Initial Cross Platform Work
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46
backends/desktop/include/li_backend_gl2.hpp
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46
backends/desktop/include/li_backend_gl2.hpp
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#include <glad/glad.h>
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/** SEPARATOR */
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#include <GLFW/glfw3.h>
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/** SEPARATOR */
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#include <pd/core/core.hpp>
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#include <pd/lithium/backend.hpp>
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#include <pd_p_bknd_api.hpp>
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namespace PD {
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namespace LI {
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class PD_BKND_DESKTOP_API Backend_GL2 : public PD::LI::Backend {
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public:
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Backend_GL2() : LI::Backend("OpenGL2") {}
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~Backend_GL2() {}
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PD_SMART_CTOR(Backend_GL2)
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void Init() override;
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void Deinit() override;
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void NewFrame() override;
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void BindTexture(PD::LI::TexAddress addr) override;
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void RenderDrawData(const PD::Vec<PD::LI::Command::Ref>& Commands) override;
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PD::LI::Texture::Ref LoadTexture(
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const std::vector<PD::u8>& pixels, int w, int h,
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PD::LI::Texture::Type type = PD::LI::Texture::Type::RGBA32,
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PD::LI::Texture::Filter filter =
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PD::LI::Texture::Filter::LINEAR) override;
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private:
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PD::Vec<PD::LI::Vertex> VertexBuffer;
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PD::Vec<PD::u16> IndexBuffer;
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size_t CurrentVertex = 0;
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size_t CurrentIndex = 0;
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GLuint Shader;
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GLuint pLocProjection;
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GLuint pLocTex;
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Mat4 Projection;
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GLuint VBO, IBO;
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// For Stats
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PD::u32 num_vtx = 0;
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PD::u32 num_idx = 0;
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};
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} // namespace LI
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} // namespace PD
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