1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
|
#pragma once
#include "core/memory.h"
#include "vertex_array.h"
#include "shader.h"
#include <glm/glm.hpp>
namespace Donut
{
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 Ref<VertexArray>& vertex_array,
uint32_t index_count = 0) = 0;
inline static API get_api() { return s_api; }
inline static void set_api(API api) { s_api = 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 Ref<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 Ref<Shader>& shader,
const Ref<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(); }
};
};
|