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path: root/src/platform/vulkan/vulkan_renderer_api.cpp
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#include "vulkan_renderer_api.h"

namespace Donut
{
    auto VulkanRendererAPI::init() -> void
    {
        // TODO(Hachem): Implement Vulkan renderer API initialization
    }

    auto VulkanRendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void
    {
        // TODO(Hachem): Implement Vulkan viewport setting
    }

    auto VulkanRendererAPI::set_clear_color(const glm::vec4& color) -> void
    {
        // TODO(Hachem): Implement Vulkan clear color setting
    }

    auto VulkanRendererAPI::clear() -> void
    {
        // TODO(Hachem): Implement Vulkan clear
    }

    auto VulkanRendererAPI::enable_depth_test() -> void
    {
        // TODO(Hachem): Implement Vulkan depth test enabling
    }

    auto VulkanRendererAPI::disable_depth_test() -> void
    {
        // TODO(Hachem): Implement Vulkan depth test disabling
    }

    auto VulkanRendererAPI::set_face_culling(bool enabled) -> void
    {
        // TODO(Hachem): Implement Vulkan face culling setting
    }

    auto VulkanRendererAPI::enable_blending() -> void
    {
        // TODO(Hachem): Implement Vulkan blending enabling
    }

    auto VulkanRendererAPI::disable_blending() -> void
    {
        // TODO(Hachem): Implement Vulkan blending disabling
    }

    auto VulkanRendererAPI::draw_indexed(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void
    {
        // TODO(Hachem): Implement Vulkan indexed drawing
    }

    auto VulkanRendererAPI::draw_arrays(uint32_t vertex_count, uint32_t first) -> void
    {
        // TODO(Hachem): Implement Vulkan array drawing
    }

    auto VulkanRendererAPI::draw_lines(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void
    {
        // TODO(Hachem): Implement Vulkan line drawing
    }

    auto VulkanRendererAPI::bind_texture(uint32_t texture_id, uint32_t slot) -> void
    {
        // TODO(Hachem): Implement Vulkan texture binding
    }

    auto VulkanRendererAPI::bind_image_texture(uint32_t texture_id, uint32_t slot, bool read_only) -> void
    {
        // TODO(Hachem): Implement Vulkan image texture binding
    }

    auto VulkanRendererAPI::read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, 
                                       uint32_t format, uint32_t type, void* pixels) -> void
    {
        // TODO(Hachem): Implement Vulkan pixel reading
        // For now, this is a placeholder implementation
        // In a real Vulkan implementation, this would involve:
        // 1. Creating a staging buffer
        // 2. Copying the framebuffer to the staging buffer
        // 3. Mapping the staging buffer and copying to the pixels array
        // 4. Unmapping and destroying the staging buffer
    }
};