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#include "Renderer.h"
#include "Platform/OpenGL/OpenGLRendererAPI.h"
#include <memory>
#include <glm/gtc/matrix_transform.hpp>
namespace Donut {
Scope<RendererAPI> RendererAPI::Create() {
switch (s_API) {
case API::OpenGL:
return std::make_unique<OpenGLRendererAPI>();
default:
return nullptr;
}
}
RendererAPI::API RendererAPI::s_API = RendererAPI::API::OpenGL;
Renderer::SceneData* Renderer::s_SceneData = new Renderer::SceneData;
void Renderer::Init() {
RenderCommand::Init();
}
void Renderer::Shutdown() {
delete s_SceneData;
}
void Renderer::OnWindowResize(uint32_t width, uint32_t height) {
RenderCommand::SetViewport(0, 0, width, height);
}
void Renderer::BeginScene() {
// Set up scene data
s_SceneData->ViewProjectionMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
}
void Renderer::EndScene() {
// Clean up scene data
}
void Renderer::Submit(const std::shared_ptr<Shader>& shader,
const std::shared_ptr<VertexArray>& vertexArray,
const glm::mat4& transform) {
shader->Bind();
shader->SetMat4("u_ViewProjection", s_SceneData->ViewProjectionMatrix);
shader->SetMat4("u_Transform", transform);
vertexArray->Bind();
RenderCommand::DrawIndexed(vertexArray);
}
Scope<RendererAPI> RenderCommand::s_RendererAPI = RendererAPI::Create();
void Renderer::SetClearColor(const glm::vec4& color) {
RenderCommand::SetClearColor(color);
}
void Renderer::Clear() {
RenderCommand::Clear();
}
}
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