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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!");
}
}
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