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[Renderers/GLES3] 📦 GLES3 renderer and demo examples using it (#565)
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- **Initialize Window**: - Successfully created a GLFW window with dimensions 1280x720. - Set up window hints for OpenGL version and core profile, enabling multisampling, and enabling depth testing. - **Setup Renderer**: - Initialized the Clay rendering context with a memory arena and dimensions. - Set up the measure text and render text functions using stb_image.h and stb_truetype.h. - Initialized the GLES3 renderer with 4096 texture units. - Loaded a Roboto-Regular font atlas and set it as the default font for rendering. - **Main Loop**: - Called `Clay_UpdateScrollContainers` to handle scroll events. - Set the layout dimensions and cleared the color buffer and depth buffer. - Render the Clay video demo layout. - Swapped the window buffers to display the rendered video. - **Cleanup**: - Cleaned up the GLFW window and renderer resources when the application is closed. This setup provides a basic framework for rendering videos in GLES3 with GLFW, leveraging stb_image.h for asset loading and Clay for the rendering engine. - Configure GLFW and SDL2 in the main files - Fix the video bugs in the main file 🪝 Stb dependency to be managed with cmake in examples 💀 Allow clients to configure headers, also expose Gles3_Renderer through header-only mode 🧹 Quality of life: automatically set screen dimensions to renderer Before users had to set them manually 📚 **🎨 Renderers/GLES3:** Improve round-rectangle clipping with uniform border thickness Implemented improvements to the renderer for GLES3, ensuring better handling of rounded rectangles with borders, making the layout more visually appealing. - Added two new functions `RenderHeaderButton1`, `RenderHeaderButton2`, and `RenderHeaderButton3` for creating header buttons with different styles. - Updated the `CreateLayout` function to include these new buttons in the right panel. - Added a TODO note for handling the outer radius calculation, as it seems to be incorrect in the current implementation. - Replace `bl_i + B` and `br_i + B` with `bl` and `br` respectively to simplify the code. - Simplify the logic for checking pixel inside the inner rounded rect by directly using `innerLocal`. 📥 Change borders to be inset - Fixed incorrect border calculation in the shader. - Added support for inset borders by adjusting the boundary calculations based on `CLAY_BORDERS_ARE_INSET`. This change also gives the renderer more choice in handling different border styles. 🏗️ CMake builds for GLES3 renderer examples
This commit is contained in:
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27 changed files with 2768 additions and 1 deletions
2
examples/GLES3-GLFW-video-demo/.gitignore
vendored
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2
examples/GLES3-GLFW-video-demo/.gitignore
vendored
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@ -0,0 +1,2 @@
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/build/
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/website-demo-macos-glfw*
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98
examples/GLES3-GLFW-video-demo/CMakeLists.txt
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98
examples/GLES3-GLFW-video-demo/CMakeLists.txt
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cmake_minimum_required(VERSION 3.27)
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project(GLES3_GLFW_video_demo C)
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set(CMAKE_C_STANDARD 99)
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set(CMAKE_C_STANDARD_REQUIRED ON)
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# -------------------------------------------------
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# FetchContent
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# -------------------------------------------------
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include(FetchContent)
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set(FETCHCONTENT_QUIET FALSE)
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# -------------------------------------------------
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# STB (header-only)
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# -------------------------------------------------
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FetchContent_Declare(
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stb
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GIT_REPOSITORY https://github.com/nothings/stb.git
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GIT_TAG master
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)
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FetchContent_MakeAvailable(stb)
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# -------------------------------------------------
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# GLFW
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# -------------------------------------------------
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FetchContent_Declare(
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glfw
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GIT_REPOSITORY https://github.com/glfw/glfw.git
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GIT_TAG 3.4
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GIT_SHALLOW TRUE
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)
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FetchContent_MakeAvailable(glfw)
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# Disable examples/tests/docs (important)
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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# -------------------------------------------------
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# Executable
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# -------------------------------------------------
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add_executable(GLES3_GLFW_video_demo
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main.c
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)
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target_include_directories(GLES3_GLFW_video_demo
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PUBLIC
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.
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../..
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${stb_SOURCE_DIR}
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)
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# -------------------------------------------------
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# Link libraries
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# -------------------------------------------------
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target_link_libraries(GLES3_GLFW_video_demo
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PRIVATE
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glfw
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)
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# -------------------------------------------------
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# Platform-specific OpenGL / GLES
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# -------------------------------------------------
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if(APPLE)
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find_library(OPENGL_FRAMEWORK OpenGL)
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target_link_libraries(GLES3_GLFW_video_demo PRIVATE ${OPENGL_FRAMEWORK})
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# Needed for GLFW on macOS
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target_link_libraries(GLES3_GLFW_video_demo
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PRIVATE
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"-framework Cocoa"
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"-framework IOKit"
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"-framework CoreVideo"
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)
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elseif(WIN32)
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target_link_libraries(GLES3_GLFW_video_demo PRIVATE opengl32)
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elseif(UNIX)
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target_link_libraries(GLES3_GLFW_video_demo PRIVATE GL)
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endif()
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# -------------------------------------------------
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# Build flags (kept minimal)
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# -------------------------------------------------
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if(MSVC)
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target_compile_options(GLES3_GLFW_video_demo PRIVATE /W3)
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else()
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target_compile_options(GLES3_GLFW_video_demo PRIVATE -Wall -Wextra)
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endif()
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# -------------------------------------------------
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# Copy resources
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# -------------------------------------------------
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add_custom_command(
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TARGET GLES3_GLFW_video_demo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_SOURCE_DIR}/resources
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${CMAKE_CURRENT_BINARY_DIR}/resources
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)
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33
examples/GLES3-GLFW-video-demo/Makefile.emscripten
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33
examples/GLES3-GLFW-video-demo/Makefile.emscripten
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# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
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#
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# PROGRAM COMPONENTS
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#
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CXX = emcc
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CXXFLAGS = -std=c99
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CXXFLAGS += -O0
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CXXFLAGS += -I../..
