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#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);
		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);
	};
	configuregdata(outImage, GL_RGBA8, 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!");
	}
}