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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:51:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:51:38 +0000
commit78b4b043a4fe6be84dd36717c832951a0a464f63 (patch)
treebc82ca1c59d309491323779ebbe3195b4479b546 /test/testRenderOutput.cpp
parentSwitch to floating point, camera relative position buffer (diff)
downloadilt-78b4b043a4fe6be84dd36717c832951a0a464f63.tar.bz2
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Switch frame and render buffer to DSA helpersHEADmain
Diffstat (limited to 'test/testRenderOutput.cpp')
-rw-r--r--test/testRenderOutput.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/test/testRenderOutput.cpp b/test/testRenderOutput.cpp
index b86469a..e2cc437 100644
--- a/test/testRenderOutput.cpp
+++ b/test/testRenderOutput.cpp
@@ -1,25 +1,20 @@
#include "testRenderOutput.h"
#include <gl_traits.h>
-#include <stdexcept>
TestRenderOutput::TestRenderOutput(TextureAbsCoord outputSize) : size {outputSize}
{
- glBindFramebuffer(GL_FRAMEBUFFER, output);
- const auto configuregdata = [this](glTexture<GL_TEXTURE_2D> & data, const GLenum format, const GLenum attachment) {
- data.storage(1, format, size);
+ const auto configureAttachment = [this](glFramebuffer & fbo, glTexture<GL_TEXTURE_2D> & data, const GLenum iformat,
+ const GLenum attachment) {
+ data.storage(1, iformat, size);
data.parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data.parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
+ fbo.texture(attachment, data);
};
- configuregdata(outImage, GL_RGBA8, GL_COLOR_ATTACHMENT0);
- glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ configureAttachment(output, outImage, GL_RGBA8, GL_COLOR_ATTACHMENT0);
+ output.drawBuffers(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);
+ depth.storage(GL_DEPTH_COMPONENT, size);
+ output.buffer(GL_DEPTH_ATTACHMENT, depth);
- // finally check if framebuffer is complete
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- throw std::runtime_error("Framebuffer not complete!");
- }
+ output.assertComplete();
}