Initial Commit for Template App
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.gitignore
vendored
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.gitignore
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/.idea
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/.cache
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/cmake-build-debug
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/build
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4
app.rc
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app.rc
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MAINICON ICON "redacted.ico"
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IDI_ICON1 ICON DISCARDABLE "redacted.ico"
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MANIFEST ICON "redacted.ico"
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AAA ICON "redacted.ico"
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BIN
assets/redacted.png
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BIN
assets/redacted.png
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24
cmake/CPM.cmake
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cmake/CPM.cmake
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# SPDX-License-Identifier: MIT
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#
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# SPDX-FileCopyrightText: Copyright (c) 2019-2023 Lars Melchior and contributors
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set(CPM_DOWNLOAD_VERSION 0.38.7)
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set(CPM_HASH_SUM "83e5eb71b2bbb8b1f2ad38f1950287a057624e385c238f6087f94cdfc44af9c5")
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if(CPM_SOURCE_CACHE)
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set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
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elseif(DEFINED ENV{CPM_SOURCE_CACHE})
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set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
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else()
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set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
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endif()
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# Expand relative path. This is important if the provided path contains a tilde (~)
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get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE)
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file(DOWNLOAD
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https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake
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${CPM_DOWNLOAD_LOCATION} EXPECTED_HASH SHA256=${CPM_HASH_SUM}
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)
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include(${CPM_DOWNLOAD_LOCATION})
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151
include/App.hpp
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include/App.hpp
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#pragma once
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#include <ReWindow/types/Window.h>
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#include <J3ML/LinearAlgebra.hpp>
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#include <JGL/JGL.h>
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#include "JGL/types/Shader.h"
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#include "JUI/JUI.hpp"
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#include "JUI/Widgets/Scene.hpp"
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#include "JUI/Widgets/TextRect.hpp"
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// Our OpenGL wrapper currently targets OpenGL 2.1
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// You can specify a different version if you wish to write your own graphics code.
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#define GL_VER_MAJOR 2
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#define GL_VER_MINOR 1
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class RedactedFrameworkAppTemplate : public ReWindow::OpenGLWindow {
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public:
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JGL::Texture* logo = nullptr;
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JUI::Scene* scene = nullptr;
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/// Constructs the application class.
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/// @param title
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/// @param width
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/// @param height
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RedactedFrameworkAppTemplate(const std::string& title, int width, int height);
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/// Called after the framework initialization is complete. Loads resources and creates objects.
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bool Load();
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bool Open() override;
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/// Ensure the OpenGL wrapper has the correct canvas size. Good place to update other elements' size as well.
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void PropagateWindowSize() {
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auto size = GetSize();
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Vector2i vSize = Vector2i(size.x, size.y);
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JGL::Update(vSize);
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scene->SetViewportSize(Vector2(vSize));
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}
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void Update(float elapsed) {
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scene->Update(elapsed);
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}
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Vector2 SizeV2() {
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auto size = GetSize();
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return Vector2(size.x, size.y);
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}
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Vector2i SizeV2i() {
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auto size = GetSize();
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return Vector2i(size.x, size.y);
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}
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void DrawBackgroundLogo() {
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Vector2 logo_size = Vector2(logo->GetDimensions());
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float scale_coefficient = 0.75f; // The amount to scale the image by.
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// Computes the percentages [0, 1] of the image size relative to the viewport size.
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Vector2 scale = SizeV2() / logo_size;
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// We pick the best fit and apply it as a uniform scale.
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float best_fit_scale = Math::Min(scale.x, scale.y);
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// The final factor [0, 1] by which to scale the image size.
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scale = Vector2(best_fit_scale, best_fit_scale) * scale_coefficient;
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/// The bounding-box of the image after scaling.
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Vector2 box_size = Vector2(logo->GetDimensions())*scale;
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// Center of the screen.
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Vector2 screen_center = SizeV2() / 2.f;
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// Center of the logo.
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Vector2 logo_center = box_size / 2.f;
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// The point at which to draw the logo such that it always appears centered.
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// TODO: The `origin` parameter in J2D should perform this calculation for us, so we can specify [0.5, 0.5] and it will render from the center.
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Vector2 draw_offset = screen_center - logo_center;
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// Draw the logo's bounding box, as a gradient box.
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J2D::FillGradientRect(Colors::Yellow, Colors::Pinks::HotPink, Direction::Diagonal_SWNE, draw_offset, box_size);
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J2D::DrawSprite(logo, draw_offset, 0, Vector2::Zero, scale);
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}
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void Render() {
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Shader::UseDefault();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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J2D::Begin();
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DrawBackgroundLogo();
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J2D::End();
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scene->Draw();
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}
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void OnRefresh(float elapsed) override {
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PropagateWindowSize();
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Update(elapsed);
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Render();
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SwapBuffers();
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}
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enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
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if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
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if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
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if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
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// Default condition.
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return JUI::MouseButton::Left;
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}
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void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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// Consume mouse clicks that are of interest to the UI scene.
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if (scene->ObserveMouseInput(btn, true))
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return;
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// Listen for mouse clicks.
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}
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void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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if (scene->ObserveMouseInput(btn, false)) return;
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}
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void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
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Vector2 nmp = Vector2(e.Position.x, e.Position.y);
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if (scene->ObserveMouseMovement(nmp)) return;
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}
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void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
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if (scene->ObserveKeyInput(e.key, true)) return;
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}
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void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
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if (scene->ObserveKeyInput(e.key, false)) return;
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}
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void OnMouseWheel(const ReWindow::MouseWheelEvent &e) override {
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if (scene->ObserveMouseWheel(e.WheelMovement)) return;
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}
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protected:
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private:
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};
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BIN
redacted.ico
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BIN
redacted.ico
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Binary file not shown.
After Width: | Height: | Size: 180 KiB |
42
src/App.cpp
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42
src/App.cpp
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#include <App.hpp>
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RedactedFrameworkAppTemplate::RedactedFrameworkAppTemplate(const std::string &title, int width, int height): OpenGLWindow(title, width, height, GL_VER_MAJOR, GL_VER_MINOR) {
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}
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bool RedactedFrameworkAppTemplate::Load() {
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using namespace JUI::UDimLiterals;
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// FilteringMode::Nearest ensures crisp pixels with no "blending".
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logo = new JGL::Texture("assets/redacted.png", FilteringMode::NEAREST);
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scene = new JUI::Scene();
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auto* text_box = new JUI::TextRect(scene);
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text_box->Size({200_px, 50_px});
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text_box->SetContent("Redactd Software");
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return true;
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}
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bool RedactedFrameworkAppTemplate::Open() {
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if (!OpenGLWindow::Open()) return false;
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auto size = GetSize(); // ReWindow returns an IPair, and we convert it to a J3ML vector to pass to the graphics abstraction.
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auto vec_size = Vector2i(size.x, size.y);
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if (!JGL::Init(vec_size, 0.f, 1.f))
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return false;
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JGL::Update(vec_size);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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// TODO: Delete when we update to the next release of JGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
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Load();
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return true;
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}
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