Commit graph

183 commits

Author SHA1 Message Date
Olivier Goffart
686f4c9591 More work on the vtable macro to adapt the Component
This does not work yet
2020-05-18 11:04:54 +02:00
Olivier Goffart
4b19818f6c WIP: port Component to vtable 2020-05-18 11:04:54 +02:00
Simon Hausmann
c26a2a1562 Fix GL context state handling
Make our GL context not current when done with the initialization
and make it current for the duration fo primitive creation and frame
rendering.

Fixes #4
2020-05-12 21:42:34 +02:00
Simon Hausmann
0b807190c7 GL Renderer cleanup
Get rid of the vertex array object that's not really used. We do bind the binding
manually right now anyway and this can be reintroduced later.
2020-05-12 19:22:01 +02:00
Simon Hausmann
93bb21f082 Fix dead code warning when targeting wasm 2020-05-12 16:24:56 +02:00
Simon Hausmann
7efcbd5816 Simplify geometry handing
Replace the use of kurbo's primitives with lyon/euclid. This means less data copying,
conversion and also no annoying precision
casts.
2020-05-11 19:23:03 +02:00
Olivier Goffart
471dd0f778 Make run_component safe 2020-05-11 15:35:17 +02:00
Simon Hausmann
83eb00b080 Run the C++ generated component through the GL backend
... which in turn forward to the corelib, but with the GL renderer attached.
2020-05-11 15:05:33 +02:00
Simon Hausmann
3a954e4cea Move window system creation and other GL related code into the GL backend 2020-05-11 13:11:55 +02:00
Simon Hausmann
e4ce0bcd7e Prepare for exposing the rendering backend to C
... by building a cdylib.
2020-05-11 10:56:33 +02:00
Simon Hausmann
35831c57c7 Use glow without glutin
We don't need the dependency for glow
2020-05-09 14:29:07 +02:00
Simon Hausmann
8843f655eb Reduce the binary size
Only use the png loader from image
2020-05-07 21:02:46 +02:00
Simon Hausmann
50b7b753e8 Minor GL renderer cleanups
Rename GLVertexBuffer to GLArrayBuffer, as that's what it is. Also added TODO
issue reference.
2020-05-07 20:50:01 +02:00
Simon Hausmann
f55c4e50f0 Track the issue of keeping the GL context current 2020-05-07 20:42:28 +02:00
Simon Hausmann
3d1df6178e Track the issue of releaseing GL resources 2020-05-07 20:38:10 +02:00
Simon Hausmann
cf37242952 Implement image rendering with glow 2020-05-07 15:07:29 +02:00
Simon Hausmann
14f807ac21 Implement path filling with glow 2020-05-07 15:07:29 +02:00
Simon Hausmann
12626472c4 Fix wasm build
Get rid of the glutin dependency in the GL renderer -- the caller is now responsible for swapping buffers.
2020-05-07 15:07:29 +02:00
Simon Hausmann
e0b024d2cf Some work towards implementing the gl renderer
... in plain GL(ow). swapbuffers and clearing the color buffer is working.
2020-05-07 15:07:29 +02:00
Simon Hausmann
da57d6be04 Start the switch to glow, comment out all renderer code 2020-05-07 15:07:29 +02:00
Simon Hausmann
c41cb3e179 Fix alpha blending in the gl renderer 2020-05-06 09:51:21 +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
e8f30b6444 Fix coordinate system in the gl renderer
Apply the correct orthographic projection matrix in the position calculations,
which includes the y-flip.
2020-05-05 22:47:27 +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
3bcbe3d931 Store handles to the GPU vertices/indices in the rendering primitive 2020-05-05 13:32:07 +02:00
Simon Hausmann
5d07a6bd5b Support specifying the color for path filling 2020-05-05 13:24:41 +02:00
Simon Hausmann
fc5f93fab2 First implementation of a tree of rendering nodes
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
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
Simon Hausmann
a4b69b23c0 Fix contact info in Cargo manifests 2020-05-04 11:54:45 +02:00
Simon Hausmann
c6553d007e Initial commit laying out the structure 2020-05-04 10:49:58 +02:00