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authorskal <pascal.massimino@gmail.com>2026-02-02 17:22:25 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 17:22:25 +0100
commit021a3c576ffdcbac4e4df9e01c03e0b5c3cf75dd (patch)
tree75ed9524e6760491c26fd6616b06935f0d9d7c5d /src
parenta42fba99801e7085b9e6cb7d19016e6f44b35031 (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.
Diffstat (limited to 'src')
-rw-r--r--src/tests/test_3d_render.cc10
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);