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CXXFLAGS += -I./build/_deps/stb-src
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LDLIBS += -s USE_ZLIB=1
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LDLIBS += -s USE_GLFW=3
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LDLIBS += -s FULL_ES2=1 -s USE_WEBGL2=1
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LDLIBS += -s ALLOW_MEMORY_GROWTH=1 -s GL_UNSAFE_OPTS=0
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LDLIBS += -s STACK_SIZE=2048kb
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LDLIBS += -s EXPORTED_FUNCTIONS=['_main']
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LDLIBS += -s ASSERTIONS=1 -s SAFE_HEAP=1
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LDLIBS += --preload-file $(PWD)/resources/Roboto-Regular.ttf@resources/Roboto-Regular.ttf
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main:
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mkdir -p build/emscripten
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time $(CXX) $(CXXFLAGS) \
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$(PWD)/main.c \
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$(LDLIBS) -o build/emscripten/index.html
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test:
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make -f Makefile.emscripten main \
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&& (cd build/emscripten && python3 -mhttp.server)
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.PHONY: main
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29
examples/GLES3-GLFW-video-demo/Makefile.macos
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29
examples/GLES3-GLFW-video-demo/Makefile.macos
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# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
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CXX = clang
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CXXFLAGS = -std=c99
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CXXFLAGS += -g -O0 -fno-omit-frame-pointer
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CXXFLAGS += -ferror-limit=1
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CXXFLAGS += -I../..
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CXXFLAGS += -I./build/_deps/stb-src
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CXXFLAGS += -DGL_SILENCE_DEPRECATION
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# GLFW (Homebrew)
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CXXFLAGS += -I$(shell brew --prefix glfw)/include
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LDLIBS += -L$(shell brew --prefix glfw)/lib -lglfw
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# macOS system frameworks (OpenGL needs these)
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LDLIBS += -framework OpenGL
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LDLIBS += -framework Cocoa
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LDLIBS += -framework IOKit
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LDLIBS += -framework CoreVideo
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main:
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mkdir -p build
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time $(CXX) $(CXXFLAGS) \
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$(PWD)/main.c \
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$(LDLIBS) \
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-o build/website-demo-macos-glfw
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55
examples/GLES3-GLFW-video-demo/README.md
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55
examples/GLES3-GLFW-video-demo/README.md
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GLES3 Renderer Video Demo (Using GLFW)
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======================================
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This directory contains a standard Video-Demo example
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using work-in-progress GLES3 renderer.
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While it still needs refinement, the renderer is already functional and demonstrates the core rendering pipeline.
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Current features
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- Supports all draw commands except custom.
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- In the best-case scenario (no clipping):
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- All quad-based commands (Rectangle, Image, Border) are rendered in a single draw call.
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- All glyphs belonging to the same font are rendered in one instanced draw call.
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- When clipping (scissoring) is used:
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- The renderer flushes draw calls before and after each scissor region.
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- Supports up to 4 fonts and 4 image textures.
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- Image textures may also be used as texture atlases.
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- Custom UserData provides per-image UV coordinates, allowing multiple images to share a single OpenGL texture.
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- Uses stb_image.h and stb_truetype.h as single-header dependencies for asset loading.
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- The loading layer is modular and can be replaced with a different asset pipeline if needed.
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Currently builds on:
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- Emscripten
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- clang++ / macOS
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- CMake support is not available yet.
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Windowing and platform support
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This example uses GLFW, and the renderer is framework agnostic
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How to build it with CMake?
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---------------------------
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Cmake build is the easiest way to build it:
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mkdir build
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cmake -S . -B ./build
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How to build and run on Emscripten:
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----------------------------------
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For Emscripten the build is a bit custom,
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but it depends on CMakeBuild to install header-stb dependency.
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So you still need to build it with CMake first.
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And then you have to source the Emscripten SDK:
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source /path/to/emscripten/emsdk/emsdk_env.sh
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Then build it with hand-crafted Makefile.emscripten:
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make -f Makefile.emscripten test
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and then navigate to http://localhost:8080
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207
examples/GLES3-GLFW-video-demo/main.c
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207
examples/GLES3-GLFW-video-demo/main.c
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_TRUETYPE_IMPLEMENTATION
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#define CLAY_IMPLEMENTATION
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#define CLAY_RENDERER_GLES3_IMPLEMENTATION
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#include <clay.h>
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#include "../../renderers/GLES3/clay_renderer_gles3.h"
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#include "../shared-layouts/clay-video-demo.c"
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#include "../../renderers/GLES3/clay_renderer_gles3_loader_stb.c"
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typedef struct VideoCtx
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{
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int shouldContinue;
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GLFWwindow *glfwWindow;
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int screenWidth, screenHeight;
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} VideoCtx;
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VideoCtx g_ctx;
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static int initVideo(VideoCtx *ctx, const int initialWidth, const int initialHeight)
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{
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if (!glfwInit())
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{
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fprintf(stderr, "Failed to init GLFW\n");
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return 0;
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}
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glfwDefaultWindowHints();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_SAMPLES, 4); // enable multisampling
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// NO solution for high DPI yet
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glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
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g_ctx.glfwWindow = glfwCreateWindow(initialWidth, initialHeight, "GLES3 GLFW Video Demo", NULL, NULL);
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if (g_ctx.glfwWindow == NULL)
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{
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fprintf(stderr, "Failed to create GLFW window\n");
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glfwTerminate();
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return 0;
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}
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glfwMakeContextCurrent(g_ctx.glfwWindow);
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glfwGetWindowSize(g_ctx.glfwWindow, &g_ctx.screenWidth, &g_ctx.screenHeight);
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glViewport(0, 0, g_ctx.screenWidth, g_ctx.screenHeight);
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printf("Frame buffer size %dx%d\n", g_ctx.screenWidth, g_ctx.screenHeight);
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glEnable(GL_BLEND);
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// Enables blending, which allows transparent textures to be rendered properly.
