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#include "opengl_renderer_api.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
namespace Donut
{
auto OpenGLRendererAPI::init() -> void
{
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);
}
auto OpenGLRendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void
{
glViewport(x, y, width, height);
}
auto OpenGLRendererAPI::set_clear_color(const glm::vec4& color) -> void
{
glClearColor(color.r, color.g, color.b, color.a);
}
auto OpenGLRendererAPI::clear() -> void
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
auto OpenGLRendererAPI::enable_depth_test() -> void
{
glEnable(GL_DEPTH_TEST);
}
auto OpenGLRendererAPI::disable_depth_test() -> void
{
glDisable(GL_DEPTH_TEST);
}
auto OpenGLRendererAPI::set_face_culling(bool enabled) -> void
{
if (enabled)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
}
else
glDisable(GL_CULL_FACE);
}
auto OpenGLRendererAPI::enable_blending() -> void
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
auto OpenGLRendererAPI::disable_blending() -> void
{
glDisable(GL_BLEND);
}
auto OpenGLRendererAPI::draw_indexed(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void
{
uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
auto OpenGLRendererAPI::draw_arrays(uint32_t vertex_count, uint32_t first) -> void
{
glDrawArrays(GL_TRIANGLES, first, vertex_count);
}
auto OpenGLRendererAPI::draw_lines(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void
{
uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count();
glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, nullptr);
}
auto OpenGLRendererAPI::bind_texture(uint32_t texture_id, uint32_t slot) -> void
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
auto OpenGLRendererAPI::bind_image_texture(uint32_t texture_id, uint32_t slot, bool read_only) -> void
{
// Image load/store is OpenGL 4.2; the pointer is null on macOS (4.1).
if (glBindImageTexture == nullptr)
return;
glBindImageTexture(slot, texture_id, 0, GL_FALSE, 0,
read_only ? GL_READ_ONLY : GL_WRITE_ONLY, GL_RGBA8);
}
auto OpenGLRendererAPI::read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height,
uint32_t format, uint32_t type, void* pixels) -> void
{
glReadPixels(x, y, width, height, format, type, pixels);
}
};
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