Added canvas example
Added another example to show how to use Nuklear to only draw stuff to the screen instead of using it for UI (or both).
This commit is contained in:
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3f7f145819
commit
ba1ff9c23c
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/* nuklear - v1.00 - public domain */
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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#include <assert.h>
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#include <math.h>
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#include <time.h>
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#include <limits.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#define NK_PRIVATE
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#define NK_INCLUDE_FIXED_TYPES
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#define NK_INCLUDE_STANDARD_IO
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#define NK_INCLUDE_DEFAULT_ALLOCATOR
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#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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#define NK_INCLUDE_FONT_BAKING
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#define NK_INCLUDE_DEFAULT_FONT
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#define NK_IMPLEMENTATION
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#include "../nuklear.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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/* macros */
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#define WINDOW_WIDTH 1200
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#define WINDOW_HEIGHT 800
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#define MAX_VERTEX_MEMORY 512 * 1024
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#define MAX_ELEMENT_MEMORY 128 * 1024
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#define UNUSED(a) (void)a
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#define MAX(a,b) ((a) < (b) ? (b) : (a))
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#define LEN(a) (sizeof(a)/sizeof(a)[0])
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#define NK_SHADER_VERSION "#version 150\n"
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/* ===============================================================
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*
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* DEVICE
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*
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* ===============================================================*/
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struct device {
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struct nk_buffer cmds;
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struct nk_draw_null_texture null;
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GLuint vbo, vao, ebo;
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GLuint prog;
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GLuint vert_shdr;
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GLuint frag_shdr;
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GLint attrib_pos;
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GLint attrib_uv;
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GLint attrib_col;
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GLint uniform_tex;
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GLint uniform_proj;
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GLuint font_tex;
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};
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static void
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die(const char *fmt, ...)
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{
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va_list ap;
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va_start(ap, fmt);
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vfprintf(stderr, fmt, ap);
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va_end(ap);
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fputs("\n", stderr);
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exit(EXIT_FAILURE);
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}
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static struct nk_image
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icon_load(const char *filename)
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{
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int x,y,n;
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GLuint tex;
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unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
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if (!data) die("[SDL]: failed to load image: %s", filename);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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return nk_image_id((int)tex);
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}
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static void
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device_init(struct device *dev)
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{
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GLint status;
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static const GLchar *vertex_shader =
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NK_SHADER_VERSION
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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static const GLchar *fragment_shader =
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NK_SHADER_VERSION
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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nk_buffer_init_default(&dev->cmds);
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glAttachShader(dev->prog, dev->vert_shdr);
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glAttachShader(dev->prog, dev->frag_shdr);
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glLinkProgram(dev->prog);
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glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
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assert(status == GL_TRUE);
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dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
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dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
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dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
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dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
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dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
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{
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/* buffer setup */
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GLsizei vs = sizeof(struct nk_draw_vertex);
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size_t vp = offsetof(struct nk_draw_vertex, position);
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size_t vt = offsetof(struct nk_draw_vertex, uv);
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size_t vc = offsetof(struct nk_draw_vertex, col);
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glEnableVertexAttribArray((GLuint)dev->attrib_pos);
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glEnableVertexAttribArray((GLuint)dev->attrib_uv);
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glEnableVertexAttribArray((GLuint)dev->attrib_col);
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glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
