refactor: Refactor OpenGL backend to use OpenGLEnums

Use centralized OpenGLEnums.h for enum conversion:
- Remove local ToGL* functions from OpenGLCommandList
- Replace with ToOpenGL() and ToOpenGLClearBuffer() from OpenGLEnums
- Simplify OpenGLTexture, OpenGLBuffer, OpenGLSampler, etc.
This commit is contained in:
2026-03-25 19:01:36 +08:00
parent 773d1aa38a
commit 712e975610
13 changed files with 108 additions and 297 deletions

View File

@@ -1,28 +1,10 @@
#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
#include "XCEngine/RHI/OpenGL/OpenGLEnums.h"
#include <glad/glad.h>
namespace XCEngine {
namespace RHI {
static unsigned int ToGLAttributeType(VertexAttributeType type) {
switch (type) {
case VertexAttributeType::Float: return GL_FLOAT;
case VertexAttributeType::Int: return GL_INT;
case VertexAttributeType::UnsignedInt: return GL_UNSIGNED_INT;
case VertexAttributeType::Short: return GL_SHORT;
case VertexAttributeType::UnsignedShort: return GL_UNSIGNED_SHORT;
case VertexAttributeType::Byte: return GL_BYTE;
case VertexAttributeType::UnsignedByte: return GL_UNSIGNED_BYTE;
case VertexAttributeType::Double: return GL_DOUBLE;
case VertexAttributeType::HalfFloat: return GL_HALF_FLOAT;
case VertexAttributeType::Fixed: return GL_FIXED;
case VertexAttributeType::Int2101010Rev: return GL_INT_2_10_10_10_REV;
case VertexAttributeType::UnsignedInt2101010Rev: return GL_UNSIGNED_INT_2_10_10_10_REV;
case VertexAttributeType::UnsignedInt10F11F11FRev: return GL_UNSIGNED_INT_10F_11F_11F_REV;
default: return GL_FLOAT;
}
}
OpenGLVertexArray::OpenGLVertexArray()
: m_vao(0)
, m_indexBuffer(0)
@@ -43,9 +25,9 @@ void OpenGLVertexArray::AddVertexBuffer(unsigned int buffer, const VertexAttribu
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glEnableVertexAttribArray(attribute.index);
glVertexAttribPointer(attribute.index, attribute.count,
ToGLAttributeType(attribute.type),
attribute.normalized == VertexAttributeNormalized::True ? GL_TRUE : GL_FALSE,
glVertexAttribPointer(attribute.index, attribute.count,
ToOpenGL(attribute.type),
attribute.normalized == VertexAttributeNormalized::True ? GL_TRUE : GL_FALSE,
attribute.stride, (void*)attribute.offset);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);