#include "renderer.h" #include Renderer* renderer_create(GraphicsDevice* device) { Renderer* r = (Renderer*)calloc(1, sizeof(Renderer)); r->device = device; mat4_identity(&r->view); mat4_identity(&r->projection); r->light_dir = (Vec3){0.5f, -1.0f, 0.3f}; r->light_color = (Vec4){1,1,1,1}; r->ambient_color = (Vec4){0.2f,0.2f,0.3f,1}; return r; } void renderer_destroy(Renderer* r) { free(r); } void renderer_begin_frame(Renderer* r) { graphics_device_clear(r->device, 0.1f, 0.1f, 0.15f, 1.0f); } void renderer_end_frame(Renderer* r) { graphics_device_present(r->device); } void renderer_draw_mesh(Renderer* r, Mesh* m) { if (!m) return; ID3D11DeviceContext* ctx = r->device->context; UINT stride = sizeof(Vertex); UINT offset = 0; ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &m->vb, &stride, &offset); if (m->ib) { ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0); ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0); } else { ctx->lpVtbl->Draw(ctx, m->vcount, 0); } } void renderer_draw_mesh_with_shader(Renderer* r, Mesh* m, Shader* s, const Mat4* world, Texture* t) { if (!m || !s) return; ID3D11DeviceContext* ctx = r->device->context; shader_bind(s, ctx); renderer_draw_mesh(r, m); } void renderer_set_view(Renderer* r, const Mat4* v) { r->view = *v; } void renderer_set_projection(Renderer* r, const Mat4* p) { r->projection = *p; } void renderer_set_light(Renderer* r, Vec3 d, Vec4 c, Vec4 a) { r->light_dir=d; r->light_color=c; r->ambient_color=a; } GraphicsDevice* renderer_get_device(Renderer* r) { return r ? r->device : NULL; } void renderer_resize(Renderer* r, int width, int height) { if (r && r->device && width > 0 && height > 0) { graphics_device_resize(r->device, width, height); } }