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#include "OpenGL2.hpp"
#if BUILD_CORE_WITH_OPENGL2_BACKEND
# include <glad/glad.h>
# include <GLFW/glfw3.h>
# include <backend/imgui_impl_glfw.h>
# include <backend/imgui_impl_opengl2.h>
# include <imgui.h>
# include <stdexcept>
# define IMGUI_IMPL_OPENGL_LOADER_GLAD
# include <backend/imgui_impl_opengl2.cpp>
OpenGL2Backend::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();
}
OpenGL2Backend::~OpenGL2Backend() {
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(mWindow);
glfwTerminate();
}
void OpenGL2Backend::BeginFrame() {
glfwPollEvents();
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void OpenGL2Backend::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_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
glfwMakeContextCurrent(mWindow);
glfwSwapBuffers(mWindow);
}
#else // ^^ BUILD_CORE_WITH_OPENGL2_BACKEND | !BUILD_CORE_WITH_OPENGL2_BACKEND vv
# include <stdexcept>
OpenGL2Backend::OpenGL2Backend() {
throw std::runtime_error("Backend opengl2 is not available in this build.\n");
}
OpenGL2Backend::~OpenGL2Backend() {
}
void OpenGL2Backend::BeginFrame() {
}
void OpenGL2Backend::EndFrame() {
}
#endif
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