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Sets the blending function.
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// - `GL_SRC_ALPHA`: Uses the alpha value of the source (texture or color).
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// - `GL_ONE_MINUS_SRC_ALPHA`: Makes the destination color blend with the background based on alpha.
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// This is commonly used for standard transparency effects.
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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// Enables depth testing, ensuring that objects closer to the camera are drawn in front of those farther away.
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// This prevents objects from rendering incorrectly based on draw order.
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return 1;
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}
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void My_ErrorHandler(Clay_ErrorData errorData)
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{
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printf("[ClaY ErroR] %s", errorData.errorText.chars);
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}
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Stb_FontData g_stbFonts[MAX_FONTS]; // Fonts userData
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Gles3_Renderer g_gles3; // The renderer itself
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static Clay_Vector2 g_scrollDelta = {0.0f, 0.0f};
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static double g_lastTime = 0.0;
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static double g_deltaTime = 0.0;
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static void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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g_scrollDelta.x += (float)xoffset;
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g_scrollDelta.y += (float)yoffset;
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}
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void init()
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{
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size_t clayRequiredMemory = Clay_MinMemorySize();
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g_gles3.clayMemory = (Clay_Arena){
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.capacity = clayRequiredMemory,
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.memory = (char *)malloc(clayRequiredMemory),
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};
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Clay_Context *clayCtx = Clay_Initialize(
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g_gles3.clayMemory,
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(Clay_Dimensions){
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.width = (float)g_ctx.screenWidth,
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.height = (float)g_ctx.screenHeight,
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},
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(Clay_ErrorHandler){
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.errorHandlerFunction = My_ErrorHandler,
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});
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// Note that MeasureText has to be set after the Context is set!
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Clay_SetCurrentContext(clayCtx);
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Clay_SetMeasureTextFunction(Stb_MeasureText, &g_stbFonts);
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// This example uses stb loader, but you can inject your custom loader
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// to load Images and Fonts if you don't want to use STB library
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Gles3_SetRenderTextFunction(&g_gles3, Stb_RenderText, &g_stbFonts);
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Gles3_Initialize(&g_gles3, 4096);
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int atlasW = 1024;
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int atlasH = 1024;
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if (!Stb_LoadFont(
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&g_gles3.fontTextures[0],
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&g_stbFonts[0],
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"resources/Roboto-Regular.ttf",
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24.0f, // bake pixel height
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atlasW,
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atlasH))
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abort();
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Clay_SetDebugModeEnabled(true);
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glfwSetScrollCallback(g_ctx.glfwWindow, scroll_callback);
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}
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void loop()
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{
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Clay_Vector2 scrollDelta = {0.0f, 0.0f};
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glfwPollEvents();
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/* Quit handling */
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if (glfwWindowShouldClose(g_ctx.glfwWindow))
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{
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g_ctx.shouldContinue = false;
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}
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/* Consume scroll delta (accumulated via callback) */
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scrollDelta = g_scrollDelta;
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g_scrollDelta.x = 0.0f;
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g_scrollDelta.y = 0.0f;
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/* Delta time (milliseconds, like your SDL version) */
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double now = glfwGetTime(); // seconds
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g_deltaTime = (now - g_lastTime) * 1000.0;
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g_lastTime = now;
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double mouseX = 0.0;
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double mouseY = 0.0;
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glfwGetCursorPos(g_ctx.glfwWindow, &mouseX, &mouseY);
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Clay_Vector2 mousePosition = {
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(float)mouseX,
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(float)mouseY
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};
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int mousePressed =
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glfwGetMouseButton(g_ctx.glfwWindow, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
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Clay_SetPointerState(mousePosition, mousePressed);
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Clay_UpdateScrollContainers(
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true,
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(Clay_Vector2){scrollDelta.x, scrollDelta.y},
|
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g_deltaTime);
|
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|
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glfwGetWindowSize(g_ctx.glfwWindow, &g_ctx.screenWidth, &g_ctx.screenHeight);
|
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glViewport(0, 0, g_ctx.screenWidth, g_ctx.screenHeight);
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Clay_SetLayoutDimensions((Clay_Dimensions){(float)g_ctx.screenWidth, (float)g_ctx.screenHeight});
|
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE); // Clay renderer is simple and never writes to depth buffer
|
||||
glClearColor(0.1f, 0.2f, 0.1f, 1.0f);
|
||||
|
||||
ClayVideoDemo_Data data = ClayVideoDemo_Initialize();
|
||||
Clay_RenderCommandArray cmds = ClayVideoDemo_CreateLayout(&data);
|
||||
|
||||
Gles3_Render(&g_gles3, cmds, g_stbFonts);
|
||||
|
||||
glfwSwapBuffers(g_ctx.glfwWindow);
|
||||
|
||||
}
|
||||
|
||||
// Just initializes and spins the animation loop
|
||||
int main()
|
||||
{
|
||||
initVideo(&g_ctx, 1280, 720);
|
||||
init();
|
||||
|
||||
g_ctx.shouldContinue = true;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(loop, 0, 1);
|
||||
#else
|
||||
while (g_ctx.shouldContinue)
|
||||
{
|
||||
loop();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
BIN
examples/GLES3-GLFW-video-demo/resources/Roboto-Regular.ttf
Normal file
BIN
examples/GLES3-GLFW-video-demo/resources/Roboto-Regular.ttf
Normal file
Binary file not shown.
