157 lines
4 KiB
C++
157 lines
4 KiB
C++
#include "Window.hpp"
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// -------- OpenGL -------- //
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include "Graphics.hpp"
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// -------- Canvas -------- //
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#define NANOVG_GL3_IMPLEMENTATION
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#include <nanovg.h>
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#include <nanovg_gl.h>
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namespace tp {
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class Canvas::Context {
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public:
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NVGcontext* vg {};
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Window* window {};
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};
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}
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using namespace tp;
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Canvas::Canvas(Window* window) {
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mContext = new Context();
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mContext->window = window;
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mContext->vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES);
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if (nvgCreateFont(mContext->vg, "default", "Font.ttf") == -1) {
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ASSERT(!"Cant create NVG font")
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}
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}
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Canvas::~Canvas() {
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nvgDeleteGL3(mContext->vg);
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delete mContext;
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}
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void Canvas::rect(const RectF& rec, const RGBA& col, halnf round) {
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nvgBeginPath(mContext->vg);
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if (round == 0) {
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nvgRect(mContext->vg, rec.x, rec.y, rec.z, rec.w);
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} else {
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nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, round);
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}
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgFill(mContext->vg);
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}
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void Canvas::pushClamp(const RectF& rec) {
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RectF intersection = rec;
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if (mScissors.size()) {
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mScissors.last().calcIntersection(rec, intersection);
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}
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nvgScissor(mContext->vg, intersection.x, intersection.y, intersection.z, intersection.w);
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mScissors.append(rec);
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}
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void Canvas::popClamp() {
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DEBUG_ASSERT(mScissors.size());
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mIsClamping = false;
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mScissors.pop();
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if (mScissors.size()) {
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const auto& rec = mScissors.last();
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nvgScissor(mContext->vg, rec.x, rec.y, rec.z, rec.w);
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} else {
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nvgResetScissor(mContext->vg);
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}
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}
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void Canvas::text(
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const char* string, const RectF& aRec, halnf size, Align align, halnf marging, const RGBA& col
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) {
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RectF rec = { aRec.x + marging, aRec.y + marging, aRec.z - marging * 2, aRec.w - marging * 2 };
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pushClamp(rec);
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nvgFontSize(mContext->vg, size);
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nvgFontFace(mContext->vg, "default");
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
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float centerX = rec.x;
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float centerY = rec.y;
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int alignNVG = 0;
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if (((int1*) &align)[1] == 0x00) { // center x
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alignNVG |= NVG_ALIGN_CENTER;
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centerX += rec.z * 0.5f;
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} else if (((int1*) &align)[1] == 0x01) { // left x
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alignNVG |= NVG_ALIGN_LEFT;
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} else if (((int1*) &align)[1] == 0x02) { // right x
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alignNVG |= NVG_ALIGN_RIGHT;
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centerX += rec.z;
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}
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if (((int1*) &align)[0] == 0x00) { // center y
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alignNVG |= NVG_ALIGN_MIDDLE;
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centerY += rec.w * 0.5f;
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} else if (((int1*) &align)[0] == 0x01) { // top y
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alignNVG |= NVG_ALIGN_TOP;
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centerY += rec.w;
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} else if (((int1*) &align)[0] == 0x02) { // bottom y
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alignNVG |= NVG_ALIGN_BOTTOM;
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}
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nvgTextAlign(mContext->vg, alignNVG);
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nvgText(mContext->vg, centerX, centerY, string, nullptr);
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popClamp();
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}
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void Canvas::drawImage(const RectF& rec, ImageHandle* image, halnf angle, halnf alpha, halnf rounding) {
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auto imgPaint = nvgImagePattern(mContext->vg, rec.x, rec.y, rec.z, rec.w, angle, image->id, alpha);
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nvgBeginPath(mContext->vg);
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nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, rounding);
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nvgFillPaint(mContext->vg, imgPaint);
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nvgFill(mContext->vg);
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}
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Canvas::ImageHandle Canvas::createImageFromTextId(ualni id, Vec2F size) {
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#ifdef ENV_OS_ANDROID
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return { (ualni) nvglCreateImageFromHandleGLES3(mContext->vg, id, size.x, size.y, 0) };
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#else
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//return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) };
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return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) };
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#endif
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}
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void Canvas::updateTextureID(ImageHandle handle, ualni id) {
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auto nvgl = (GLNVGcontext*) nvgInternalParams(mContext->vg)->userPtr;
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auto glhandle = nvglImageHandleGL3(mContext->vg, handle.id);
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auto tex = glnvg__findTexture(nvgl, handle.id);
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tex->tex = id;
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}
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void Canvas::deleteImageHandle(ImageHandle image) {
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if (image.id) {
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nvgDeleteImage(mContext->vg, image.id);
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}
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}
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void Canvas::drawBegin() {
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const auto size = mContext->window->getSize();
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nvgBeginFrame(mContext->vg, size.x, size.y, 1.0);
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glViewport(0, 0, size.x, size.y);
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}
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void Canvas::drawEnd() {
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const auto size = mContext->window->getSize();
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glViewport(0, 0, size.x, size.y);
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nvgEndFrame(mContext->vg);
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}
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