#pragma once #include "core/memory.h" #include "vertex_array.h" #include "shader.h" #include "framebuffer.h" #include namespace Donut { // Single concrete backend: the OpenGL renderer. (Vulkan runs through its own // dedicated VulkanRenderer, not this immediate-mode command layer.) class RendererAPI { public: enum class API { None = 0, OpenGL = 1, Vulkan = 2, }; public: RendererAPI() = default; ~RendererAPI() = default; auto init() -> void; auto set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void; auto set_clear_color(const glm::vec4& color) -> void; auto clear() -> void; auto enable_depth_test() -> void; auto disable_depth_test() -> void; auto set_face_culling(bool enabled) -> void; auto enable_blending() -> void; auto disable_blending() -> void; auto draw_indexed(const Ref& vertex_array, uint32_t index_count = 0) -> void; auto draw_arrays(uint32_t vertex_count, uint32_t first = 0) -> void; auto draw_lines(const Ref& vertex_array, uint32_t index_count = 0) -> void; auto bind_texture(uint32_t texture_id, uint32_t slot = 0) -> void; auto bind_image_texture(uint32_t texture_id, uint32_t slot = 0, bool read_only = false) -> void; auto read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) -> void; inline static auto get_api() -> API { return s_api; } inline static auto set_api(API api) -> void { s_api = api; } static auto create() -> Scope; private: static API s_api; }; class RenderCommand { public: inline static auto init() -> void { s_renderer_api->init(); } inline static auto set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void { s_renderer_api->set_viewport(x, y, width, height); } inline static auto set_clear_color(const glm::vec4& color) -> void { s_renderer_api->set_clear_color(color); } inline static auto clear() -> void { s_renderer_api->clear(); } inline static auto enable_depth_test() -> void { s_renderer_api->enable_depth_test(); } inline static auto disable_depth_test() -> void { s_renderer_api->disable_depth_test(); } inline static auto set_face_culling(bool enabled) -> void { s_renderer_api->set_face_culling(enabled); } inline static auto enable_blending() -> void { s_renderer_api->enable_blending(); } inline static auto disable_blending() -> void { s_renderer_api->disable_blending(); } inline static auto draw_indexed(const Ref& vertex_array, uint32_t index_count = 0) -> void { s_renderer_api->draw_indexed(vertex_array, index_count); } inline static auto draw_arrays(uint32_t vertex_count, uint32_t first = 0) -> void { s_renderer_api->draw_arrays(vertex_count, first); } inline static auto draw_lines(const Ref& vertex_array, uint32_t index_count = 0) -> void { s_renderer_api->draw_lines(vertex_array, index_count); } inline static auto bind_texture(uint32_t texture_id, uint32_t slot = 0) -> void { s_renderer_api->bind_texture(texture_id, slot); } inline static auto bind_image_texture(uint32_t texture_id, uint32_t slot = 0, bool read_only = false) -> void { s_renderer_api->bind_image_texture(texture_id, slot, read_only); } inline static auto read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, uint32_t format, uint32_t type, void* pixels) -> void { s_renderer_api->read_pixels(x, y, width, height, format, type, pixels); } private: static Scope s_renderer_api; }; class Renderer { public: static auto init() -> void; static auto shutdown() -> void; static auto on_window_resize(uint32_t width, uint32_t height) -> void; static auto submit(const Ref& shader, const Ref& vertex_array, const glm::mat4& transform, const glm::mat4& view_projection) -> void; static auto set_clear_color(const glm::vec4& color) -> void; static auto clear() -> void; inline static auto get_api() -> RendererAPI::API { return RendererAPI::get_api(); } }; };