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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-13 16:00:31 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-14 23:46:14 +0000 |
commit | e55aaf039c2294ba8b90b490cea65477ca1ef714 (patch) | |
tree | 8c2d458e68b65724b1cbe25f2efb484fa8237e83 /test/test-render.cpp | |
parent | Refactor shading output components (diff) | |
download | ilt-e55aaf039c2294ba8b90b490cea65477ca1ef714.tar.bz2 ilt-e55aaf039c2294ba8b90b490cea65477ca1ef714.tar.xz ilt-e55aaf039c2294ba8b90b490cea65477ca1ef714.zip |
Add a basic if clunky render test
Diffstat (limited to 'test/test-render.cpp')
-rw-r--r-- | test/test-render.cpp | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp new file mode 100644 index 0000000..f2f658f --- /dev/null +++ b/test/test-render.cpp @@ -0,0 +1,66 @@ +#define BOOST_TEST_MODULE test_render + +#include "test-helpers.hpp" +#include <boost/test/data/test_case.hpp> +#include <boost/test/unit_test.hpp> + +#include <game/geoData.h> +#include <game/terrain.h> +#include <gfx/models/texture.h> +#include <lib/glArrays.h> +#include <ui/applicationBase.h> +#include <ui/sceneRenderer.h> +#include <ui/window.h> + +class TestRenderWindow : public Window { +public: + TestRenderWindow() : Window(640, 480, __FILE__, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN) + { + glBindFramebuffer(GL_FRAMEBUFFER, output); + const auto configuregdata + = [this](const GLuint data, const GLint format, const GLenum type, const GLenum attachment) { + glBindTexture(GL_TEXTURE_2D, data); + glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGBA, type, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0); + }; + configuregdata(outImage, GL_RGBA, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT0); + glDrawBuffer(GL_COLOR_ATTACHMENT0); + + glBindRenderbuffer(GL_RENDERBUFFER, depth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); + + // finally check if framebuffer is complete + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + throw std::runtime_error("Framebuffer not complete!"); + } + } + void + tick(TickDuration) override + { + } + glFrameBuffer output; + glRenderBuffer depth; + glTexture outImage; +}; + +BOOST_GLOBAL_FIXTURE(ApplicationBase); +BOOST_FIXTURE_TEST_SUITE(w, TestRenderWindow); + +BOOST_AUTO_TEST_CASE(basic) +{ + auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}}); + gd->generateRandom(); + Terrain terrain {gd}; + SceneRenderer ss {size, output}; + ss.camera.pos = {-10, -10, 60}; + ss.camera.forward = glm::normalize(glm::vec3 {1, 1, -0.5F}); + ss.render([&terrain](const auto & shader) { + terrain.render(shader); + }); + Texture::save(outImage, size, "/tmp/basic.tga"); +} + +BOOST_AUTO_TEST_SUITE_END(); |