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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
207 lines
6.1 KiB
C
207 lines
6.1 KiB
C
#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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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);
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glDepthMask(GL_FALSE); // Clay renderer is simple and never writes to depth buffer
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glClearColor(0.1f, 0.2f, 0.1f, 1.0f);
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ClayVideoDemo_Data data = ClayVideoDemo_Initialize();
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Clay_RenderCommandArray cmds = ClayVideoDemo_CreateLayout(&data);
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Gles3_Render(&g_gles3, cmds, g_stbFonts);
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glfwSwapBuffers(g_ctx.glfwWindow);
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}
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// Just initializes and spins the animation loop
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int main()
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{
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initVideo(&g_ctx, 1280, 720);
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init();
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g_ctx.shouldContinue = true;
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (g_ctx.shouldContinue)
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{
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loop();
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}
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#endif
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} |