clay/examples/GLES3-SDL2-video-demo/main.c
Luke 10X 24b42b7b1c 📦 GLES3 renderer and demo examples using it
- **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
2025-12-19 12:52:38 -05:00

198 lines
5.9 KiB
C

#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
}