ref: dd0d4537091f077321e1812acdb6ac4367e53052
dir: /src/Backends/Rendering/Window/OpenGL3/GLFW3.cpp/
#include "../OpenGL.h"
#include <stddef.h>
#ifndef USE_OPENGLES2
#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, size_t *screen_width, size_t *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)
{
// Use current monitor resolution, because for some reason
// 640x480 causes my laptop to completely freeze on Linux.
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);
}