3
examples/GLES3-SDL2-sidebar-scrolling-container/.gitignore
vendored
Normal file
3
examples/GLES3-SDL2-sidebar-scrolling-container/.gitignore
vendored
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
/build/
|
||||
/website-demo-macos-sdl2*
|
||||
/macos-sidebar-scrolling-container*
|
||||
|
|
@ -0,0 +1,82 @@
|
|||
cmake_minimum_required(VERSION 3.27)
|
||||
set(CMAKE_C_STANDARD 99)
|
||||
project(GLES3_SDL2_sidebar_scrolling_container C)
|
||||
|
||||
# -------------------------------------------------
|
||||
# FetchContent
|
||||
# -------------------------------------------------
|
||||
include(FetchContent)
|
||||
set(FETCHCONTENT_QUIET FALSE)
|
||||
|
||||
# -------------------------------------------------
|
||||
# STB (header-only)
|
||||
# -------------------------------------------------
|
||||
FetchContent_Declare(
|
||||
stb
|
||||
GIT_REPOSITORY https://github.com/nothings/stb.git
|
||||
GIT_TAG master
|
||||
)
|
||||
FetchContent_MakeAvailable(stb)
|
||||
|
||||
# -------------------------------------------------
|
||||
# SDL2
|
||||
# -------------------------------------------------
|
||||
FetchContent_Declare(
|
||||
SDL2
|
||||
GIT_REPOSITORY "https://github.com/libsdl-org/SDL.git"
|
||||
GIT_TAG "release-2.30.10"
|
||||
GIT_PROGRESS TRUE
|
||||
GIT_SHALLOW TRUE
|
||||
)
|
||||
FetchContent_MakeAvailable(SDL2)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Executable
|
||||
# -------------------------------------------------
|
||||
add_executable(GLES3_SDL2_sidebar_scrolling_container main.c)
|
||||
target_compile_options(GLES3_SDL2_sidebar_scrolling_container PUBLIC)
|
||||
target_include_directories(GLES3_SDL2_sidebar_scrolling_container
|
||||
PUBLIC
|
||||
. # This renderer
|
||||
../.. # Clay
|
||||
${stb_SOURCE_DIR} # STB header only depencency that does not have its own CMake build
|
||||
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Link libraries
|
||||
# -------------------------------------------------
|
||||
target_link_libraries(GLES3_SDL2_sidebar_scrolling_container PUBLIC
|
||||
SDL2::SDL2main
|
||||
SDL2::SDL2-static
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Platform-specific OpenGL / GLES
|
||||
# -------------------------------------------------
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_library(OPENGL_FRAMEWORK OpenGL)
|
||||
target_link_libraries(GLES3_SDL2_sidebar_scrolling_container
|
||||
PRIVATE
|
||||
${OPENGL_FRAMEWORK}
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Build flags (kept minimal)
|
||||
# -------------------------------------------------
|
||||
if(MSVC)
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
|
||||
else()
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
|
||||
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
|
||||
endif()
|
||||
|
||||
# -------------------------------------------------
|
||||
# Copy resources
|
||||
# -------------------------------------------------
|
||||
add_custom_command(
|
||||
TARGET GLES3_SDL2_sidebar_scrolling_container POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/resources
|
||||
${CMAKE_CURRENT_BINARY_DIR}/resources
|
||||
)
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
|
||||
|
||||
#
|
||||
# PROGRAM COMPONENTS
|
||||
#
|
||||
|
||||
CXX = emcc
|
||||
|
||||
CXXFLAGS = -std=c99
|
||||
CXXFLAGS += -O0
|
||||
CXXFLAGS += -I../..
