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path: root/src/rendering/renderer.h
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#pragma once

#include "vertex_array.h"
#include "shader.h"
#include <glm/glm.hpp>
#include <memory>

namespace Donut
{
    template<typename T>
    using Scope = std::unique_ptr<T>;
    
    template<typename T, typename ... Args>
    constexpr Scope<T> create_scope(Args&& ... args)
    {
        return std::make_unique<T>(std::forward<Args>(args)...);
    }

    class RendererAPI 
    {
    public:
        enum class API 
        {
            None   = 0, 
            OpenGL = 1,
            Vulkan = 2,
        };
    public:
        virtual ~RendererAPI() = default;

        virtual void init()                                       = 0;
        virtual void set_viewport(uint32_t x, uint32_t y, 
                                 uint32_t width, uint32_t height) = 0;
        virtual void set_clear_color(const glm::vec4& color)        = 0;
        virtual void clear()                                      = 0;
        virtual void enable_depth_test()                            = 0;
        virtual void set_face_culling(bool enabled)                 = 0;

        virtual void draw_indexed(const std::shared_ptr<VertexArray>& vertex_array, 
                                 uint32_t index_count = 0)         = 0;

        inline static API get_api() { return s_api; }
        static Scope<RendererAPI> create();
    private:
        static API s_api;
    };

    class RenderCommand 
    {
    public:
        inline static void init() 
        {
            s_renderer_api->init();
        }

        inline static void set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
        {
            s_renderer_api->set_viewport(x, y, width, height);
        }

        inline static void set_clear_color(const glm::vec4& color)
        {
            s_renderer_api->set_clear_color(color);
        }

        inline static void clear()
        {
            s_renderer_api->clear();
        }

        inline static void enable_depth_test()
        {
            s_renderer_api->enable_depth_test();
        }

        inline static void set_face_culling(bool enabled)
        {
            s_renderer_api->set_face_culling(enabled);
        }

        inline static void draw_indexed(const std::shared_ptr<VertexArray>& vertex_array, uint32_t index_count = 0)
        {
            s_renderer_api->draw_indexed(vertex_array, index_count);
        }

    private:
        static Scope<RendererAPI> s_renderer_api;
    };

    class Renderer 
    {
    public:
        static void init();
        static void shutdown();

        static void on_window_resize(uint32_t width, uint32_t height);

        static void submit(const std::shared_ptr<Shader>& shader, 
                           const std::shared_ptr<VertexArray>& vertex_array,
                           const glm::mat4& transform,
                           const glm::mat4& view_projection);

        static void set_clear_color(const glm::vec4& color);
        static void clear();

        inline static RendererAPI::API get_api() { return RendererAPI::get_api(); }
    };
};