implemented SDL3 as an option for window manager
This commit is contained in:
241
TSE_OpenGlImpl/src/OpenGLRenderingBackend.cpp
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241
TSE_OpenGlImpl/src/OpenGLRenderingBackend.cpp
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "OpenGLRenderingBackend.hpp"
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#include "Debug.hpp"
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#include "imgui/imgui.h"
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#include "extern/imgui_impl_opengl3.h"
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#include "PathHelper.hpp"
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#include "elements/Texture.hpp"
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#include "TextureHelperOpenGL.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "BehaviourScripts/Camera.hpp"
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#include "RenderTextureCreatorOpenGL.hpp"
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#include "CameraHelperOpenGL.hpp"
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#include "WindowManager.hpp"
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#if defined(TSE_GLFW)
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#include "GLFW/glfw3.h"
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#include "WindowGlfw.hpp"
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#include "extern/imgui_impl_glfw.h"
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using namespace TSE::GLFW;
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#elif defined(TSE_SDL3)
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#include "SDL3/SDL.h"
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#include "WindowSdl3.hpp"
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#include "extern/imgui_impl_sdl3.h"
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using namespace TSE::SDL3;
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#endif
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TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
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: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
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TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
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{
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backgroundColor = _backgroundColor;
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vsync = _vsync;
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samples = _samples;
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useseImGui = _useseImGui;
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}
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TSE::OpenGL::OpenGLRenderingBackend::~OpenGLRenderingBackend()
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{
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if(useseImGui)
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{
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ImGui_ImplOpenGL3_Shutdown();
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#if defined(TSE_GLFW)
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ImGui_ImplGlfw_Shutdown();
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#elif defined(TSE_SDL3)
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ImGui_ImplSDL3_Shutdown();
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#endif
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ImGui::DestroyContext();
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}
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}
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void TSE::OpenGL::OpenGLRenderingBackend::InitPreWindow()
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{
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IRenderTexture::factory = new RenderTextureCreatorOpenGL();
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Texture::helper = new TextureHelperOpenGL();
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Camera::helper = new CameraHelperOpenGL();
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#if defined(TSE_GLFW)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, TSE_OPENGL_VERSION_MINOR);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, samples);
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#elif defined(TSE_SDL3)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, TSE_OPENGL_VERSION_MAJOR);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, TSE_OPENGL_VERSION_MINOR);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
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#endif
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}
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bool TSE::OpenGL::OpenGLRenderingBackend::InitPostWindow()
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{
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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glfwMakeContextCurrent(wnd->window);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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wnd->context = SDL_GL_CreateContext(wnd->window);
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SDL_GL_MakeCurrent(wnd->window, wnd->context);
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#endif
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if(gl3wInit())
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{
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Debug::Log("Failed to initialize gl3w.");
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return false;
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}
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if(!gl3wIsSupported(TSE_OPENGL_VERSION_MAJOR, TSE_OPENGL_VERSION_MINOR))
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{
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Debug::Log("gl3w dose not support the selected version of OpenGL.");
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return false;
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}
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#if defined(TSE_GLFW)
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if(vsync) glfwSwapInterval(1);
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else glfwSwapInterval(0);
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#elif defined(TSE_SDL3)
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if(vsync)
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{
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if(!SDL_GL_SetSwapInterval(-1))
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SDL_GL_SetSwapInterval(1);
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}
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else SDL_GL_SetSwapInterval(0);
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#endif
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Debug::Log("OpenGL:" + std::string((const char*)glGetString(GL_VERSION)));
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Debug::Log("GLSL:" + std::string((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)));
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glEnable(GL_BLEND);
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glClearDepth(0.0);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GEQUAL);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glFrontFace(GL_CW);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a);
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glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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return true;
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}
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std::string imguiIniPath;
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bool TSE::OpenGL::OpenGLRenderingBackend::InitEnd()
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{
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if(useseImGui)
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{
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GetAppDataPath(imguiIniPath);
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imguiIniPath += "/UI.cfg";
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.IniFilename = imguiIniPath.c_str();
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ImGui::StyleColorsDark();
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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wnd->useImGui = true;
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ImGui_ImplGlfw_InitForOpenGL(wnd->window, true);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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wnd->useImGui = true;
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ImGui_ImplSDL3_InitForOpenGL(wnd->window, wnd->context);
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#endif
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ImGui_ImplOpenGL3_Init("#version 130");
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Debug::Log("ImGui:" + std::string(ImGui::GetVersion()));
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}
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return true;
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onResize(int width, int height)
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{
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glViewport(0,0,width, height);
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onUpdate() const
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{
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int error = glGetError();
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if(error != GL_NO_ERROR)
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{
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Debug::Log("OpenGL Error: " + std::to_string(error));
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}
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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#endif
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if(useseImGui)
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{
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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#if defined(TSE_GLFW)
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GLFWwindow* backup_current_context = glfwGetCurrentContext();
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#elif defined(TSE_SDL3)
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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#endif
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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#if defined(TSE_GLFW)
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glfwMakeContextCurrent(backup_current_context);
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#elif defined(TSE_SDL3)
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SDL_GL_MakeCurrent(wnd->window, backup_current_context);
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#endif
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}
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}
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#if defined(TSE_GLFW)
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glfwSwapBuffers(wnd->window);
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#elif defined(TSE_SDL3)
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SDL_GL_SwapWindow(wnd->window);
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#endif
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onClear() const
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{
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for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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IRenderer::camerasToRenderWith[i]->Bind();
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IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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IRenderer::camerasToRenderWith[i]->Unbind();
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(useseImGui)
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{
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ImGui_ImplOpenGL3_NewFrame();
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#if defined(TSE_GLFW)
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ImGui_ImplGlfw_NewFrame();
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#elif defined(TSE_SDL3)
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ImGui_ImplSDL3_NewFrame();
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#endif
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ImGui::NewFrame();
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}
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onClearDepthBuffer() const
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{
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for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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IRenderer::camerasToRenderWith[i]->Bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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IRenderer::camerasToRenderWith[i]->Unbind();
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}
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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