#include "VulkanRendererAPI.h" namespace Donut { void VulkanRendererAPI::Init() { // TODO(Hachem): Implement Vulkan renderer API initialization } void VulkanRendererAPI::SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) { // TODO(Hachem): Implement Vulkan viewport setting } void VulkanRendererAPI::SetClearColor(const glm::vec4& color) { // TODO(Hachem): Implement Vulkan clear color setting } void VulkanRendererAPI::Clear() { // TODO(Hachem): Implement Vulkan clear } void VulkanRendererAPI::EnableDepthTest() { // TODO(Hachem): Implement Vulkan depth test enabling } void VulkanRendererAPI::DisableDepthTest() { // TODO(Hachem): Implement Vulkan depth test disabling } void VulkanRendererAPI::SetFaceCulling(bool enabled) { // TODO(Hachem): Implement Vulkan face culling setting } void VulkanRendererAPI::EnableBlending() { // TODO(Hachem): Implement Vulkan blending enabling } void VulkanRendererAPI::DisableBlending() { // TODO(Hachem): Implement Vulkan blending disabling } void VulkanRendererAPI::DrawIndexed(const Ref& vertexArray, uint32_t indexCount) { // TODO(Hachem): Implement Vulkan indexed drawing } void VulkanRendererAPI::DrawArrays(uint32_t vertexCount, uint32_t first) { // TODO(Hachem): Implement Vulkan array drawing } void VulkanRendererAPI::DrawLines(const Ref& vertexArray, uint32_t indexCount) { // TODO(Hachem): Implement Vulkan line drawing } void VulkanRendererAPI::BindTexture(uint32_t textureID, uint32_t slot) { // TODO(Hachem): Implement Vulkan texture binding } void VulkanRendererAPI::BindImageTexture(uint32_t textureID, uint32_t slot, bool readOnly) { // TODO(Hachem): Implement Vulkan image texture binding } void VulkanRendererAPI::ReadPixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) { // TODO(Hachem): Implement Vulkan pixel reading // For now, this is a placeholder implementation // In a real Vulkan implementation, this would involve: // 1. Creating a staging buffer // 2. Copying the framebuffer to the staging buffer // 3. Mapping the staging buffer and copying to the pixels array // 4. Unmapping and destroying the staging buffer } };