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path: root/src/rendering/renderer.cpp
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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();
    }

}