Add sdl_gpu demo, add more glyph positions and text rendering
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12 changed files with 312 additions and 78 deletions
156
examples/demo_sdl2_gpu.nim
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156
examples/demo_sdl2_gpu.nim
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import sdl2 as sdl
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import sdl2/sdl2_gpu as gpu
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import opengl
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import os
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import nanovg
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import perf
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import common
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proc events(): bool =
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result = false
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var e: sdl.Event
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while sdl.pollEvent(addr(e)) != 0:
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# Quit requested
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if e.kind.EventType == sdl.EventQuit:
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return true
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# Key pressed
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elif e.kind.EventType == sdl.EventKeyDown:
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# Exit on Escape key press
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if e.key.keysym.sym == sdl.KeycodeEscape:
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return true
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proc frameBufferSize*(window: ptr Window): tuple[w, h: int32] =
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var
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fbWidth: cint
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fbHeight: cint
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window.glGetDrawableSize(fbWidth.addr, fbHeight.addr)
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return (fbWidth.int32, fbHeight.int32)
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proc size*(window: ptr Window): tuple[w, h: int32] =
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var
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width: cint
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height: cint
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window.getWindowSize(width.addr, height.addr)
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return (width.int32, height.int32)
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template generateFbo(width, height: float, code: untyped): gpu.Image =
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let fb = createFrameBuffer(width, height, ImageFlagsGL.NO_DELETE)
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fb.binde()
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glViewPort(0, 0, width.int, height.int)
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glCullFace(GL_BACK)
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glFrontFace(GL_CCW)
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glClearColor(0.3, 0.3, 0.32, 1.0)
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT)
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beginFrame(width, height, 1.0)
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code
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endFrame()
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gpu.resetRendererState()
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echo fb.texture
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let res = gpu.createImageUsingTexture(cast[TextureHandle](fb.texture), false)
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fb.delete()
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res
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proc windowID*(target: ptr Target): uint32 {.
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cdecl, importc: "GPU_getWindowID".}
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proc main() =
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let
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fps = newGraph(RenderStyle.FPS, "Frame Time")
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cpuGraph = newGraph(RenderStyle.MS, "CPU Time")
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discard sdl.init(sdl.INIT_EVERYTHING.uint32)
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discard sdl.glSetAttribute(sdl.GL_STENCIL_SIZE, 1)
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discard sdl.glSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE.cint)
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discard sdl.glSetAttribute(sdl.GL_CONTEXT_FLAGS, sdl.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG.cint)
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discard sdl.glSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
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discard sdl.glSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2)
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var w, h: cint
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# let
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# vert = gpu.loadShader(gpu.VERTEX_SHADER, currentSourceDir()/"resources/untextured.vert")
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# frag = gpu.loadShader(gpu.FRAGMENT_SHADER, currentSourceDir()/"resources/untextured.frag")
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# program = gpu.linkShaders(vert, frag)
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# glUseProgram(program)
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# let
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# vertLoc = gpu.getAttributeLocation(program, "gpu_Vertex")
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# colorLoc = gpu.getAttributeLocation(program, "gpu_Color")
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# mvpLoc = gpu.getUniformLocation(program, "gpu_ModelViewProjectionMatrix")
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let screen = gpu.initRenderer(gpu.RENDERER_OPENGL_3, 640, 480, sdl.WINDOW_ALLOW_HIGHDPI)
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gpu.setRequiredFeatures(gpu.FEATURE_BASIC_SHADERS)
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nanovg.init()
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discard sdl.glSetSwapInterval(0)
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nanovg.loadFont(currentSourceDir()/"resources/Roboto-Regular.ttf", "sans")
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nanovg.loadFont(currentSourceDir()/"resources/Roboto-Bold.ttf", "sans-bold")
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nanovg.loadFont(currentSourceDir()/"resources/fa.ttf", "fa")
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nanovg.loadFont(currentSourceDir()/"resources/entypo.ttf", "icons")
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var done = false
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var prevt: float = sdl.getTicks().float/1000.0
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var image = gpu.loadImage(currentSourceDir()/"resources/howl.png")
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let window = sdl.getWindowFromID(screen.context.windowID)
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while not done:
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gpu.clearRGBA(screen, 0, 0, 0, 0xFF)
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# do gpu drawing
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let fbSize = window.frameBufferSize()
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glViewPort(0, 0, fbSize.w, fbSize.h)
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glCullFace(GL_BACK)
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glFrontFace(GL_CCW)
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glClearColor(0.3, 0.3, 0.32, 1.0)
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT)
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gpu.blit(image, nil, screen, 400, 100)
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gpu.flushBlitBuffer()
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withFrame(window):
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let x = glyphPositions("Some仮名thing is up", 0, 0, 10)
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echo x
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text("Some仮名thing is up", 100, 100, 100)
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drawWindow("Title", 50, 50, 300, 400)
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drawLabel("Hello!", 10, 10, 500, 20)
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drawButton(ICON_TRASH, "Delete", 100, 200, 160, 28, RGBA(128, 16, 8, 255))
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drawButton(ICON_TRASH, "Deleter", 100, 250, 160, 28, RGBA(12, 130, 80, 255))
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drawButton("Testing", 100, 300, 160, 28)
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gpu.resetRendererState()
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fps.render(5, 5)
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cpuGraph.render(210, 5)
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gpu.flip(screen)
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let t: float = sdl.getTicks().float/1000.0
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let dt = t - prevt
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prevt = t
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let cpuTime: float = sdl.getTicks().float/1000.0 - t
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fps.update(dt)
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cpuGraph.update(cpuTime)
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done = events()
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gpu.freeImage(image)
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gpu.quit()
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main()
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