ref: 36f9fb6fec62e7db532a7eaffedf03e7b1855c38
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); }