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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
34 lines
773 B
Makefile
34 lines
773 B
Makefile
# 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_SDL=2
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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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