|
||||
CXXFLAGS += -I./build/_deps/stb-src
|
||||
|
||||
LDLIBS += -s USE_ZLIB=1
|
||||
LDLIBS += -s USE_SDL=2
|
||||
LDLIBS += -s FULL_ES2=1 -s USE_WEBGL2=1
|
||||
LDLIBS += -s ALLOW_MEMORY_GROWTH=1 -s GL_UNSAFE_OPTS=0
|
||||
LDLIBS += -s STACK_SIZE=2048kb
|
||||
LDLIBS += -s EXPORTED_FUNCTIONS=['_main']
|
||||
LDLIBS += -s ASSERTIONS=1 -s SAFE_HEAP=1
|
||||
LDLIBS += --preload-file $(PWD)/resources/profile-picture.png@resources/profile-picture.png
|
||||
LDLIBS += --preload-file $(PWD)/resources/millbank.jpeg@resources/millbank.jpeg
|
||||
LDLIBS += --preload-file $(PWD)/resources/Roboto-Regular.ttf@resources/Roboto-Regular.ttf
|
||||
LDLIBS += --preload-file $(PWD)/resources/RobotoMono-Medium.ttf@resources/RobotoMono-Medium.ttf
|
||||
|
||||
main:
|
||||
mkdir -p build/emscripten
|
||||
time $(CXX) $(CXXFLAGS) \
|
||||
$(PWD)/main.c \
|
||||
$(LDLIBS) -o build/emscripten/index.html
|
||||
|
||||
test:
|
||||
make -f Makefile.emscripten main \
|
||||
&& (cd build/emscripten && python3 -mhttp.server)
|
||||
|
||||
.PHONY: main
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
|
||||
|
||||
CXX = clang
|
||||
|
||||
CXXFLAGS = -std=c99
|
||||
CXXFLAGS += -g -O0 -fno-omit-frame-pointer
|
||||
CXXFLAGS += -ferror-limit=1
|
||||
CXXFLAGS += -I../..
|
||||
CXXFLAGS += -I./build/_deps/stb-src
|
||||
CXXFLAGS += -DGL_SILENCE_DEPRECATION
|
||||
|
||||
# SDL2 (Homebrew)
|
||||
CXXFLAGS += -I$(shell brew --prefix sdl2)/include/SDL2
|
||||
LDLIBS += -L$(shell brew --prefix sdl2)/lib -lSDL2
|
||||
|
||||
# macOS system frameworks (OpenGL needs these)
|
||||
LDLIBS += -framework OpenGL
|
||||
LDLIBS += -framework Cocoa
|
||||
LDLIBS += -framework IOKit
|
||||
LDLIBS += -framework CoreVideo
|
||||
|
||||
main:
|
||||
mkdir -p build
|
||||
|
||||
time $(CXX) $(CXXFLAGS) \
|
||||
$(PWD)/main.c \
|
||||
$(LDLIBS) \
|
||||
-o build/macos-sidebar-scrolling-container-sdl2
|
||||
57
examples/GLES3-SDL2-sidebar-scrolling-container/README.md
Normal file
57
examples/GLES3-SDL2-sidebar-scrolling-container/README.md
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
GLES3 Renderer Scrolling Container (Using SDL2)
|
||||
===============================================
|
||||
|
||||
This directory contains a complete example thatn can me used to test all different draw commands
|
||||
using work-in-progress GLES3 renderer.
|
||||
While it still needs refinement, the renderer is already functional and demonstrates the core rendering pipeline.
|
||||
|
||||
The images used as resources in this example, namely:
|
||||
|
||||
- millbank.jpeg a window with a panoramic city view;
|
||||
- and profile-picture.png showing objects aligned in a circle;
|
||||
|
||||
are taken with my phone camera and are dedicated to the Public Domain.
|
||||
|
||||
How to build it with CMake?
|
||||
---------------------------
|
||||
|
||||
Cmake build is the easiest way to build it:
|
||||
|
||||
mkdir build
|
||||
cmake -S . -B ./build
|
||||
|
||||
How to build and run on Emscripten:
|
||||
----------------------------------
|
||||
|
||||
For Emscripten the build is a bit custom,
|
||||
but it depends on CMakeBuild to install header-stb dependency.
|
||||
So you still need to build it with CMake first.
|
||||
|
||||
And then you have to source the Emscripten SDK:
|
||||
|
||||
source /path/to/emscripten/emsdk/emsdk_env.sh
|
||||
|
||||
Then build it with hand-crafted Makefile.emscripten:
|
||||
|
||||
make -f Makefile.emscripten test
|
||||
|
||||
and then navigate to http://localhost:8080
|
||||
|
||||
How to build and run on Mac:
|
||||
----------------------------
|
||||
|
||||
Requires SDL2:
|
||||
|
||||
brew install sdl2
|
||||
|
||||
Requires STB:
|
||||
|
||||
cmake -B build
|
||||
|
||||
Build it with:
|
||||
|
||||
make -f Makefile.macos
|
||||
|
||||
And run with:
|
||||
|
||||
./macos-sidebar-scrolling-container-sdl2
|
||||
565
examples/GLES3-SDL2-sidebar-scrolling-container/main.c
Normal file
565
examples/GLES3-SDL2-sidebar-scrolling-container/main.c
Normal file
File diff suppressed because one or more lines are too long
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
After Width: | Height: | Size: 264 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 181 KiB |
2
examples/GLES3-SDL2-video-demo/.gitignore
vendored
Normal file
2
examples/GLES3-SDL2-video-demo/.gitignore
vendored
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
/build/
|
||||
/website-demo-macos-sdl2*
|
||||
83
examples/GLES3-SDL2-video-demo/CMakeLists.txt
Normal file
83
examples/GLES3-SDL2-video-demo/CMakeLists.txt
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
cmake_minimum_required(VERSION 3.27)
|
||||
set(CMAKE_C_STANDARD 99)
|
||||
project(GLES3_SDL2_video_demo C)
|
||||
|
||||
|
||||
# -------------------------------------------------
|
||||
# FetchContent
|
||||
# -------------------------------------------------
|
||||
include(FetchContent)
|
||||
