tests: add "minlight doesn't bounce" test

This commit is contained in:
Eric Wasylishen 2023-06-10 16:36:17 -06:00
parent 0c8c10f553
commit 8034215b3a
2 changed files with 76 additions and 1 deletions

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@ -0,0 +1,69 @@
// Game: Quake
// Format: Valve
// entity 0
{
"classname" "worldspawn"
"wad" "deprecated/free_wad.wad"
"_tb_def" "builtin:Quake.fgd"
"_bounce" "1"
"_minlight" "100"
// brush 0
{
( -256 -128 -16 ) ( -256 -127 -16 ) ( -256 -128 -15 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( -256 -208 -16 ) ( -256 -208 -15 ) ( -255 -208 -16 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( -256 -128 -16 ) ( -255 -128 -16 ) ( -256 -127 -16 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 0 ) ( 288 273 0 ) ( 289 272 0 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 0 ) ( 289 272 0 ) ( 288 272 1 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 288 272 0 ) ( 288 272 1 ) ( 288 273 0 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
// brush 1
{
( -256 -128 240 ) ( -256 -127 240 ) ( -256 -128 241 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( -256 -208 240 ) ( -256 -208 241 ) ( -255 -208 240 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( -256 -128 240 ) ( -255 -128 240 ) ( -256 -127 240 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 256 ) ( 288 273 256 ) ( 289 272 256 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 256 ) ( 289 272 256 ) ( 288 272 257 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 288 272 256 ) ( 288 272 257 ) ( 288 273 256 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
// brush 2
{
( -272 -128 224 ) ( -272 -127 224 ) ( -272 -128 225 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( -272 -208 224 ) ( -272 -208 225 ) ( -271 -208 224 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( -272 -128 0 ) ( -271 -128 0 ) ( -272 -127 0 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 272 272 240 ) ( 272 273 240 ) ( 273 272 240 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 272 272 240 ) ( 273 272 240 ) ( 272 272 241 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( -256 272 240 ) ( -256 272 241 ) ( -256 273 240 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
// brush 3
{
( 288 -128 224 ) ( 288 -127 224 ) ( 288 -128 225 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( 288 -208 224 ) ( 288 -208 225 ) ( 289 -208 224 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 288 -128 0 ) ( 289 -128 0 ) ( 288 -127 0 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 832 272 240 ) ( 832 273 240 ) ( 833 272 240 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 832 272 240 ) ( 833 272 240 ) ( 832 272 241 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 304 272 240 ) ( 304 272 241 ) ( 304 273 240 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
// brush 4
{
( -256 -144 224 ) ( -256 -143 224 ) ( -256 -144 225 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( 256 -224 224 ) ( 256 -224 225 ) ( 257 -224 224 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 256 -144 0 ) ( 257 -144 0 ) ( 256 -143 0 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 800 256 240 ) ( 800 257 240 ) ( 801 256 240 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 800 -208 240 ) ( 801 -208 240 ) ( 800 -208 241 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 288 256 240 ) ( 288 256 241 ) ( 288 257 240 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
// brush 5
{
( -256 256 0 ) ( -256 257 0 ) ( -256 256 1 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
( -272 256 0 ) ( -272 256 1 ) ( -271 256 0 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( -272 256 0 ) ( -271 256 0 ) ( -272 257 0 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 240 ) ( 288 273 240 ) ( 289 272 240 ) bolt3 [ 1 0 0 -32 ] [ 0 -1 0 -32 ] 0 1 1
( 288 272 16 ) ( 289 272 16 ) ( 288 272 17 ) bolt3 [ 1 0 0 -32 ] [ 0 0 -1 16 ] 0 1 1
( 288 272 16 ) ( 288 272 17 ) ( 288 273 16 ) bolt3 [ 0 1 0 32 ] [ 0 0 -1 16 ] 0 1 1
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "-132 0 108"
}

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@ -787,4 +787,10 @@ TEST_CASE("q2_light_divzero")
INFO("should not have a black spot in the center of the light face");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {255, 127, 63}, {-992, 0, -480}, {0, 0, -1}, nullptr, &bspx);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {255, 127, 63}, {-984, 8, -480}, {0, 0, -1}, nullptr, &bspx);
}
}
TEST_CASE("minlight doesn't bounce")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_minlight_nobounce.map", {"-lit"});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {50, 50, 50}, {0, 0, 0}, {0, 0, 1}, &lit);
}