fix: encapsulate OpenGL types in VertexAttribute to eliminate raw GL API usage in tests

- Add VertexAttributeType and VertexAttributeNormalized enums in OpenGLVertexArray.h
- Add ToGLAttributeType() converter in OpenGLVertexArray.cpp
- Remove glActiveTexture() call from quad test (already handled by texture.Bind())
- Remove #include <glad/glad.h> from triangle test
- Update unit tests to use encapsulated enums

All three OpenGL integration tests (minimal, triangle, quad) pass with 0% pixel difference.
This commit is contained in:
2026-03-22 14:33:57 +08:00
parent 1f129ed20f
commit 1797e7fe17
10 changed files with 61 additions and 112 deletions

View File

@@ -6,11 +6,32 @@
namespace XCEngine {
namespace RHI {
enum class VertexAttributeType {
Float = 0,
Int,
UnsignedInt,
Short,
UnsignedShort,
Byte,
UnsignedByte,
Double,
HalfFloat,
Fixed,
Int2101010Rev,
UnsignedInt2101010Rev,
UnsignedInt10F11F11FRev
};
enum class VertexAttributeNormalized {
False = 0,
True
};
struct VertexAttribute {
unsigned int index;
int count;
unsigned int type;
bool normalized;
VertexAttributeType type;
VertexAttributeNormalized normalized;
size_t stride;
size_t offset;
};