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- #include "OpenGLRenderer.h"
- #include "../Unix/GameCodeStd.h"
- #include <SDL3/SDL.h>
- #include <GL/glew.h>
- #include <imgui.h>
- #include <imgui_impl_sdl3.h>
- #include <imgui_impl_opengl3.h>
- 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<IRenderState> OpenGLRenderer46::VPrepareAlphaPass()
- {
- return std::shared_ptr<IRenderState>();
- }
- std::shared_ptr<IRenderState> OpenGLRenderer46::VPrepareSkyBoxPass()
- {
- return std::shared_ptr<IRenderState>();
- }
- 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
- }
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