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- #include "ErrorHandlerLocator.h"
- #include "RendererScene.h"
- #include "RendererSystem.h"
- RendererSystem::RendererSystem()
- {
- m_rendererScene = nullptr;
- }
- RendererSystem::~RendererSystem()
- {
- }
- ErrorCode RendererSystem::init()
- {
- ErrorCode returnCode = ErrorCode::Success;
-
- // Initialize the renderer
- returnCode = m_renderer.init();
- // Check if the renderer initialization was successful
- if(returnCode == ErrorCode::Success)
- {
- ErrHandlerLoc::get().log(ErrorType::Info, ErrorSource::Source_Renderer, "Renderer has been initialized");
- }
- return returnCode;
- }
- ErrorCode RendererSystem::setup(const PropertySet &p_properties)
- {
- return ErrorCode::Success;
- }
- ErrorCode RendererSystem::preload()
- {
- if(m_rendererScene != nullptr)
- return m_rendererScene->preload();
- else
- return ErrorCode::Failure;
- }
- void RendererSystem::loadInBackground()
- {
- if(m_rendererScene != nullptr)
- return m_rendererScene->loadInBackground();
- }
- std::string RendererSystem::getName()
- {
- return "";
- }
- SystemScene *RendererSystem::createScene(SceneLoader *p_sceneLoader)
- {
- if(m_rendererScene == nullptr)
- {
- // Create new scene
- m_rendererScene = new RendererScene(this, p_sceneLoader);
- ErrorCode sceneError = m_rendererScene->init();
- // Check if it initialized correctly (cannot continue without the scene)
- if(sceneError != ErrorCode::Success)
- {
- ErrHandlerLoc::get().log(sceneError);
- }
- else
- {
- // Check for errors
- GLenum glError = glGetError();
- }
- }
- return m_rendererScene;
- }
- SystemScene *RendererSystem::getScene()
- {
- return m_rendererScene;
- }
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