#pragma once #include "core/memory.h" #include "vertex_array.h" #include "shader.h" #include "framebuffer.h" #include namespace Donut { class RendererAPI { public: enum class API { None = 0, OpenGL = 1, Vulkan = 2, }; public: virtual ~RendererAPI() = default; virtual void init() = 0; virtual void set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) = 0; virtual void set_clear_color(const glm::vec4& color) = 0; virtual void clear() = 0; virtual void enable_depth_test() = 0; virtual void disable_depth_test() = 0; virtual void set_face_culling(bool enabled) = 0; virtual void enable_blending() = 0; virtual void disable_blending() = 0; virtual void draw_indexed(const Ref& vertex_array, uint32_t index_count = 0) = 0; virtual void draw_arrays(uint32_t vertex_count, uint32_t first = 0) = 0; virtual void draw_lines(const Ref& vertex_array, uint32_t index_count = 0) = 0; virtual void bind_texture(uint32_t texture_id, uint32_t slot = 0) = 0; virtual void bind_image_texture(uint32_t texture_id, uint32_t slot = 0, bool read_only = false) = 0; virtual void read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) = 0; inline static API get_api() { return s_api; } inline static void set_api(API api) { s_api = api; } static Scope create(); private: static API s_api; }; class RenderCommand { public: inline static void init() { s_renderer_api->init(); } inline static void set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) { s_renderer_api->set_viewport(x, y, width, height); } inline static void set_clear_color(const glm::vec4& color) { s_renderer_api->set_clear_color(color); } inline static void clear() { s_renderer_api->clear(); } inline static void enable_depth_test() { s_renderer_api->enable_depth_test(); } inline static void disable_depth_test() { s_renderer_api->disable_depth_test(); } inline static void set_face_culling(bool enabled) { s_renderer_api->set_face_culling(enabled); } inline static void enable_blending() { s_renderer_api->enable_blending(); } inline static void disable_blending() { s_renderer_api->disable_blending(); } inline static void draw_indexed(const Ref& vertex_array, uint32_t index_count = 0) { s_renderer_api->draw_indexed(vertex_array, index_count); } inline static void draw_arrays(uint32_t vertex_count, uint32_t first = 0) { s_renderer_api->draw_arrays(vertex_count, first); } inline static void draw_lines(const Ref& vertex_array, uint32_t index_count = 0) { s_renderer_api->draw_lines(vertex_array, index_count); } inline static void bind_texture(uint32_t texture_id, uint32_t slot = 0) { s_renderer_api->bind_texture(texture_id, slot); } inline static void bind_image_texture(uint32_t texture_id, uint32_t slot = 0, bool read_only = false) { s_renderer_api->bind_image_texture(texture_id, slot, read_only); } inline static void read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) { s_renderer_api->read_pixels(x, y, width, height, format, type, pixels); } private: static Scope s_renderer_api; }; class Renderer { public: static void init(); static void shutdown(); static void on_window_resize(uint32_t width, uint32_t height); static void submit(const Ref& shader, const Ref& vertex_array, const glm::mat4& transform, const glm::mat4& view_projection); static void set_clear_color(const glm::vec4& color); static void clear(); inline static RendererAPI::API get_api() { return RendererAPI::get_api(); } }; };