diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 17:22:25 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 17:22:25 +0100 |
| commit | 021a3c576ffdcbac4e4df9e01c03e0b5c3cf75dd (patch) | |
| tree | 75ed9524e6760491c26fd6616b06935f0d9d7c5d | |
| parent | a42fba99801e7085b9e6cb7d19016e6f44b35031 (diff) | |
test(3d): Enlarge objects and pack them closer to the center
- Increased number of random objects to 30.
- Enlarged base scale of all objects.
- Restricted object distribution radius to encourage inter-object shadows.
- Scaled up center torus and moving sphere.
| -rw-r--r-- | src/tests/test_3d_render.cc | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc index d4d3525..9f046f9 100644 --- a/src/tests/test_3d_render.cc +++ b/src/tests/test_3d_render.cc @@ -147,19 +147,19 @@ void setup_scene() { // Large center Torus (SDF) Object3D center(ObjectType::TORUS); center.position = vec3(0, 1.0f, 0); - center.scale = vec3(2.0f, 2.0f, 2.0f); + center.scale = vec3(2.5f, 2.5f, 2.5f); // Larger center.color = vec4(1, 0.2, 0.2, 1); g_scene.add_object(center); // Moving Sphere (SDF) Object3D sphere(ObjectType::SPHERE); sphere.position = vec3(4.0f, 2.0f, 0); - sphere.scale = vec3(1.2f, 1.2f, 1.2f); + sphere.scale = vec3(1.5f, 1.5f, 1.5f); // Larger sphere.color = vec4(0.2, 1, 0.2, 1); g_scene.add_object(sphere); // Random objects - for (int i = 0; i < 20; ++i) { + for (int i = 0; i < 30; ++i) { // More objects ObjectType type = ObjectType::SPHERE; int r = rand() % 3; if (r == 1) @@ -169,10 +169,10 @@ void setup_scene() { Object3D obj(type); float angle = (rand() % 360) * 0.01745f; - float dist = 5.0f + (rand() % 100) * 0.08f; + float dist = 3.0f + (rand() % 100) * 0.05f; // Closer to center float height = 0.5f + (rand() % 100) * 0.04f; obj.position = vec3(std::cos(angle) * dist, height, std::sin(angle) * dist); - float s = 0.4f + (rand() % 100) * 0.005f; + float s = 0.6f + (rand() % 100) * 0.008f; // Larger obj.scale = vec3(s, s, s); obj.color = vec4((rand() % 100) / 100.0f, (rand() % 100) / 100.0f, (rand() % 100) / 100.0f, 1.0f); |
