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

@@ -25,8 +25,8 @@ TEST_F(OpenGLTestFixture, VertexArray_AddVertexBuffer) {
VertexAttribute attr;
attr.index = 0;
attr.count = 3;
attr.type = GL_FLOAT;
attr.normalized = false;
attr.type = VertexAttributeType::Float;
attr.normalized = VertexAttributeNormalized::False;
attr.stride = sizeof(float) * 3;
attr.offset = 0;
@@ -84,16 +84,16 @@ TEST_F(OpenGLTestFixture, VertexArray_Bind_MultipleAttributes) {
VertexAttribute attrPos;
attrPos.index = 0;
attrPos.count = 2;
attrPos.type = GL_FLOAT;
attrPos.normalized = false;
attrPos.type = VertexAttributeType::Float;
attrPos.normalized = VertexAttributeNormalized::False;
attrPos.stride = sizeof(float) * 2;
attrPos.offset = 0;
VertexAttribute attrColor;
attrColor.index = 1;
attrColor.count = 4;
attrColor.type = GL_FLOAT;
attrColor.normalized = false;
attrColor.type = VertexAttributeType::Float;
attrColor.normalized = VertexAttributeNormalized::False;
attrColor.stride = sizeof(float) * 4;
attrColor.offset = 0;