- Move old test files to new unit/integration structure - Add OpenGL Test Fixture - Update CMakeLists.txt for new layout - Add OpenGL_Test_Restructuring_Plan.md
71 lines
1.6 KiB
C++
71 lines
1.6 KiB
C++
#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
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#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, VertexArray_Initialize_CreatesVAO) {
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OpenGLVertexArray vao;
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bool result = vao.Initialize();
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ASSERT_TRUE(result);
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EXPECT_NE(vao.GetID(), 0u);
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_AddVertexBuffer) {
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OpenGLVertexArray vao;
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vao.Initialize();
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OpenGLBuffer buffer;
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buffer.InitializeVertexBuffer(nullptr, 64);
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VertexAttribute attr;
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attr.index = 0;
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attr.count = 3;
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attr.type = GL_FLOAT;
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attr.normalized = false;
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attr.stride = sizeof(float) * 3;
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attr.offset = 0;
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vao.AddVertexBuffer(buffer.GetID(), attr);
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EXPECT_EQ(vao.GetID(), 1u);
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buffer.Shutdown();
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_SetIndexBuffer) {
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OpenGLVertexArray vao;
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vao.Initialize();
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OpenGLBuffer buffer;
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buffer.InitializeIndexBuffer(nullptr, 12);
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vao.SetIndexBuffer(buffer.GetID(), GL_UNSIGNED_INT);
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EXPECT_NE(vao.GetIndexBuffer(), 0u);
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buffer.Shutdown();
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_Bind_Unbind) {
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OpenGLVertexArray vao;
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vao.Initialize();
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vao.Bind();
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GLint boundVAO = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &boundVAO);
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EXPECT_EQ(boundVAO, static_cast<GLint>(vao.GetID()));
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vao.Unbind();
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &boundVAO);
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EXPECT_EQ(boundVAO, 0);
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vao.Shutdown();
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}
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