shithub: cstory

ref: 28964f166c3f8c8e118a79a93421cf6af67ff20e
dir: /src/Backends/Rendering/Window/OpenGL3/GLFW3.cpp/

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#include "../OpenGL.h"

#include <stddef.h>
#include <stdlib.h>

#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include <glad/glad.h>
#endif
#include <GLFW/glfw3.h>

#include "../../../Misc.h"
#include "../../../Shared/GLFW3.h"

GLFWwindow *window;

bool WindowBackend_OpenGL_CreateWindow(const char *window_title, int *screen_width, int *screen_height, bool fullscreen)
{
#ifdef USE_OPENGLES2
	glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#else
	glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#endif

	GLFWmonitor *monitor = NULL;

	if (fullscreen)
	{
		monitor = glfwGetPrimaryMonitor();

		if (monitor != NULL)
		{
			const GLFWvidmode *mode = glfwGetVideoMode(monitor);

			*screen_width = mode->width;
			*screen_height = mode->height;
		}
	}

	window = glfwCreateWindow(*screen_width, *screen_height, window_title, monitor, NULL);

	if (window != NULL)
	{
		glfwMakeContextCurrent(window);

			#ifndef USE_OPENGLES2
				if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
				{
					// Check if the platform supports OpenGL 3.2
					if (GLAD_GL_VERSION_3_2)
					{
			#endif
						Backend_PostWindowCreation();

						return true;
			#ifndef USE_OPENGLES2
					}
					else
					{
						Backend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2");
					}
				}
				else
				{
					Backend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not initialize OpenGL context");
				}
			#endif

		glfwDestroyWindow(window);
	}
	else
	{
		Backend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
	}

	return false;
}

void WindowBackend_OpenGL_DestroyWindow(void)
{
	glfwDestroyWindow(window);
}

void WindowBackend_OpenGL_Display(void)
{
	glfwSwapBuffers(window);
}