set(FETCHCONTENT_QUIET FALSE)
|
||||
|
||||
# -------------------------------------------------
|
||||
# STB (header-only)
|
||||
# -------------------------------------------------
|
||||
FetchContent_Declare(
|
||||
stb
|
||||
GIT_REPOSITORY https://github.com/nothings/stb.git
|
||||
GIT_TAG master
|
||||
)
|
||||
FetchContent_MakeAvailable(stb)
|
||||
|
||||
# -------------------------------------------------
|
||||
# SDL2
|
||||
# -------------------------------------------------
|
||||
FetchContent_Declare(
|
||||
SDL2
|
||||
GIT_REPOSITORY "https://github.com/libsdl-org/SDL.git"
|
||||
GIT_TAG "release-2.30.10"
|
||||
GIT_PROGRESS TRUE
|
||||
GIT_SHALLOW TRUE
|
||||
)
|
||||
FetchContent_MakeAvailable(SDL2)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Executable
|
||||
# -------------------------------------------------
|
||||
add_executable(GLES3_SDL2_video_demo main.c)
|
||||
target_compile_options(GLES3_SDL2_video_demo PUBLIC)
|
||||
target_include_directories(GLES3_SDL2_video_demo
|
||||
PUBLIC
|
||||
. # This renderer
|
||||
../.. # Clay
|
||||
${stb_SOURCE_DIR} # STB header only depencency that does not have its own CMake build
|
||||
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Link libraries
|
||||
# -------------------------------------------------
|
||||
target_link_libraries(GLES3_SDL2_video_demo PUBLIC
|
||||
SDL2::SDL2main
|
||||
SDL2::SDL2-static
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Platform-specific OpenGL / GLES
|
||||
# -------------------------------------------------
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_library(OPENGL_FRAMEWORK OpenGL)
|
||||
target_link_libraries(GLES3_SDL2_video_demo
|
||||
PRIVATE
|
||||
${OPENGL_FRAMEWORK}
|
||||
)
|
||||
|
||||
# -------------------------------------------------
|
||||
# Build flags (kept minimal)
|
||||
# -------------------------------------------------
|
||||
if(MSVC)
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
|
||||
else()
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
|
||||
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
|
||||
endif()
|
||||
|
||||
# -------------------------------------------------
|
||||
# Copy resources
|
||||
# -------------------------------------------------
|
||||
add_custom_command(
|
||||
TARGET GLES3_SDL2_video_demo POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/resources
|
||||
${CMAKE_CURRENT_BINARY_DIR}/resources
|
||||
)
|
||||
33
examples/GLES3-SDL2-video-demo/Makefile.emscripten
Normal file
33
examples/GLES3-SDL2-video-demo/Makefile.emscripten
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
|
||||
|
||||
#
|
||||
# PROGRAM COMPONENTS
|
||||
#
|
||||
|
||||
CXX = emcc
|
||||
|
||||
CXXFLAGS = -std=c99
|
||||
CXXFLAGS += -O0
|
||||
CXXFLAGS += -I../..
|
||||
CXXFLAGS += -I./build/_deps/stb-src
|
||||
|
||||
LDLIBS += -s USE_ZLIB=1
|
||||
LDLIBS += -s USE_SDL=2
|
||||
LDLIBS += -s FULL_ES2=1 -s USE_WEBGL2=1
|
||||
LDLIBS += -s ALLOW_MEMORY_GROWTH=1 -s GL_UNSAFE_OPTS=0
|
||||
LDLIBS += -s STACK_SIZE=2048kb
|
||||
LDLIBS += -s EXPORTED_FUNCTIONS=['_main']
|
||||
LDLIBS += -s ASSERTIONS=1 -s SAFE_HEAP=1
|
||||
LDLIBS += --preload-file $(PWD)/resources/Roboto-Regular.ttf@resources/Roboto-Regular.ttf
|
||||
|
||||
main:
|
||||
mkdir -p build/emscripten
|
||||
time $(CXX) $(CXXFLAGS) \
|
||||
$(PWD)/main.c \
|
||||
$(LDLIBS) -o build/emscripten/index.html
|
||||
|
||||
test:
|
||||
make -f Makefile.emscripten main \
|
||||
&& (cd build/emscripten && python3 -mhttp.server)
|
||||
|
||||
.PHONY: main
|
||||
28
examples/GLES3-SDL2-video-demo/Makefile.macos
Normal file
28
examples/GLES3-SDL2-video-demo/Makefile.macos
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
# vim: set tabstop=4 shiftwidth=4 expandtab noexpandtab:
|
||||
|
||||
CXX = clang
|
||||
|
||||
CXXFLAGS = -std=c99
|
||||
CXXFLAGS += -g -O0 -fno-omit-frame-pointer
|
||||
CXXFLAGS += -ferror-limit=1
|
||||
CXXFLAGS += -I../..
|
||||
CXXFLAGS += -I./build/_deps/stb-src
|
||||
CXXFLAGS += -DGL_SILENCE_DEPRECATION
|
||||
|
||||
# SDL2 (Homebrew)
|
||||
CXXFLAGS += -I$(shell brew --prefix sdl2)/include/SDL2
|
||||
LDLIBS += -L$(shell brew --prefix sdl2)/lib -lSDL2
|
||||
|
||||
# macOS system frameworks (OpenGL needs these)
|
||||
LDLIBS += -framework OpenGL
|
||||
LDLIBS += -framework Cocoa
|
||||
LDLIBS += -framework IOKit
|
||||
LDLIBS += -framework CoreVideo
|
||||
|
||||
main:
|
||||
mkdir -p build
|
||||
|
||||
time $(CXX) $(CXXFLAGS) \
|
||||
$(PWD)/main.c \
|
||||
$(LDLIBS) \
|
||||
-o build/website-demo-macos-sdl2
|
||||
38
examples/GLES3-SDL2-video-demo/README.md
Normal file
38
examples/GLES3-SDL2-video-demo/README.md
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
GLES3 Renderer Video Demo (Using SDL2)
|
||||
======================================
|
||||
|
||||
This directory contains a standard Video-Demo example
|
||||
using work-in-progress GLES3 renderer.
