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#include "OpenGLRendererAPI.h"
#include <glad/glad.h>
namespace Donut
{
void OpenGLRendererAPI::Init()
{
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::SetFaceCulling(bool enabled)
{
if (enabled)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
}
else
glDisable(GL_CULL_FACE);
}
void OpenGLRendererAPI::DrawIndexed(const std::shared_ptr<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);
}
};
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