Refactor the way resources are loaded (#191)

* WIP

* WIP

* Font works

* WIP: Only Music remains

* Looks like it's working

* Fix oopsie

* Core/ObjectRef: Add cast functions

* Update ChangeLog.md

* Audio/SoundStream: Make sound stream thread-safe
This commit is contained in:
Jérôme Leclercq
2018-10-28 01:53:11 +02:00
committed by GitHub
parent fa7cbc21e5
commit ed46c87781
64 changed files with 1058 additions and 1071 deletions

View File

@@ -9,8 +9,7 @@ SCENARIO("Billboard", "[GRAPHICS][BILLBOARD]")
WHEN("We assign it to another")
{
Nz::MaterialRef materialRef = Nz::Material::New();
materialRef->LoadFromFile("resources/Engine/Graphics/Nazara.png");
Nz::MaterialRef materialRef = Nz::Material::LoadFromFile("resources/Engine/Graphics/Nazara.png");
Nz::Color materialColor = materialRef->GetDiffuseColor();
Nz::BillboardRef otherBillboard = Nz::Billboard::New(materialRef);

View File

@@ -12,8 +12,8 @@ SCENARIO("Model", "[GRAPHICS][MODEL]")
Nz::ModelParameters params;
params.mesh.optimizeIndexBuffers = false;
Nz::ModelRef model = Nz::Model::New();
REQUIRE(model->LoadFromFile("resources/Engine/Graphics/dragon_recon/dragon_vrip_res4.obj", params));
Nz::ModelRef model = Nz::Model::LoadFromFile("resources/Engine/Graphics/dragon_recon/dragon_vrip_res4.obj", params);
REQUIRE(model);
REQUIRE(model->GetMaterialCount() == 1);
REQUIRE(model->GetSkin() == 0);

View File

@@ -5,21 +5,20 @@ SCENARIO("SkeletalModel", "[GRAPHICS][SKELETALMODEL]")
{
GIVEN("A default skeletal model")
{
Nz::SkeletalModel skeletalModel;
Nz::AnimationRef animation = Nz::Animation::New();
WHEN("We can load the bob lamp")
{
REQUIRE(skeletalModel.LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
REQUIRE(animation->LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim"));
skeletalModel.SetAnimation(animation);
Nz::AnimationRef animation = Nz::Animation::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim");
Nz::SkeletalModelRef skeletalModel = Nz::StaticRefCast<Nz::SkeletalModel>(Nz::SkeletalModel::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
REQUIRE(skeletalModel);
REQUIRE(animation);
skeletalModel->SetAnimation(animation);
THEN("We can enable its animation")
{
REQUIRE(skeletalModel.HasAnimation());
skeletalModel.EnableAnimation(true);
skeletalModel.AdvanceAnimation(0.10f);
REQUIRE(skeletalModel.IsAnimationEnabled());
REQUIRE(skeletalModel->HasAnimation());
skeletalModel->EnableAnimation(true);
skeletalModel->AdvanceAnimation(0.10f);
REQUIRE(skeletalModel->IsAnimationEnabled());
}
}
}

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@@ -5,8 +5,7 @@ SCENARIO("SkyboxBackground", "[GRAPHICS][SKYBOXBACKGROUND]")
{
GIVEN("A skybox background with a loaded image")
{
Nz::TextureRef textureRef = Nz::Texture::New();
textureRef->LoadCubemapFromFile("resources/Engine/Graphics/skybox.png");
Nz::TextureRef textureRef = Nz::Texture::LoadCubemapFromFile("resources/Engine/Graphics/skybox.png");
Nz::SkyboxBackgroundRef skyboxBackgroundRef = Nz::SkyboxBackground::New(textureRef);
WHEN("We assign it parameters")

View File

@@ -5,8 +5,7 @@ SCENARIO("TextureBackground", "[GRAPHICS][TEXTUREBACKGROUND]")
{
GIVEN("A default texture background")
{
Nz::TextureRef textureRef = Nz::Texture::New();
textureRef->LoadFromFile("resources/Engine/Graphics/skybox.png");
Nz::TextureRef textureRef = Nz::Texture::LoadFromFile("resources/Engine/Graphics/skybox.png");
Nz::TextureBackgroundRef textureBackgroundRef = Nz::TextureBackground::New(textureRef);
WHEN("We assign it parameters")
@@ -17,4 +16,4 @@ SCENARIO("TextureBackground", "[GRAPHICS][TEXTUREBACKGROUND]")
}
}
}
}
}