273 lines
7.1 KiB
C
273 lines
7.1 KiB
C
//
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// Copyright (c) 2013 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#include <stdio.h>
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#ifdef NANOVG_GLEW
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# include <GL/glew.h>
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#endif
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#ifdef __APPLE__
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# define GLFW_INCLUDE_GLCOREARB
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#endif
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#include <GLFW/glfw3.h>
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#include "nanovg.h"
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#define NANOVG_GL3_IMPLEMENTATION
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#include "nanovg_gl.h"
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#include "nanovg_gl_utils.h"
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#include "perf.h"
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void renderPattern(NVGcontext* vg, NVGLUframebuffer* fb, float t, float pxRatio)
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{
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int winWidth, winHeight;
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int fboWidth, fboHeight;
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int pw, ph, x, y;
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float s = 20.0f;
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float sr = (cosf(t)+1)*0.5f;
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float r = s * 0.6f * (0.2f + 0.8f * sr);
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if (fb == NULL) return;
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nvgImageSize(vg, fb->image, &fboWidth, &fboHeight);
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winWidth = (int)(fboWidth / pxRatio);
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winHeight = (int)(fboHeight / pxRatio);
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// Draw some stuff to an FBO as a test
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nvgluBindFramebuffer(fb);
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glViewport(0, 0, fboWidth, fboHeight);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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nvgBeginFrame(vg, winWidth, winHeight, pxRatio);
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pw = (int)ceilf(winWidth / s);
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ph = (int)ceilf(winHeight / s);
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nvgBeginPath(vg);
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for (y = 0; y < ph; y++) {
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for (x = 0; x < pw; x++) {
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float cx = (x+0.5f) * s;
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float cy = (y+0.5f) * s;
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nvgCircle(vg, cx,cy, r);
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}
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}
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nvgFillColor(vg, nvgRGBA(220,160,0,200));
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nvgFill(vg);
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nvgEndFrame(vg);
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nvgluBindFramebuffer(NULL);
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}
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int loadFonts(NVGcontext* vg)
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{
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int font;
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font = nvgCreateFont(vg, "sans", "../example/Roboto-Regular.ttf");
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if (font == -1) {
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printf("Could not add font regular.\n");
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return -1;
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}
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font = nvgCreateFont(vg, "sans-bold", "../example/Roboto-Bold.ttf");
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if (font == -1) {
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printf("Could not add font bold.\n");
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return -1;
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}
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return 0;
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}
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void errorcb(int error, const char* desc)
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{
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printf("GLFW error %d: %s\n", error, desc);
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}
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static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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NVG_NOTUSED(scancode);
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NVG_NOTUSED(mods);
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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int main()
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{
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GLFWwindow* window;
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NVGcontext* vg = NULL;
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GPUtimer gpuTimer;
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PerfGraph fps, cpuGraph, gpuGraph;
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double prevt = 0, cpuTime = 0;
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NVGLUframebuffer* fb = NULL;
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int winWidth, winHeight;
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int fbWidth, fbHeight;
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float pxRatio;
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if (!glfwInit()) {
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printf("Failed to init GLFW.");
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return -1;
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}
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initGraph(&fps, GRAPH_RENDER_FPS, "Frame Time");
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initGraph(&cpuGraph, GRAPH_RENDER_MS, "CPU Time");
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initGraph(&gpuGraph, GRAPH_RENDER_MS, "GPU Time");
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glfwSetErrorCallback(errorcb);
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#ifndef _WIN32 // don't require this on win32, and works with more cards
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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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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#endif
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);
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#ifdef DEMO_MSAA
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glfwWindowHint(GLFW_SAMPLES, 4);
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#endif
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window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
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// window = glfwCreateWindow(1000, 600, "NanoVG", glfwGetPrimaryMonitor(), NULL);
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if (!window) {
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glfwTerminate();
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return -1;
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}
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glfwSetKeyCallback(window, key);
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glfwMakeContextCurrent(window);
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#ifdef NANOVG_GLEW
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glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK) {
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printf("Could not init glew.\n");
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return -1;
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}
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// GLEW generates GL error because it calls glGetString(GL_EXTENSIONS), we'll consume it here.
