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#include "OpenGL3.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <backend/imgui_impl_glfw.h>
#include <backend/imgui_impl_opengl3.h>
#include <imgui.h>
#include <stdexcept>
OpenGL3Backend::OpenGL3Backend() {
#if IMGUI_INCLUDE_OPENGL3_BACKEND
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);
#else
throw std::runtime_error("Backend opengl3 is not available in this build.\n");
#endif
}
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);
}
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