#include "OpenGL3.hpp" #if BUILD_CORE_WITH_OPENGL3_BACKEND # include # include # include # include # include # include # define IMGUI_IMPL_OPENGL_LOADER_GLAD # include OpenGL3Backend::OpenGL3Backend() { glfwSetErrorCallback(GlfwErrorCallback); if (!glfwInit()) { throw std::runtime_error("Failed to initialize GLFW."); } # if PLATFORM_APPLE // GL 3.2 + GLSL 150 const char* glslVersion = "#version 150"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac # else // GL 3.0 + GLSL 130 const char* glslVersion = "#version 130"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only # endif 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_ImplOpenGL3_Init(glslVersion); } OpenGL3Backend::~OpenGL3Backend() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(mWindow); glfwTerminate(); } void OpenGL3Backend::BeginFrame() { glfwPollEvents(); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); } void OpenGL3Backend::EndFrame() { 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(mWindow); } #else // ^^ BUILD_CORE_WITH_OPENGL3_BACKEND | !BUILD_CORE_WITH_OPENGL3_BACKEND vv # include OpenGL3Backend::OpenGL3Backend() { throw std::runtime_error("Backend opengl3 is not available in this build.\n"); } OpenGL3Backend::~OpenGL3Backend() { } void OpenGL3Backend::BeginFrame() { } void OpenGL3Backend::EndFrame() { } #endif