text: #include "ntpch.h"
  #include "Renderer.h"
  #include "Platform/OpenGL/OpenGLShader.h"
  namespace Noctis {
  	Renderer::SceneData* Renderer::s_SceneData = new Renderer::SceneData;
  
  	void Renderer::BeginScene(OrthographicCamera& camera)
  	{
  		s_SceneData->ViewProjetionMatrix = camera.GetViewProjectionMatrix();
  	}
  
  	void Renderer::EndScene()
  	{
  	}
  
  	void Renderer::Submit(const std::shared_ptr<Shader>& shader, const std::shared_ptr<VertexArray>& vertexArray, const glm::mat4& transform)
  	{
  		shader->Bind();
  		std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_ViewProjection", s_SceneData->ViewProjetionMatrix);
  		std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_Transform", transform);
  
  		vertexArray->Bind();
  		RenderCommand::DrawIndexed(vertexArray);
  	}
  
  }
  
  