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#include "OpenGLRendererAPI.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
namespace Donut
{
void OpenGLRendererAPI::Init()
{
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);
}
void OpenGLRendererAPI::SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
{
glViewport(x, y, width, height);
}
void OpenGLRendererAPI::SetClearColor(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::EnableDepthTest()
{
glEnable(GL_DEPTH_TEST);
}
void OpenGLRendererAPI::DisableDepthTest()
{
glDisable(GL_DEPTH_TEST);
}
void OpenGLRendererAPI::SetFaceCulling(bool enabled)
{
if (enabled)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
}
else
glDisable(GL_CULL_FACE);
}
void OpenGLRendererAPI::EnableBlending()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void OpenGLRendererAPI::DisableBlending()
{
glDisable(GL_BLEND);
}
void OpenGLRendererAPI::DrawIndexed(const Ref<VertexArray>& vertexArray, uint32_t indexCount)
{
uint32_t count = indexCount ? indexCount : vertexArray->GetIndexBuffer()->GetCount();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
void OpenGLRendererAPI::DrawArrays(uint32_t vertexCount, uint32_t first)
{
glDrawArrays(GL_TRIANGLES, first, vertexCount);
}
void OpenGLRendererAPI::DrawLines(const Ref<VertexArray>& vertexArray, uint32_t indexCount)
{
uint32_t count = indexCount ? indexCount : vertexArray->GetIndexBuffer()->GetCount();
glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, nullptr);
}
void OpenGLRendererAPI::BindTexture(uint32_t textureID, uint32_t slot)
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, textureID);
}
void OpenGLRendererAPI::BindImageTexture(uint32_t textureID, uint32_t slot, bool readOnly)
{
// Image load/store is OpenGL 4.2; the pointer is null on macOS (4.1).
if (glBindImageTexture == nullptr)
return;
glBindImageTexture(slot, textureID, 0, GL_FALSE, 0,
readOnly ? GL_READ_ONLY : GL_WRITE_ONLY, GL_RGBA8);
}
void OpenGLRendererAPI::ReadPixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height,
uint32_t format, uint32_t type, void* pixels)
{
glReadPixels(x, y, width, height, format, type, pixels);
}
};
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