/** * Furnace Tracker - multi-system chiptune tracker * Copyright (C) 2021-2023 tildearrow and contributors * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "../gui.h" class FurnaceGUIRenderGL: public FurnaceGUIRender { SDL_GLContext context; SDL_Window* sdlWin; float quadVertex[4][3]; unsigned int quadBuf; // SHADERS // // -> wipe int sh_wipe_vertex; int sh_wipe_fragment; int sh_wipe_program; int sh_wipe_uAlpha; bool createShader(const char* vertexS, const char* fragmentS, int& vertex, int& fragment, int& program); public: ImTextureID getTextureID(FurnaceGUITexture* which); bool lockTexture(FurnaceGUITexture* which, void** data, int* pitch); bool unlockTexture(FurnaceGUITexture* which); bool updateTexture(FurnaceGUITexture* which, void* data, int pitch); FurnaceGUITexture* createTexture(bool dynamic, int width, int height); bool destroyTexture(FurnaceGUITexture* which); void setTextureBlendMode(FurnaceGUITexture* which, FurnaceGUIBlendMode mode); void setBlendMode(FurnaceGUIBlendMode mode); void clear(ImVec4 color); bool newFrame(); void createFontsTexture(); void destroyFontsTexture(); void renderGUI(); void wipe(float alpha); void present(); bool getOutputSize(int& w, int& h); int getWindowFlags(); void preInit(); bool init(SDL_Window* win); void initGUI(SDL_Window* win); void quitGUI(); bool quit(); FurnaceGUIRenderGL(): context(NULL), sdlWin(NULL) { memset(quadVertex,0,4*3*sizeof(float)); } };