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