#include "Entrypoint/Backend.hpp" #if BUILD_CORE_WITH_OPENGL2_BACKEND # include # include # include # include # include # include # include # define IMGUI_IMPL_OPENGL_LOADER_CUSTOM # include class OpenGL2Backend : public RenderingBackend { private: GLFWwindow* mWindow; public: OpenGL2Backend() { glfwSetErrorCallback(&GlfwErrorCallback); if (!glfwInit()) { throw std::runtime_error("Failed to initialize GLFW."); } mWindow = glfwCreateWindow(1280, 720, "Cplt", nullptr, nullptr); if (mWindow == nullptr) { throw std::runtime_error("Failed to create GLFW window."); } glfwMakeContextCurrent(mWindow); glfwSwapInterval(1); // Enable vsync if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == 0) { throw std::runtime_error("Failed to initialize OpenGL."); } IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui_ImplGlfw_InitForOpenGL(mWindow, true); ImGui_ImplOpenGL2_Init(); } virtual ~OpenGL2Backend() { ImGui_ImplOpenGL2_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(mWindow); glfwTerminate(); } virtual void RunUntilWindowClose(void (*windowContent)()) { while (!glfwWindowShouldClose(mWindow)) { glfwPollEvents(); ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); windowContent(); int displayWidth, displayHeight; glfwGetFramebufferSize(mWindow, &displayWidth, &displayHeight); glViewport(0, 0, displayWidth, displayHeight); const ImVec4 kClearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); glClearColor(kClearColor.x * kClearColor.w, kClearColor.y * kClearColor.w, kClearColor.z * kClearColor.w, kClearColor.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwMakeContextCurrent(mWindow); glfwSwapBuffers(mWindow); } } static void GlfwErrorCallback(int errorCode, const char* message) { std::cerr << "GLFW Error " << errorCode << ": " << message << "\n"; } }; std::unique_ptr RenderingBackend::CreateOpenGL2Backend() { try { return std::make_unique(); } catch (std::exception& e) { return nullptr; } } #else // ^^ BUILD_CORE_WITH_OPENGL2_BACKEND | !BUILD_CORE_WITH_OPENGL2_BACKEND vv std::unique_ptr RenderingBackend::CreateOpenGL2Backend() { return nullptr; } #endif