topaz/rendering/vk/platform.c

47 lines
1.1 KiB
C

/* SPDX-License-Identifier:BSD-3-Clause */
#define RGFW_VULKAN
#define RGFW_EXPORT
#define RGFW_IMPLEMENTATION
#include "../../rgfw.h"
#include <vulkan/vulkan.h>
#include "../../core/log.h"
#include "../renderer.h"
#ifdef PLATFORM_MACOS
#include <vulkan/vulkan_macos.h>
#include <vulkan/vulkan_metal.h>
void macos_set_window_layer(RGFW_window *window);
#endif
/*
* This function is the entrypoint for the whole game. Its role is to
* initialize Vulkan, create the renderer and start the game loop.
*/
int platform_run(i32 argc, u8 * *argv)
{
(void)argc;
(void)argv;
log_info("Using Vulkan as rendering backend.\n");
RGFW_window *win = RGFW_createWindow("topaz", 0, 0, 800, 600, RGFW_windowCenter | RGFW_windowNoResize | RGFW_windowHide);
RGFW_window_show(win);
RGFW_window_setExitKey(win, RGFW_escape);
#ifdef PLATFORM_MACOS
macos_set_window_layer(win);
#endif
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;
}