#include "vulkan_renderer_api.h" namespace Donut { auto VulkanRendererAPI::init() -> void { // TODO(Hachem): Implement Vulkan renderer API initialization } auto VulkanRendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void { // TODO(Hachem): Implement Vulkan viewport setting } auto VulkanRendererAPI::set_clear_color(const glm::vec4& color) -> void { // TODO(Hachem): Implement Vulkan clear color setting } auto VulkanRendererAPI::clear() -> void { // TODO(Hachem): Implement Vulkan clear } auto VulkanRendererAPI::enable_depth_test() -> void { // TODO(Hachem): Implement Vulkan depth test enabling } auto VulkanRendererAPI::disable_depth_test() -> void { // TODO(Hachem): Implement Vulkan depth test disabling } auto VulkanRendererAPI::set_face_culling(bool enabled) -> void { // TODO(Hachem): Implement Vulkan face culling setting } auto VulkanRendererAPI::enable_blending() -> void { // TODO(Hachem): Implement Vulkan blending enabling } auto VulkanRendererAPI::disable_blending() -> void { // TODO(Hachem): Implement Vulkan blending disabling } auto VulkanRendererAPI::draw_indexed(const Ref& vertex_array, uint32_t index_count) -> void { // TODO(Hachem): Implement Vulkan indexed drawing } auto VulkanRendererAPI::draw_arrays(uint32_t vertex_count, uint32_t first) -> void { // TODO(Hachem): Implement Vulkan array drawing } auto VulkanRendererAPI::draw_lines(const Ref& vertex_array, uint32_t index_count) -> void { // TODO(Hachem): Implement Vulkan line drawing } auto VulkanRendererAPI::bind_texture(uint32_t texture_id, uint32_t slot) -> void { // TODO(Hachem): Implement Vulkan texture binding } auto VulkanRendererAPI::bind_image_texture(uint32_t texture_id, uint32_t slot, bool read_only) -> void { // TODO(Hachem): Implement Vulkan image texture binding } auto VulkanRendererAPI::read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) -> void { // 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 } };