader(1); terrain.addShader(ashade, 0); terrain.setBasePoint(0, 0, -1); terrain.setBasePoint(0, 1, 8); terrain.setBasePoint(1, 0, 2); terrain.setBasePoint(1, 1, 11); terrain.addArea(a1); Mercator::Segment* seg = terrain.getSegment(0,0); assert(a1->checkIntersects(*seg)); seg->populateSurfaces(); }