diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-14 14:23:16 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 14:23:16 +0100 |
| commit | 1de4c9f9ae7028e0ac4371759dad52858a49a21e (patch) | |
| tree | 488a073344ebd9684b7455aa008a90c0470903db /src/tests/3d/test_mesh.cc | |
| parent | 12f83d4615a38cb0b1ed8a3eb436c4acca170479 (diff) | |
Refactor: extract setup_standard_textures helper
Eliminates repetitive Renderer3D texture initialization across 3 test files.
Creates setup_standard_textures() helper that configures standard noise
(256x256, GPU procedural) and sky (512x256, Perlin) textures.
- New: src/3d/renderer_helpers.{h,cc}
- Refactor: test_3d_physics, test_3d_render, test_mesh use helper
- Build: Added renderer_helpers.cc to CMake 3D_SOURCES
- Result: -52 lines of boilerplate across 3 files
Production effects (Hybrid3DEffect, FlashCubeEffect) use asset-based
textures and retain custom initialization.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/tests/3d/test_mesh.cc')
| -rw-r--r-- | src/tests/3d/test_mesh.cc | 10 |
1 files changed, 2 insertions, 8 deletions
diff --git a/src/tests/3d/test_mesh.cc b/src/tests/3d/test_mesh.cc index 0374ed8..4a1d97b 100644 --- a/src/tests/3d/test_mesh.cc +++ b/src/tests/3d/test_mesh.cc @@ -4,6 +4,7 @@ #include "3d/camera.h" #include "3d/object.h" #include "3d/renderer.h" +#include "3d/renderer_helpers.h" #include "3d/scene.h" #include "gpu/effects/shaders.h" #include "gpu/texture_manager.h" @@ -256,14 +257,7 @@ int main(int argc, char** argv) { } #endif /* !defined(STRIP_ALL) */ - g_textures.init(g_device, g_queue); - ProceduralTextureDef noise_def; - noise_def.width = 256; - noise_def.height = 256; - noise_def.gen_func = procedural::gen_noise; - noise_def.params = {1234.0f, 16.0f}; - g_textures.create_procedural_texture("noise", noise_def); - g_renderer.set_noise_texture(g_textures.get_texture_view("noise")); + setup_standard_textures(g_renderer, g_textures, g_device, g_queue); // --- Create Scene --- Object3D floor(ObjectType::BOX); |
