Documentation for module 'NDK'
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tests/SDK/NDK/Systems/RenderSystem.cpp
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tests/SDK/NDK/Systems/RenderSystem.cpp
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#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/LightComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/ParticleGroupComponent.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Catch/catch.hpp>
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SCENARIO("RenderSystem", "[NDK][RenderSystem]")
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{
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GIVEN("A world with a camera, a drawable, a light and some particles")
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{
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Ndk::World world;
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const Ndk::EntityHandle& cameraEntity = world.CreateEntity();
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Ndk::CameraComponent& cameraComponentCamera = cameraEntity->AddComponent<Ndk::CameraComponent>();
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Ndk::NodeComponent& nodeComponentCamera = cameraEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& drawableEntity = world.CreateEntity();
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Ndk::GraphicsComponent& graphicsComponentDrawable = drawableEntity->AddComponent<Ndk::GraphicsComponent>();
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Nz::SpriteRef sprite = Nz::Sprite::New();
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graphicsComponentDrawable.Attach(sprite);
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Ndk::NodeComponent& nodeComponentDrawable = drawableEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& lightEntity = world.CreateEntity();
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Ndk::LightComponent& lightComponentLight = lightEntity->AddComponent<Ndk::LightComponent>();
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Ndk::NodeComponent& nodeComponentLight = lightEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& particlesEntity = world.CreateEntity();
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Ndk::ParticleGroupComponent& particleGroupComponentParticles = particlesEntity->AddComponent<Ndk::ParticleGroupComponent>(1, Nz::ParticleLayout_Sprite);
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WHEN("We change the render technique to ForwardRenderTechnique")
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{
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Ndk::RenderSystem& renderSystem = world.GetSystem<Ndk::RenderSystem>();
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renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
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THEN("The render system should be ForwardRenderTechnique")
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{
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REQUIRE(renderSystem.GetRenderTechnique().GetType() == Nz::RenderTechniqueType_BasicForward);
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}
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}
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}
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}
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