NazaraEngine/tests/SDK/NDK/Systems/RenderSystem.cpp

44 lines
2.0 KiB
C++

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