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#include "fsCNativeRenderer.h"

#include <Magnum/Shaders/DistanceFieldVectorGL.h>
#include <Magnum/Math/Matrix4.h>

#include "fsCNativeSprite.h"
#include "fsCNativeTextSprite.h"
#include "fsAppCore/fsIDisplay.h"


// #include <Color.hpp>
// #include <raylib.h>

#if defined fsNativeRenderer

#include <fsCore/src/fsNRnd.h>


#if defined fs3d

void fsCRenderer::sprite3dBatchRender(fsC3dSceneSprite* const p3dScene)
{
	prepareFor3d();
	p3dScene->renderScene();
}

#endif

void fsCRenderer::frameStartDo()
{
	// BeginDrawing();
	// raylib::Color background(RAYWHITE);
	// background.ClearBackground();
}

void fsCRenderer::begin2dDo()
{
}

void fsCRenderer::spriteBatchRender(fsS32 pFirstMaterialIndex, fsS32 pLastMaterialIndex)
{
}

void fsCRenderer::textBatchRender(fsS32 pFirstFontIndex, fsS32 pLastFontIndex)
{
}

void fsCRenderer::textEntryBatchRender(fsITextEntryRenderData* const pTextEntry)
{
}

void fsCRenderer::lineBatchRender(fsS32 pBatchIndex)
{
}

void fsCRenderer::end2dDo()
{
}

void fsCRenderer::begin3dDo()
{
}

void fsCRenderer::end3dDo()
{
}

void fsCRenderer::frameEndDo()
{
	//	background.ClearBackground();
	// EndDrawing();

}

void fsCRenderer::initialiseDo()
{
}

void fsCRenderer::uninitialiseDo()
{
}

fsCRenderer::fsCRenderer(fsS32 pMaxSprites, fsS32 pMaxMaterialChanges) :
	fsIRenderer(pMaxSprites, pMaxMaterialChanges)
{
	mFlatTexturedShader = new Magnum::Shaders::FlatGL3D(Magnum::Shaders::FlatGL2D::Flag::Textured);<--- Class 'fsCRenderer' does not have a copy constructor which is recommended since it has dynamic memory/resource management.<--- Class 'fsCRenderer' does not have a operator= which is recommended since it has dynamic memory/resource management.
	mFlatShader = new Magnum::Shaders::FlatGL3D(Magnum::Shaders::FlatGL2D::Flag::VertexColor);
	mSDFShader = new Magnum::Shaders::DistanceFieldVectorGL3D();

	fsCNativeTextSprite::mShader = mSDFShader;
	fsCNativeSprite::mShader = mFlatTexturedShader;
	fsCNativeSprite::projectionMatrix = Magnum::Matrix4::orthographicProjection(
        {static_cast<fsF32>(fsIDisplay::instanceGet()->designCanvasWidthGet() * fsIDisplay::instanceGet()->scaleGet().x),
        static_cast<fsF32>(fsIDisplay::instanceGet()->designCanvasHeightGet()) *
            fsIDisplay::instanceGet()->scaleGet().y},
			0.001f,
			100.0f);
}

fsCRenderer::~fsCRenderer()
{
}

#endif