#include "renderer.h" #include "core/log.h" #include #include #include namespace Donut { RendererAPI::API RendererAPI::s_api = RendererAPI::API::OpenGL; auto RendererAPI::create() -> Scope { return create_scope(); } auto RendererAPI::init() -> void { if (!glfwGetCurrentContext()) { DONUT_ERROR("No OpenGL context is current! Cannot initialize GLAD."); return; } if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { DONUT_ERROR("Failed to initialize GLAD!"); return; } 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); } auto RendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void { glViewport(x, y, width, height); } auto RendererAPI::set_clear_color(const glm::vec4& color) -> void { glClearColor(color.r, color.g, color.b, color.a); } auto RendererAPI::clear() -> void { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } auto RendererAPI::enable_depth_test() -> void { glEnable(GL_DEPTH_TEST); } auto RendererAPI::disable_depth_test() -> void { glDisable(GL_DEPTH_TEST); } auto RendererAPI::set_face_culling(bool enabled) -> void { if (enabled) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); } else glDisable(GL_CULL_FACE); } auto RendererAPI::enable_blending() -> void { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } auto RendererAPI::disable_blending() -> void { glDisable(GL_BLEND); } auto RendererAPI::draw_indexed(const Ref& vertex_array, uint32_t index_count) -> void { 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); } auto RendererAPI::draw_arrays(uint32_t vertex_count, uint32_t first) -> void { glDrawArrays(GL_TRIANGLES, first, vertex_count); } auto RendererAPI::draw_lines(const Ref& vertex_array, uint32_t index_count) -> void { uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count(); glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, nullptr); } auto RendererAPI::bind_texture(uint32_t texture_id, uint32_t slot) -> void { glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(GL_TEXTURE_2D, texture_id); } auto RendererAPI::bind_image_texture(uint32_t texture_id, uint32_t slot, bool read_only) -> void { // Image load/store is OpenGL 4.2; the pointer is null on macOS (4.1). if (glBindImageTexture == nullptr) return; glBindImageTexture(slot, texture_id, 0, GL_FALSE, 0, read_only ? GL_READ_ONLY : GL_WRITE_ONLY, GL_RGBA8); } auto RendererAPI::read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) -> void { glReadPixels(x, y, width, height, format, type, pixels); } auto Renderer::init() -> void { RenderCommand::init(); RenderCommand::enable_depth_test(); } auto Renderer::shutdown() -> void { } auto Renderer::on_window_resize(uint32_t width, uint32_t height) -> void { RenderCommand::set_viewport(0, 0, width, height); } auto Renderer::submit(const Ref& shader, const Ref& vertex_array, const glm::mat4& transform, const glm::mat4& view_projection) -> void { shader->bind(); shader->set_mat4("u_ViewProjection", view_projection); shader->set_mat4("u_Transform", transform); vertex_array->bind(); RenderCommand::draw_indexed(vertex_array); } Scope RenderCommand::s_renderer_api = RendererAPI::create(); auto Renderer::set_clear_color(const glm::vec4& color) -> void { RenderCommand::set_clear_color(color); } auto Renderer::clear() -> void { RenderCommand::clear(); } };