#include "OpenGLRenderer.h" #include "../Unix/GameCodeStd.h" #include #include #include #include #include void OpenGLRenderer46::VSetBackgroundColor(unsigned char bgA, unsigned char bgR, unsigned char bgG, unsigned char bgB) { glClearColor( (float) bgR / 255.0f, (float) bgG / 255.0f, (float) bgB / 255.0f, (float) bgA / 255.0f ); } int OpenGLRenderer46::VOnRestore() { return 0; } void OpenGLRenderer46::VShutdown() { } bool OpenGLRenderer46::VPreRender() { // clear screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); return true; } bool OpenGLRenderer46::VPostRender() { // Rendering ImGui::Render(); // update the screen ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(g_pApp->m_Window); return true; } std::shared_ptr OpenGLRenderer46::VPrepareAlphaPass() { return std::shared_ptr(); } std::shared_ptr OpenGLRenderer46::VPrepareSkyBoxPass() { return std::shared_ptr(); } void OpenGLRenderer46::VSetWorldTransform(glm::mat4 m) { // TODO(munnellg) - implement } void OpenGLRenderer46::VSetViewTransform(glm::mat4 m) { // TODO(munnellg) - implement } void OpenGLRenderer46::VSetProjectionTransform(glm::mat4 m) { // TODO(munnellg) - implement }