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