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authorTavian Barnes <tavianator@gmail.com>2009-07-08 17:51:10 +0000
committerTavian Barnes <tavianator@gmail.com>2009-07-08 17:51:10 +0000
commitb749d0c61b0d33324b4f2f0a127f7a2571d9082f (patch)
tree0e4e43a05ea5a9accb3c284e4c0eec6201af96ae /tests/glxx.cpp
parentfaf9740f37e68cae0822bb196a6c3a163a7e364e (diff)
downloaddimension-b749d0c61b0d33324b4f2f0a127f7a2571d9082f.tar.xz
Don't animate in GL tests - turns out it's hellishly slow on slower
computers.
Diffstat (limited to 'tests/glxx.cpp')
-rw-r--r--tests/glxx.cpp61
1 files changed, 30 insertions, 31 deletions
diff --git a/tests/glxx.cpp b/tests/glxx.cpp
index 419e43d..2515156 100644
--- a/tests/glxx.cpp
+++ b/tests/glxx.cpp
@@ -32,44 +32,43 @@ main() {
// Create the default test scene
Scene scene = Tests::default_scene();
- // Get the camera
- Perspective_Camera& camera
- = dynamic_cast<Perspective_Camera&>(scene.camera());
-
- // Find the cube
- Cube* cube = 0;
- for (Scene::Iterator i = scene.begin(); i != scene.end(); ++i) {
- cube = dynamic_cast<Cube*>(&*i);
- if (cube) {
- break;
- }
- }
- if (!cube) {
- throw Dimension_Error("Couldn't find a cube in the default scene.");
- }
-
- Raytracer raytracer(scene);
- GL_Drawer drawer(scene.canvas());
+ // Create a glX window
Tests::Display display(scene.canvas());
- // Render the animation
- const unsigned int frames = 10;
- for (unsigned int i = 0; i < frames; ++i) {
+ {
+ Raytracer raytracer(scene);
+ GL_Drawer drawer(scene.canvas());
+
// Render the scene
- Progress rprogress = raytracer.render_async();
- std::cout << "Raytracing scene: " << rprogress << std::endl;
- rprogress.finish();
+ Progress progress = raytracer.render_async();
- // Display the frame
+ // Display the scene as it's rendered
+ while (progress.progress() < 1.0) {
+ drawer.draw();
+ display.flush();
+ }
+
+ // Make sure we show the completed rendering
+ progress.finish();
drawer.draw();
display.flush();
-
- // Rotate the cube and camera for the next frame
- cube->trans(
- inverse(Matrix::rotation(Vector(0.025, 0.0, 0.0)))*cube->trans()
- );
- camera.trans(Matrix::rotation(Vector(0.0, -0.05, 0.0))*camera.trans());
}
+ // Pause for a second
+ sleep(1);
+
+ // Read the canvas back from the GL buffer
+ GL_Reader reader;
+ Canvas canvas
+ = reader.read(0, 0, scene.canvas().width(), scene.canvas().height());
+
+ // And write it again
+ GL_Drawer drawer(canvas);
+ drawer.draw();
+ display.flush();
+
+ // Pause for a second
+ sleep(1);
+
return EXIT_SUCCESS;
}