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#include "renderer.h"
#include "platform/opengl/opengl_renderer_api.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_scene_data = new Renderer::SceneData;
void Renderer::init() {
RenderCommand::init();
}
void Renderer::shutdown() {
delete s_scene_data;
}
void Renderer::on_window_resize(uint32_t width, uint32_t height) {
RenderCommand::set_viewport(0, 0, width, height);
}
void Renderer::begin_scene() {
s_scene_data->ViewProjectionMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
}
void Renderer::end_scene() {
}
void Renderer::submit(const std::shared_ptr<Shader>& shader,
const std::shared_ptr<VertexArray>& vertex_array,
const glm::mat4& transform) {
shader->bind();
shader->set_mat4("u_ViewProjection", s_scene_data->ViewProjectionMatrix);
shader->set_mat4("u_Transform", transform);
vertex_array->bind();
RenderCommand::draw_indexed(vertex_array);
}
Scope<RendererAPI> RenderCommand::s_renderer_api = RendererAPI::create();
void Renderer::set_clear_color(const glm::vec4& color) {
RenderCommand::set_clear_color(color);
}
void Renderer::clear() {
RenderCommand::clear();
}
}
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