|
||||
While it still needs refinement, the renderer is already functional and demonstrates the core rendering pipeline.
|
||||
|
||||
Current features
|
||||
|
||||
- Supports all draw commands except custom.
|
||||
- In the best-case scenario (no clipping):
|
||||
- All quad-based commands (Rectangle, Image, Border) are rendered in a single draw call.
|
||||
- All glyphs belonging to the same font are rendered in one instanced draw call.
|
||||
- When clipping (scissoring) is used:
|
||||
- The renderer flushes draw calls before and after each scissor region.
|
||||
- Supports up to 4 fonts and 4 image textures.
|
||||
- Image textures may also be used as texture atlases.
|
||||
- Custom UserData provides per-image UV coordinates, allowing multiple images to share a single OpenGL texture.
|
||||
- Uses stb_image.h and stb_truetype.h as single-header dependencies for asset loading.
|
||||
- The loading layer is modular and can be replaced with a different asset pipeline if needed.
|
||||
|
||||
Currently builds on:
|
||||
- Emscripten
|
||||
- clang++ / macOS
|
||||
- CMake support is not available yet.
|
||||
|
||||
Windowing and platform support
|
||||
|
||||
This example uses SDL2, but the renderer is framework agnostic.
|
||||
|
||||
For sake of example you can also build it with
|
||||
hand-crafted Makefile.macos
|
||||
|
||||
make -f Makefile.emscripten test
|
||||
|
||||
and then navigate to http://localhost:8080
|
||||
On Emscripten it works well.
|
||||
|
||||
198
examples/GLES3-SDL2-video-demo/main.c
Normal file
198
examples/GLES3-SDL2-video-demo/main.c
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
#include <SDL.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
#define CLAY_IMPLEMENTATION
|
||||
#define CLAY_RENDERER_GLES3_IMPLEMENTATION
|
||||
|
||||
#include <clay.h>
|
||||
|
||||
#include "../../renderers/GLES3/clay_renderer_gles3.h"
|
||||
#include "../shared-layouts/clay-video-demo.c"
|
||||
#include "../../renderers/GLES3/clay_renderer_gles3_loader_stb.c"
|
||||
|
||||
typedef struct VideoCtx
|
||||
{
|
||||
int shouldContinue;
|
||||
SDL_Window *sdlWindow;
|
||||
SDL_GLContext sdlContext;
|
||||
int screenWidth, screenHeight;
|
||||
} VideoCtx;
|
||||
|
||||
VideoCtx g_ctx;
|
||||
|
||||
static int initVideo(VideoCtx *ctx, const int initialWidth, const int initialHeight)
|
||||
{
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
// OpenGL ES 3 profile
|
||||
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#else
|
||||
// Apple MacOs will use it own legacy desktop GL instead
|
||||
// I know, I lied, I said this was an GLES3
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
#endif
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
|
||||
g_ctx.sdlWindow = SDL_CreateWindow(
|
||||
"SDL2 GLES3",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
initialWidth,
|
||||
initialHeight,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN
|
||||
);
|
||||
g_ctx.sdlContext = SDL_GL_CreateContext(g_ctx.sdlWindow);
|
||||
|
||||
SDL_ShowWindow(g_ctx.sdlWindow);
|
||||
SDL_Delay(1);
|
||||
SDL_GL_GetDrawableSize(g_ctx.sdlWindow, &g_ctx.screenWidth, &g_ctx.screenHeight);
|
||||
glViewport(0, 0, g_ctx.screenWidth, g_ctx.screenHeight);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
// Enables blending, which allows transparent textures to be rendered properly.
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// Sets the blending function.
|
||||
// - `GL_SRC_ALPHA`: Uses the alpha value of the source (texture or color).
|
||||
// - `GL_ONE_MINUS_SRC_ALPHA`: Makes the destination color blend with the background based on alpha.
|
||||
// This is commonly used for standard transparency effects.
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Enables depth testing, ensuring that objects closer to the camera are drawn in front of those farther away.
|
||||
// This prevents objects from rendering incorrectly based on draw order.
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void My_ErrorHandler(Clay_ErrorData errorData)
|
||||
{
|
||||
printf("[ClaY ErroR] %s", errorData.errorText.chars);
|
||||
}
|
||||
|
||||
Stb_FontData g_stbFonts[MAX_FONTS]; // Fonts userData
|
||||
Gles3_Renderer g_gles3; // The renderer itself
|
||||
|
||||
Uint64 NOW = 0;
|
||||
Uint64 LAST = 0;
|
||||
double deltaTime = 0;
|
||||
|
||||
// is executed before everything
|
||||
void init()
|
||||
{
|
||||
size_t clayRequiredMemory = Clay_MinMemorySize();
|
||||
g_gles3.clayMemory = (Clay_Arena){
|
||||
.capacity = clayRequiredMemory,
|
||||
.memory = (char *)malloc(clayRequiredMemory),
|
||||
};
|
||||
Clay_Context *clayCtx = Clay_Initialize(
|
||||
g_gles3.clayMemory,
|
||||
(Clay_Dimensions){
|
||||
.width = (float)g_ctx.screenWidth,
|
||||
.height = (float)g_ctx.screenHeight,
|
||||
},
|
||||
(Clay_ErrorHandler){
|
||||
.errorHandlerFunction = My_ErrorHandler,
|
||||
});
|
||||
|
||||
// Note that MeasureText has to be set after the Context is set!
