#include "opengl_renderer_api.h" #include namespace Donut { void OpenGLRendererAPI::init() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); } void OpenGLRendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) { glViewport(x, y, width, height); } void OpenGLRendererAPI::set_clear_color(const glm::vec4& color) { glClearColor(color.r, color.g, color.b, color.a); } void OpenGLRendererAPI::clear() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLRendererAPI::enable_depth_test() { glEnable(GL_DEPTH_TEST); } void OpenGLRendererAPI::set_face_culling(bool enabled) { if (enabled) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); } else glDisable(GL_CULL_FACE); } void OpenGLRendererAPI::draw_indexed(const std::shared_ptr& vertex_array, uint32_t index_count) { uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count(); glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr); glBindTexture(GL_TEXTURE_2D, 0); } };