Files
XCEngine/engine/src/RHI/OpenGL/OpenGLVertexArray.cpp
ssdfasd 1797e7fe17 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.
2026-03-22 14:33:57 +08:00

79 lines
2.5 KiB
C++

#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.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)
, m_indexCount(0)
, m_vertexBufferCount(0) {
}
OpenGLVertexArray::~OpenGLVertexArray() {
Shutdown();
}
bool OpenGLVertexArray::Initialize() {
glGenVertexArrays(1, &m_vao);
return true;
}
void OpenGLVertexArray::AddVertexBuffer(unsigned int buffer, const VertexAttribute& attribute) {
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,
attribute.stride, (void*)attribute.offset);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_vertexBufferCount++;
}
void OpenGLVertexArray::SetIndexBuffer(unsigned int buffer, unsigned int type) {
glBindVertexArray(m_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBindVertexArray(0);
m_indexBuffer = buffer;
}
void OpenGLVertexArray::Shutdown() {
if (m_vao) {
glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
}
}
void OpenGLVertexArray::Bind() const {
glBindVertexArray(m_vao);
}
void OpenGLVertexArray::Unbind() const {
glBindVertexArray(0);
}
} // namespace RHI
} // namespace XCEngine