Engine puzzle completed
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#ifndef IRenderer_h__
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#define IRenderer_h__
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#include "../Common.h"
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#include "../OpenGL.h"
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#include "../Core/Util/Rectangle.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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class IRenderer
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{
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public:
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GLFWwindow* Window() const { return m_Window; }
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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bool Fullscreen() { return m_Fullscreen; }
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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::Camera* Camera() const { return m_Camera; }
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void SetCamera(::Camera* camera)
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{
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if (camera == nullptr) {
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m_Camera = m_DefaultCamera;
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} else {
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m_Camera = camera;
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}
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}
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virtual void Initialize() = 0;
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virtual void Draw(RenderQueueCollection& rq) = 0;
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protected:
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Rectangle m_Resolution = Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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int m_GLVersion[2];
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std::string m_GLVendor;
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::Camera* m_DefaultCamera;
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::Camera* m_Camera = nullptr;
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GLFWwindow* m_Window = nullptr;
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};
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#endif // Renderer_h__
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