Olivier Goffart
b2b57887e2
add sixtyfps-cpp draft
2020-05-06 12:52:31 +02:00
Simon Hausmann
17d3d49a83
Use cgmath throughout
...
And remove usage of kurbo::Affine. That avoids extra translations.
2020-05-05 23:00:03 +02:00
Simon Hausmann
bfac827ec7
Start with image rendering
...
These are the basics. Still to do are fixing the alpha channel blending, the rect handling,
a texture type to avoid consuming the image over and over again. And more :-)
2020-05-05 18:20:21 +02:00
Simon Hausmann
f3a4f75e17
Allow specifying a clear color for the frame
...
... and default it to white.
2020-05-05 13:51:48 +02:00
Simon Hausmann
8dff1967ad
Hide data structures of the GL renderer
...
Don't leak this accidentally to the outside
2020-05-05 13:38:28 +02:00
Simon Hausmann
5d07a6bd5b
Support specifying the color for path filling
2020-05-05 13:24:41 +02:00
Olivier Goffart
cd670d6012
Compiler tests
2020-05-05 12:43:42 +02:00
Simon Hausmann
0c4283020f
Render the second test rectangle using a transform
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The transform is applied through a uniform at run-time.
2020-05-05 11:41:38 +02:00
Simon Hausmann
7a129d66d3
Split graphics::RenderNode into RenderNodeMut and RenderNode
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This allows a read-only tree traversal and thus rendering.
2020-05-05 11:38:29 +02:00
Simon Hausmann
fc5f93fab2
First implementation of a tree of rendering nodes
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The idea is that they can be recursively rendered and propagate at least
the transform but also clip in the future.
One thing that's left is to split RenderNode into RenderNode and
RenderNodeMut, so that the rendering itself can be done on a non-mutable
tree reference.
2020-05-05 11:25:03 +02:00
Olivier Goffart
081310e3ac
Use codemap to show diagnostics
2020-05-04 20:14:29 +02:00
Olivier Goffart
a83413aabc
Do not put the frame on the heap.
...
But this forced to make GLFrame public.
2020-05-04 18:40:09 +02:00
Simon Hausmann
9c961059e1
Beginnings of a simple lyon and glium based GL renderer
2020-05-04 15:27:21 +02:00
Olivier Goffart
fbf0eebfd5
Draft of the parser
2020-05-04 14:30:05 +02:00