|
||||
Clay_SetCurrentContext(clayCtx);
|
||||
Clay_SetMeasureTextFunction(Stb_MeasureText, &g_stbFonts);
|
||||
Gles3_SetRenderTextFunction(&g_gles3, Stb_RenderText, &g_stbFonts);
|
||||
|
||||
Gles3_Initialize(&g_gles3, 4096);
|
||||
|
||||
int atlasW = 1024;
|
||||
int atlasH = 1024;
|
||||
if (!Stb_LoadFont(
|
||||
&g_gles3.fontTextures[0],
|
||||
&g_stbFonts[0],
|
||||
"resources/Roboto-Regular.ttf",
|
||||
24.0f, // bake pixel height
|
||||
atlasW,
|
||||
atlasH))
|
||||
abort();
|
||||
|
||||
Clay_SetDebugModeEnabled(true);
|
||||
}
|
||||
|
||||
void loop()
|
||||
{
|
||||
|
||||
glClearColor(0.1f, 0.2f, 0.1f, 1.0f);
|
||||
|
||||
Clay_Vector2 scrollDelta = {};
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
{
|
||||
g_ctx.shouldContinue = false;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
scrollDelta.x = event.wheel.x;
|
||||
scrollDelta.y = event.wheel.y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
LAST = NOW;
|
||||
NOW = SDL_GetPerformanceCounter();
|
||||
deltaTime = (double)((NOW - LAST) * 1000 / (double)SDL_GetPerformanceFrequency());
|
||||
|
||||
int mouseX = 0;
|
||||
int mouseY = 0;
|
||||
Uint32 mouseState = SDL_GetMouseState(&mouseX, &mouseY);
|
||||
Clay_Vector2 mousePosition = (Clay_Vector2){(float)mouseX, (float)mouseY};
|
||||
Clay_SetPointerState(mousePosition, mouseState & SDL_BUTTON(1));
|
||||
|
||||
Clay_UpdateScrollContainers(
|
||||
true,
|
||||
(Clay_Vector2){scrollDelta.x, scrollDelta.y},
|
||||
deltaTime);
|
||||
|
||||
SDL_GL_GetDrawableSize(g_ctx.sdlWindow, &g_ctx.screenWidth, &g_ctx.screenHeight);
|
||||
glViewport(0, 0, g_ctx.screenWidth, g_ctx.screenHeight);
|
||||
Clay_SetLayoutDimensions((Clay_Dimensions){(float)g_ctx.screenWidth, (float)g_ctx.screenHeight});
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE); // Clay renderer is simple and never writes to depth buffer
|
||||
|
||||
ClayVideoDemo_Data data = ClayVideoDemo_Initialize();
|
||||
Clay_RenderCommandArray cmds = ClayVideoDemo_CreateLayout(&data);
|
||||
|
||||
Gles3_Render(&g_gles3, cmds, g_stbFonts);
|
||||
|
||||
SDL_GL_SwapWindow(g_ctx.sdlWindow);
|
||||
}
|
||||
|
||||
// Just initializes and spins the animation loop
|
||||
int main()
|
||||
{
|
||||
initVideo(&g_ctx, 1280, 720);
|
||||
init();
|
||||
|
||||
g_ctx.shouldContinue = true;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(loop, 0, 1);
|
||||
#else
|
||||
while (g_ctx.shouldContinue)
|
||||
{
|
||||
loop();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
BIN
examples/GLES3-SDL2-video-demo/resources/Roboto-Regular.ttf
Normal file
BIN
examples/GLES3-SDL2-video-demo/resources/Roboto-Regular.ttf
Normal file
Binary file not shown.
|
|
@ -219,7 +219,7 @@ Clay_RenderCommandArray ClayVideoDemo_CreateLayout(ClayVideoDemo_Data *data) {
|
|||
SidebarClickData *clickData = (SidebarClickData *)(data->frameArena.memory + data->frameArena.offset);
|
||||
*clickData = (SidebarClickData) { .requestedDocumentIndex = i, .selectedDocumentIndex = &data->selectedDocumentIndex };
|
||||
data->frameArena.offset += sizeof(SidebarClickData);
|
||||
CLAY_AUTO_ID({ .layout = sidebarButtonLayout, .backgroundColor = (Clay_Color) { 120, 120, 120, Clay_Hovered() ? 120 : 0 }, .cornerRadius = CLAY_CORNER_RADIUS(8) }) {
|
||||
CLAY_AUTO_ID({ .layout = sidebarButtonLayout, .backgroundColor = (Clay_Color) { 120, 120, 120, (float)(Clay_Hovered() ? 120 : 0) }, .cornerRadius = CLAY_CORNER_RADIUS(8) }) {
|
||||
Clay_OnHover(HandleSidebarInteraction, clickData);
|
||||
CLAY_TEXT(document.title, CLAY_TEXT_CONFIG({
|
||||
.fontId = FONT_ID_BODY_16,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue