topaz/rendering/gl/platform.c

53 lines
1.3 KiB
C

/* SPDX-License-Identifier:BSD-3-Clause */
#include "gl.h"
#define RGFW_EXPORT
#define RGFW_IMPLEMENTATION
#define RGFW_OPENGL
#include "../../rgfw.h"
#include "../renderer.h"
#include "../../core/log.h"
/*
* This function is the entrypoint for the whole game. Its role is to
* initialize OpenGL, create the renderer and start the game loop.
*/
int platform_run(i32 argc, u8 **argv)
{
(void)argc;
(void)argv;
log_info("Using OpenGL as rendering backend.\n");
RGFW_glHints *hints = RGFW_getGlobalHints_OpenGL();
hints->major = 3;
hints->minor = 3;
RGFW_setGlobalHints_OpenGL(hints);
RGFW_window *win = RGFW_createWindow("topaz", 0, 0, 800, 600, RGFW_windowCenter | RGFW_windowNoResize | RGFW_windowHide);
RGFW_window_createContext_OpenGL(win, hints);
int glad_version = gladLoadGL(RGFW_getProcAddress_OpenGL);
if (glad_version == 0) {
log_error("Failed to initialize OpenGL context.\n");
return -1;
}
RGFW_window_show(win);
RGFW_window_setExitKey(win, RGFW_escape);
log_info("OpenGL initialized.\n");
struct renderer_context *context = renderer_context_init(win);
while (RGFW_window_shouldClose(win) == RGFW_FALSE) {
RGFW_event event;
while (RGFW_window_checkEvent(win, &event));
renderer_present(context);
}
renderer_context_deinit(context);
RGFW_window_close(win);
return 0;
}