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glGetError();
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#endif
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#ifdef DEMO_MSAA
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vg = nvgCreateGL3(NVG_STENCIL_STROKES | NVG_DEBUG);
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#else
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vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
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#endif
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if (vg == NULL) {
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printf("Could not init nanovg.\n");
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return -1;
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}
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// Create hi-dpi FBO for hi-dpi screens.
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glfwGetWindowSize(window, &winWidth, &winHeight);
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glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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// Calculate pixel ration for hi-dpi devices.
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pxRatio = (float)fbWidth / (float)winWidth;
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// The image pattern is tiled, set repeat on x and y.
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fb = nvgluCreateFramebuffer(vg, (int)(100*pxRatio), (int)(100*pxRatio), NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
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if (fb == NULL) {
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printf("Could not create FBO.\n");
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return -1;
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}
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if (loadFonts(vg) == -1) {
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printf("Could not load fonts\n");
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return -1;
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}
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glfwSwapInterval(0);
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initGPUTimer(&gpuTimer);
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glfwSetTime(0);
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prevt = glfwGetTime();
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while (!glfwWindowShouldClose(window))
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{
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double mx, my, t, dt;
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float gpuTimes[3];
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int i, n;
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t = glfwGetTime();
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dt = t - prevt;
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prevt = t;
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startGPUTimer(&gpuTimer);
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glfwGetCursorPos(window, &mx, &my);
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glfwGetWindowSize(window, &winWidth, &winHeight);
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glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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// Calculate pixel ration for hi-dpi devices.
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pxRatio = (float)fbWidth / (float)winWidth;
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renderPattern(vg, fb, t, pxRatio);
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// Update and render
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glViewport(0, 0, fbWidth, fbHeight);
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glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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nvgBeginFrame(vg, winWidth, winHeight, pxRatio);
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// Use the FBO as image pattern.
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if (fb != NULL) {
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NVGpaint img = nvgImagePattern(vg, 0, 0, 100, 100, 0, fb->image, 1.0f);
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nvgSave(vg);
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for (i = 0; i < 20; i++) {
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nvgBeginPath(vg);
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nvgRect(vg, 10 + i*30,10, 10, winHeight-20);
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nvgFillColor(vg, nvgHSLA(i/19.0f, 0.5f, 0.5f, 255));
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nvgFill(vg);
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}
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nvgBeginPath(vg);
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nvgRoundedRect(vg, 140 + sinf(t*1.3f)*100, 140 + cosf(t*1.71244f)*100, 250, 250, 20);
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nvgFillPaint(vg, img);
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nvgFill(vg);
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nvgStrokeColor(vg, nvgRGBA(220,160,0,255));
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nvgStrokeWidth(vg, 3.0f);
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nvgStroke(vg);
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nvgRestore(vg);
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}
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renderGraph(vg, 5,5, &fps);
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renderGraph(vg, 5+200+5,5, &cpuGraph);
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if (gpuTimer.supported)
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renderGraph(vg, 5+200+5+200+5,5, &gpuGraph);
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nvgEndFrame(vg);
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// Measure the CPU time taken excluding swap buffers (as the swap may wait for GPU)
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cpuTime = glfwGetTime() - t;
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updateGraph(&fps, dt);
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updateGraph(&cpuGraph, cpuTime);
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// We may get multiple results.
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n = stopGPUTimer(&gpuTimer, gpuTimes, 3);
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for (i = 0; i < n; i++)
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updateGraph(&gpuGraph, gpuTimes[i]);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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nvgluDeleteFramebuffer(fb);
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nvgDeleteGL3(vg);
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printf("Average Frame Time: %.2f ms\n", getGraphAverage(&fps) * 1000.0f);
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printf(" CPU Time: %.2f ms\n", getGraphAverage(&cpuGraph) * 1000.0f);
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printf(" GPU Time: %.2f ms\n", getGraphAverage(&gpuGraph) * 1000.0f);
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glfwTerminate();
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return 0;
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}
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