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glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
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glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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static void
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device_upload_atlas(struct device *dev, const void *image, int width, int height)
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{
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glGenTextures(1, &dev->font_tex);
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glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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}
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static void
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device_shutdown(struct device *dev)
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{
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glDetachShader(dev->prog, dev->vert_shdr);
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glDetachShader(dev->prog, dev->frag_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteShader(dev->frag_shdr);
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glDeleteProgram(dev->prog);
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glDeleteTextures(1, &dev->font_tex);
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glDeleteBuffers(1, &dev->vbo);
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glDeleteBuffers(1, &dev->ebo);
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nk_buffer_free(&dev->cmds);
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}
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static void
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device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
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enum nk_anti_aliasing AA)
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{
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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{0.0f, 0.0f,-1.0f, 0.0f},
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{-1.0f,1.0f, 0.0f, 1.0f},
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};
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ortho[0][0] /= (GLfloat)width;
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ortho[1][1] /= (GLfloat)height;
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/* setup global state */
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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/* setup program */
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glUseProgram(dev->prog);
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glUniform1i(dev->uniform_tex, 0);
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glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
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{
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/* convert from command queue into draw list and draw to screen */
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const struct nk_draw_command *cmd;
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void *vertices, *elements;
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const nk_draw_index *offset = NULL;
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/* allocate vertex and element buffer */
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
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/* load draw vertices & elements directly into vertex + element buffer */
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vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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{
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/* fill converting configuration */
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struct nk_convert_config config;
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memset(&config, 0, sizeof(config));
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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config.circle_segment_count = 22;
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config.curve_segment_count = 22;
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config.arc_segment_count = 22;
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config.null = dev->null;
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/* setup buffers to load vertices and elements */
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{struct nk_buffer vbuf, ebuf;
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nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
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nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
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nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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/* iterate over and execute each draw command */
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nk_draw_foreach(cmd, ctx, &dev->cmds)
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{
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if (!cmd->elem_count) continue;
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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(GLint)(cmd->clip_rect.x),
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(GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
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(GLint)(cmd->clip_rect.w),
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(GLint)(cmd->clip_rect.h));
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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offset += cmd->elem_count;
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}
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nk_clear(ctx);
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}
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/* default OpenGL state */
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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}
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/* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
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static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
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static void text_input(GLFWwindow *win, unsigned int codepoint)
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{nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
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static void scroll_input(GLFWwindow *win, double _, double yoff)
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{UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), (float)yoff);}
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static void
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pump_input(struct nk_context *ctx, GLFWwindow *win)
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{
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double x, y;
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nk_input_begin(ctx);
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glfwPollEvents();
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nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
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if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
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glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL)) {
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nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_SHIFT, 1);
