Part one - removed references and smart pointers
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@ -1,48 +1,48 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "BackBufferRenderTarget.hpp"
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using namespace Dawn;
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BackBufferRenderTarget::BackBufferRenderTarget(RenderManager &renderManager) :
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renderManager(renderManager)
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{
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}
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float_t BackBufferRenderTarget::getWidth() {
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return this->width;
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}
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float_t BackBufferRenderTarget::getHeight() {
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return this->height;
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}
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void BackBufferRenderTarget::setSize(float_t width, float_t height) {
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if(this->width == width && this->height == height) return;
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this->width = width;
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this->height = height;
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this->eventRenderTargetResized.invoke(*this, width, height);
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}
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void BackBufferRenderTarget::setClearColor(struct Color color) {
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this->clearColor = color;
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}
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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glClearColor(
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this->clearColor.r,
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this->clearColor.g,
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this->clearColor.b,
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this->clearColor.a
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void BackBufferRenderTarget::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)this->width, (GLsizei)this->height);
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "BackBufferRenderTarget.hpp"
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using namespace Dawn;
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BackBufferRenderTarget::BackBufferRenderTarget(RenderManager &renderManager) :
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renderManager(renderManager)
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{
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}
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float_t BackBufferRenderTarget::getWidth() {
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return this->width;
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}
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float_t BackBufferRenderTarget::getHeight() {
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return this->height;
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}
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void BackBufferRenderTarget::setSize(float_t width, float_t height) {
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if(this->width == width && this->height == height) return;
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this->width = width;
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this->height = height;
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this->eventRenderTargetResized.invoke(this, width, height);
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}
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void BackBufferRenderTarget::setClearColor(struct Color color) {
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this->clearColor = color;
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}
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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glClearColor(
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this->clearColor.r,
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this->clearColor.g,
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this->clearColor.b,
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this->clearColor.a
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void BackBufferRenderTarget::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)this->width, (GLsizei)this->height);
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}
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