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GLES3

shared-context
Andrew Corrigan 11 years ago
parent
commit
c0883e3e6a
3 changed files with 179 additions and 2 deletions
  1. +129
    -0
      example/example_gles3.c
  2. +27
    -2
      premake4.lua
  3. +23
    -0
      src/nanovg_gl3.h

+ 129
- 0
example/example_gles3.c View File

@@ -0,0 +1,129 @@
//
// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//

#include <stdio.h>
#define GLFW_INCLUDE_ES3
#include <GLFW/glfw3.h>
#include "nanovg.h"
#define NANOVG_GL3_IMPLEMENTATION
#define NANOVG_GLES3
#include "nanovg_gl3.h"
#include "demo.h"


void errorcb(int error, const char* desc)
{
printf("GLFW error: %s\n", desc);
}

int blowup = 0;

static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
blowup = !blowup;
}

int main()
{
GLFWwindow* window;
struct DemoData data;
struct NVGcontext* vg = NULL;
struct FPScounter fps;
double prevt = 0;

if (!glfwInit()) {
printf("Failed to init GLFW.");
return -1;
}

initFPS(&fps);

glfwSetErrorCallback(errorcb);

glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
// window = glfwCreateWindow(1000, 600, "NanoVG", glfwGetPrimaryMonitor(), NULL);
if (!window) {
glfwTerminate();
return -1;
}

glfwSetKeyCallback(window, key);

glfwMakeContextCurrent(window);

vg = nvgCreateGL3(512, 512, NVG_ANTIALIAS);
if (vg == NULL) {
printf("Could not init nanovg.\n");
return -1;
}

if (loadDemoData(vg, &data) == -1)
return -1;

glfwSwapInterval(0);

glfwSetTime(0);
prevt = glfwGetTime();

while (!glfwWindowShouldClose(window))
{
double mx, my, t, dt;
int width, height;

t = glfwGetTime();
dt = t - prevt;
prevt = t;
updateFPS(&fps, dt);

glfwGetCursorPos(window, &mx, &my);
glfwGetFramebufferSize(window, &width, &height);

// Update and render
glViewport(0, 0, width, height);
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);

nvgBeginFrame(vg, width, height);

renderDemo(vg, mx,my, width,height, t, blowup, &data);
renderFPS(vg, 5,5, &fps);

glEnable(GL_DEPTH_TEST);

glfwSwapBuffers(window);
glfwPollEvents();
}

freeDemoData(vg, &data);

nvgDeleteGL3(vg);

glfwTerminate();
return 0;
}

+ 27
- 2
premake4.lua View File

@@ -132,8 +132,33 @@ solution "nanovg"
links { "nanovg" }
configuration { "linux" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3", "GLEW" }
defines { "NANOVG_GLEW" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3" }

configuration { "windows" }
links { "glu32","opengl32", "gdi32", "winmm", "user32" }

configuration { "macosx" }
links { "glfw3" }
linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit", "-framework CoreVideo" }

configuration "Debug"
defines { "DEBUG" }
flags { "Symbols", "ExtraWarnings"}

configuration "Release"
defines { "NDEBUG" }
flags { "Optimize", "ExtraWarnings"}

project "example_gles3"
kind "ConsoleApp"
language "C"
files { "example/example_gles3.c", "example/demo.c" }
includedirs { "src", "example" }
targetdir("build")
links { "nanovg" }
configuration { "linux" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3" }

configuration { "windows" }
links { "glu32","opengl32", "gdi32", "winmm", "user32" }


+ 23
- 0
src/nanovg_gl3.h View File

@@ -248,7 +248,12 @@ static int glnvg__renderCreate(void* uptr)
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;

static const char* fillVertShader =
#ifdef NANOVG_GLES3
"#version 300 es\n"
"precision mediump float;\n"
#else
"#version 150 core\n"
#endif
"uniform vec2 viewSize;\n"
"in vec2 vertex;\n"
"in vec2 tcoord;\n"
@@ -264,7 +269,12 @@ static int glnvg__renderCreate(void* uptr)
"}\n";

static const char* fillFragShaderEdgeAA =
#ifdef NANOVG_GLES3
"#version 300 es\n"
"precision mediump float;\n"
#else
"#version 150 core\n"
#endif
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n"
@@ -330,7 +340,12 @@ static int glnvg__renderCreate(void* uptr)
"}\n";

static const char* fillFragShader =
#ifdef NANOVG_GLES3
"#version 300 es\n"
"precision mediump float;\n"
#else
"#version 150 core\n"
#endif
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n"
@@ -429,7 +444,11 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const
if (type == NVG_TEXTURE_RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
#ifdef NANOVG_GLES3
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
#endif

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -462,7 +481,11 @@ static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w
if (tex->type == NVG_TEXTURE_RGBA)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
#ifdef NANOVG_GLES3
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
#else
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
#endif

return 1;
}


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