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} else {
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nk_input_key(ctx, NK_KEY_COPY, 0);
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nk_input_key(ctx, NK_KEY_PASTE, 0);
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nk_input_key(ctx, NK_KEY_CUT, 0);
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nk_input_key(ctx, NK_KEY_SHIFT, 0);
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}
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glfwGetCursorPos(win, &x, &y);
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nk_input_motion(ctx, (int)x, (int)y);
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nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
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nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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nk_input_end(ctx);
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}
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static void
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canvas_begin(struct nk_context *ctx, int x, int y, int width, int height, struct nk_command_buffer **out)
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{
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static struct nk_panel layout;
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struct nk_rect total_space;
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ctx->style.window.spacing = nk_vec2(0,0);
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ctx->style.window.padding = nk_vec2(0,0);
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nk_begin(ctx, &layout, "Window", nk_rect(x, y, width, height), NK_WINDOW_NO_SCROLLBAR);
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nk_window_set_bounds(ctx, nk_rect(x, y, width, height));
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total_space = nk_window_get_content_region(ctx);
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nk_layout_row_dynamic(ctx, total_space.h, 1);
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nk_widget(&total_space, ctx);
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*out = nk_window_get_canvas(ctx);
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}
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static void
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canvas_end(struct nk_context *ctx)
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{
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nk_end(ctx);
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ctx->style.window.spacing = nk_vec2(4,4);
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ctx->style.window.padding = nk_vec2(8,8);
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}
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int main(int argc, char *argv[])
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{
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/* Platform */
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static GLFWwindow *win;
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int width = 0, height = 0;
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/* GUI */
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struct device device;
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struct nk_font_atlas atlas;
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struct nk_context ctx;
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/* GLFW */
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glfwSetErrorCallback(error_callback);
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if (!glfwInit()) {
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fprintf(stdout, "[GFLW] failed to init!\n");
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exit(1);
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}
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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_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
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glfwMakeContextCurrent(win);
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glfwSetWindowUserPointer(win, &ctx);
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glfwSetCharCallback(win, text_input);
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glfwSetScrollCallback(win, scroll_input);
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glfwGetWindowSize(win, &width, &height);
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/* OpenGL */
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glewExperimental = 1;
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if (glewInit() != GLEW_OK) {
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fprintf(stderr, "Failed to setup GLEW\n");
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exit(1);
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}
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/* GUI */
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{device_init(&device);
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{const void *image; int w, h;
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struct nk_font *font;
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nk_font_atlas_init_default(&atlas);
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nk_font_atlas_begin(&atlas);
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font = nk_font_atlas_add_default(&atlas, 13, 0);
|
||||
image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
|
||||
device_upload_atlas(&device, image, w, h);
|
||||
nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.null);
|
||||
nk_init_default(&ctx, &font->handle);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
while (!glfwWindowShouldClose(win))
|
||||
{
|
||||
/* input */
|
||||
pump_input(&ctx, win);
|
||||
|
||||
/* draw */
|
||||
{struct nk_command_buffer *canvas;
|
||||
canvas_begin(&ctx, 0, 0, width, height, &canvas);
|
||||
{
|
||||
nk_fill_rect(canvas, nk_rect(0,0,width,height), 0, nk_rgb(150,150,150));
|
||||
nk_fill_rect(canvas, nk_rect(15,15,210,210), 5, nk_rgb(247, 230, 154));
|
||||
nk_fill_rect(canvas, nk_rect(20,20,200,200), 5, nk_rgb(188, 174, 118));
|
||||
nk_draw_text(canvas, nk_rect(30, 30, 150, 20), "Text to draw", 12, &font->handle, nk_rgb(188,174,118), nk_rgb(0,0,0));
|
||||
nk_fill_rect(canvas, nk_rect(250,20,100,100), 0, nk_rgb(0,0,255));
|
||||
nk_fill_circle(canvas, nk_rect(20,250,100,100), nk_rgb(255,0,0));
|
||||
nk_fill_triangle(canvas, 250, 250, 350, 250, 300, 350, nk_rgb(0,255,0));
|
||||
nk_fill_arc(canvas, 300, 180, 50, 0, 3.141592654f * 3.0f / 4.0f, nk_rgb(255,255,0));
|
||||
|
||||
{float points[12];
|
||||
points[0] = 200; points[1] = 250;
|
||||
points[2] = 250; points[3] = 350;
|
||||
points[4] = 225; points[5] = 350;
|
||||
points[6] = 200; points[7] = 300;
|
||||
points[8] = 175; points[9] = 350;
|
||||
points[10] = 150; points[11] = 350;
|
||||
nk_fill_polygon(canvas, points, 6, nk_rgb(255,255,255));}
|
||||
|
||||
nk_stroke_line(canvas, 15, 10, 200, 10, 2.0f, nk_rgb(189,45,75));
|
||||
nk_stroke_rect(canvas, nk_rect(370, 20, 100, 100), 10, 3, nk_rgb(0,0,255));
|
||||
nk_stroke_curve(canvas, 380, 200, 405, 270, 455, 120, 480, 200, 2, nk_rgb(0,150,220));
|
||||
nk_stroke_circle(canvas, nk_rect(20, 370, 100, 100), 5, nk_rgb(0,255,120));
|
||||
nk_stroke_triangle(canvas, 370, 250, 470, 250, 420, 350, 6, nk_rgb(255,0,143));
|
||||
}
|
||||
canvas_end(&ctx);}
|
||||
|
||||
/* Draw */
|
||||
glfwGetWindowSize(win, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
|
||||
glfwSwapBuffers(win);
|
||||
}}}
|
||||
nk_font_atlas_clear(&atlas);
|
||||
nk_free(&ctx);
|
||||
device_shutdown(&device);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue