canvas.c 18 KB

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  1. /* nuklear - v1.05 - public domain */
  2. #include <stdio.h>
  3. #include <stdlib.h>
  4. #include <stdint.h>
  5. #include <stdarg.h>
  6. #include <string.h>
  7. #include <math.h>
  8. #include <assert.h>
  9. #include <math.h>
  10. #include <time.h>
  11. #include <limits.h>
  12. #include <GL/glew.h>
  13. #include <GLFW/glfw3.h>
  14. #define NK_PRIVATE
  15. #define NK_INCLUDE_FIXED_TYPES
  16. #define NK_INCLUDE_STANDARD_IO
  17. #define NK_INCLUDE_DEFAULT_ALLOCATOR
  18. #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
  19. #define NK_INCLUDE_FONT_BAKING
  20. #define NK_INCLUDE_DEFAULT_FONT
  21. #define NK_IMPLEMENTATION
  22. #include "../nuklear.h"
  23. #define STB_IMAGE_IMPLEMENTATION
  24. #include "stb_image.h"
  25. /* macros */
  26. #define WINDOW_WIDTH 1200
  27. #define WINDOW_HEIGHT 800
  28. #define MAX_VERTEX_MEMORY 512 * 1024
  29. #define MAX_ELEMENT_MEMORY 128 * 1024
  30. #define UNUSED(a) (void)a
  31. #define MIN(a,b) ((a) < (b) ? (a) : (b))
  32. #define MAX(a,b) ((a) < (b) ? (b) : (a))
  33. #define LEN(a) (sizeof(a)/sizeof(a)[0])
  34. #define NK_SHADER_VERSION "#version 150\n"
  35. /* ===============================================================
  36. *
  37. * DEVICE
  38. *
  39. * ===============================================================*/
  40. struct nk_glfw_vertex {
  41. float position[2];
  42. float uv[2];
  43. nk_byte col[4];
  44. };
  45. struct device {
  46. struct nk_buffer cmds;
  47. struct nk_draw_null_texture null;
  48. GLuint vbo, vao, ebo;
  49. GLuint prog;
  50. GLuint vert_shdr;
  51. GLuint frag_shdr;
  52. GLint attrib_pos;
  53. GLint attrib_uv;
  54. GLint attrib_col;
  55. GLint uniform_tex;
  56. GLint uniform_proj;
  57. GLuint font_tex;
  58. };
  59. static void
  60. die(const char *fmt, ...)
  61. {
  62. va_list ap;
  63. va_start(ap, fmt);
  64. vfprintf(stderr, fmt, ap);
  65. va_end(ap);
  66. fputs("\n", stderr);
  67. exit(EXIT_FAILURE);
  68. }
  69. static struct nk_image
  70. icon_load(const char *filename)
  71. {
  72. int x,y,n;
  73. GLuint tex;
  74. unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
  75. if (!data) die("[SDL]: failed to load image: %s", filename);
  76. glGenTextures(1, &tex);
  77. glBindTexture(GL_TEXTURE_2D, tex);
  78. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  79. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  80. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  81. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  82. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  83. glGenerateMipmap(GL_TEXTURE_2D);
  84. stbi_image_free(data);
  85. return nk_image_id((int)tex);
  86. }
  87. static void
  88. device_init(struct device *dev)
  89. {
  90. GLint status;
  91. static const GLchar *vertex_shader =
  92. NK_SHADER_VERSION
  93. "uniform mat4 ProjMtx;\n"
  94. "in vec2 Position;\n"
  95. "in vec2 TexCoord;\n"
  96. "in vec4 Color;\n"
  97. "out vec2 Frag_UV;\n"
  98. "out vec4 Frag_Color;\n"
  99. "void main() {\n"
  100. " Frag_UV = TexCoord;\n"
  101. " Frag_Color = Color;\n"
  102. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  103. "}\n";
  104. static const GLchar *fragment_shader =
  105. NK_SHADER_VERSION
  106. "precision mediump float;\n"
  107. "uniform sampler2D Texture;\n"
  108. "in vec2 Frag_UV;\n"
  109. "in vec4 Frag_Color;\n"
  110. "out vec4 Out_Color;\n"
  111. "void main(){\n"
  112. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  113. "}\n";
  114. nk_buffer_init_default(&dev->cmds);
  115. dev->prog = glCreateProgram();
  116. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  117. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  118. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  119. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  120. glCompileShader(dev->vert_shdr);
  121. glCompileShader(dev->frag_shdr);
  122. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  123. assert(status == GL_TRUE);
  124. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  125. assert(status == GL_TRUE);
  126. glAttachShader(dev->prog, dev->vert_shdr);
  127. glAttachShader(dev->prog, dev->frag_shdr);
  128. glLinkProgram(dev->prog);
  129. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  130. assert(status == GL_TRUE);
  131. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  132. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  133. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  134. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  135. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  136. {
  137. /* buffer setup */
  138. GLsizei vs = sizeof(struct nk_glfw_vertex);
  139. size_t vp = offsetof(struct nk_glfw_vertex, position);
  140. size_t vt = offsetof(struct nk_glfw_vertex, uv);
  141. size_t vc = offsetof(struct nk_glfw_vertex, col);
  142. glGenBuffers(1, &dev->vbo);
  143. glGenBuffers(1, &dev->ebo);
  144. glGenVertexArrays(1, &dev->vao);
  145. glBindVertexArray(dev->vao);
  146. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  147. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  148. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  149. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  150. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  151. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  152. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  153. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  154. }
  155. glBindTexture(GL_TEXTURE_2D, 0);
  156. glBindBuffer(GL_ARRAY_BUFFER, 0);
  157. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  158. glBindVertexArray(0);
  159. }
  160. static void
  161. device_upload_atlas(struct device *dev, const void *image, int width, int height)
  162. {
  163. glGenTextures(1, &dev->font_tex);
  164. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  165. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  166. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  167. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  168. GL_RGBA, GL_UNSIGNED_BYTE, image);
  169. }
  170. static void
  171. device_shutdown(struct device *dev)
  172. {
  173. glDetachShader(dev->prog, dev->vert_shdr);
  174. glDetachShader(dev->prog, dev->frag_shdr);
  175. glDeleteShader(dev->vert_shdr);
  176. glDeleteShader(dev->frag_shdr);
  177. glDeleteProgram(dev->prog);
  178. glDeleteTextures(1, &dev->font_tex);
  179. glDeleteBuffers(1, &dev->vbo);
  180. glDeleteBuffers(1, &dev->ebo);
  181. nk_buffer_free(&dev->cmds);
  182. }
  183. static void
  184. device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
  185. enum nk_anti_aliasing AA)
  186. {
  187. GLfloat ortho[4][4] = {
  188. {2.0f, 0.0f, 0.0f, 0.0f},
  189. {0.0f,-2.0f, 0.0f, 0.0f},
  190. {0.0f, 0.0f,-1.0f, 0.0f},
  191. {-1.0f,1.0f, 0.0f, 1.0f},
  192. };
  193. ortho[0][0] /= (GLfloat)width;
  194. ortho[1][1] /= (GLfloat)height;
  195. /* setup global state */
  196. glEnable(GL_BLEND);
  197. glBlendEquation(GL_FUNC_ADD);
  198. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  199. glDisable(GL_CULL_FACE);
  200. glDisable(GL_DEPTH_TEST);
  201. glEnable(GL_SCISSOR_TEST);
  202. glActiveTexture(GL_TEXTURE0);
  203. /* setup program */
  204. glUseProgram(dev->prog);
  205. glUniform1i(dev->uniform_tex, 0);
  206. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  207. {
  208. /* convert from command queue into draw list and draw to screen */
  209. const struct nk_draw_command *cmd;
  210. void *vertices, *elements;
  211. const nk_draw_index *offset = NULL;
  212. /* allocate vertex and element buffer */
  213. glBindVertexArray(dev->vao);
  214. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  215. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  216. glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
  217. glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
  218. /* load draw vertices & elements directly into vertex + element buffer */
  219. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  220. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  221. {
  222. /* fill convert configuration */
  223. struct nk_convert_config config;
  224. static const struct nk_draw_vertex_layout_element vertex_layout[] = {
  225. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
  226. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
  227. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
  228. {NK_VERTEX_LAYOUT_END}
  229. };
  230. NK_MEMSET(&config, 0, sizeof(config));
  231. config.vertex_layout = vertex_layout;
  232. config.vertex_size = sizeof(struct nk_glfw_vertex);
  233. config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
  234. config.null = dev->null;
  235. config.circle_segment_count = 22;
  236. config.curve_segment_count = 22;
  237. config.arc_segment_count = 22;
  238. config.global_alpha = 1.0f;
  239. config.shape_AA = AA;
  240. config.line_AA = AA;
  241. /* setup buffers to load vertices and elements */
  242. {struct nk_buffer vbuf, ebuf;
  243. nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
  244. nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
  245. nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  246. }
  247. glUnmapBuffer(GL_ARRAY_BUFFER);
  248. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  249. /* iterate over and execute each draw command */
  250. nk_draw_foreach(cmd, ctx, &dev->cmds)
  251. {
  252. if (!cmd->elem_count) continue;
  253. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  254. glScissor(
  255. (GLint)(cmd->clip_rect.x),
  256. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
  257. (GLint)(cmd->clip_rect.w),
  258. (GLint)(cmd->clip_rect.h));
  259. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  260. offset += cmd->elem_count;
  261. }
  262. nk_clear(ctx);
  263. }
  264. /* default OpenGL state */
  265. glUseProgram(0);
  266. glBindBuffer(GL_ARRAY_BUFFER, 0);
  267. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  268. glBindVertexArray(0);
  269. glDisable(GL_BLEND);
  270. glDisable(GL_SCISSOR_TEST);
  271. }
  272. /* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
  273. static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
  274. static void text_input(GLFWwindow *win, unsigned int codepoint)
  275. {nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
  276. static void scroll_input(GLFWwindow *win, double _, double yoff)
  277. {UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), (float)yoff);}
  278. static void
  279. pump_input(struct nk_context *ctx, GLFWwindow *win)
  280. {
  281. double x, y;
  282. nk_input_begin(ctx);
  283. glfwPollEvents();
  284. nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
  285. nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
  286. nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
  287. nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
  288. nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
  289. nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
  290. nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
  291. nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
  292. if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
  293. glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
  294. nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
  295. nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
  296. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
  297. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
  298. nk_input_key(ctx, NK_KEY_SHIFT, 1);
  299. } else {
  300. nk_input_key(ctx, NK_KEY_COPY, 0);
  301. nk_input_key(ctx, NK_KEY_PASTE, 0);
  302. nk_input_key(ctx, NK_KEY_CUT, 0);
  303. nk_input_key(ctx, NK_KEY_SHIFT, 0);
  304. }
  305. glfwGetCursorPos(win, &x, &y);
  306. nk_input_motion(ctx, (int)x, (int)y);
  307. nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
  308. nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
  309. nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
  310. nk_input_end(ctx);
  311. }
  312. struct nk_canvas {
  313. struct nk_command_buffer *painter;
  314. struct nk_vec2 item_spacing;
  315. struct nk_vec2 panel_padding;
  316. struct nk_style_item window_background;
  317. };
  318. static void
  319. canvas_begin(struct nk_context *ctx, struct nk_canvas *canvas, nk_flags flags,
  320. int x, int y, int width, int height, struct nk_color background_color)
  321. {
  322. /* save style properties which will be overwritten */
  323. canvas->panel_padding = ctx->style.window.padding;
  324. canvas->item_spacing = ctx->style.window.spacing;
  325. canvas->window_background = ctx->style.window.fixed_background;
  326. /* use the complete window space and set background */
  327. ctx->style.window.spacing = nk_vec2(0,0);
  328. ctx->style.window.padding = nk_vec2(0,0);
  329. ctx->style.window.fixed_background = nk_style_item_color(background_color);
  330. /* create/update window and set position + size */
  331. flags = flags & ~NK_WINDOW_DYNAMIC;
  332. nk_begin(ctx, "Window", nk_rect(x, y, width, height), NK_WINDOW_NO_SCROLLBAR|flags);
  333. nk_window_set_bounds(ctx, nk_rect(x, y, width, height));
  334. /* allocate the complete window space for drawing */
  335. {struct nk_rect total_space;
  336. total_space = nk_window_get_content_region(ctx);
  337. nk_layout_row_dynamic(ctx, total_space.h, 1);
  338. nk_widget(&total_space, ctx);
  339. canvas->painter = nk_window_get_canvas(ctx);}
  340. }
  341. static void
  342. canvas_end(struct nk_context *ctx, struct nk_canvas *canvas)
  343. {
  344. nk_end(ctx);
  345. ctx->style.window.spacing = canvas->panel_padding;
  346. ctx->style.window.padding = canvas->item_spacing;
  347. ctx->style.window.fixed_background = canvas->window_background;
  348. }
  349. int main(int argc, char *argv[])
  350. {
  351. /* Platform */
  352. static GLFWwindow *win;
  353. int width = 0, height = 0;
  354. /* GUI */
  355. struct device device;
  356. struct nk_font_atlas atlas;
  357. struct nk_context ctx;
  358. /* GLFW */
  359. glfwSetErrorCallback(error_callback);
  360. if (!glfwInit()) {
  361. fprintf(stdout, "[GFLW] failed to init!\n");
  362. exit(1);
  363. }
  364. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  365. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  366. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  367. win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
  368. glfwMakeContextCurrent(win);
  369. glfwSetWindowUserPointer(win, &ctx);
  370. glfwSetCharCallback(win, text_input);
  371. glfwSetScrollCallback(win, scroll_input);
  372. glfwGetWindowSize(win, &width, &height);
  373. /* OpenGL */
  374. glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
  375. glewExperimental = 1;
  376. if (glewInit() != GLEW_OK) {
  377. fprintf(stderr, "Failed to setup GLEW\n");
  378. exit(1);
  379. }
  380. /* GUI */
  381. {device_init(&device);
  382. {const void *image; int w, h;
  383. struct nk_font *font;
  384. nk_font_atlas_init_default(&atlas);
  385. nk_font_atlas_begin(&atlas);
  386. font = nk_font_atlas_add_default(&atlas, 13, 0);
  387. image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  388. device_upload_atlas(&device, image, w, h);
  389. nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.null);
  390. nk_init_default(&ctx, &font->handle);
  391. glEnable(GL_TEXTURE_2D);
  392. while (!glfwWindowShouldClose(win))
  393. {
  394. /* input */
  395. pump_input(&ctx, win);
  396. /* draw */
  397. {struct nk_canvas canvas;
  398. canvas_begin(&ctx, &canvas, 0, 0, 0, width, height, nk_rgb(250,250,250));
  399. {
  400. nk_fill_rect(canvas.painter, nk_rect(15,15,210,210), 5, nk_rgb(247, 230, 154));
  401. nk_fill_rect(canvas.painter, nk_rect(20,20,200,200), 5, nk_rgb(188, 174, 118));
  402. nk_draw_text(canvas.painter, nk_rect(30, 30, 150, 20), "Text to draw", 12, &font->handle, nk_rgb(188,174,118), nk_rgb(0,0,0));
  403. nk_fill_rect(canvas.painter, nk_rect(250,20,100,100), 0, nk_rgb(0,0,255));
  404. nk_fill_circle(canvas.painter, nk_rect(20,250,100,100), nk_rgb(255,0,0));
  405. nk_fill_triangle(canvas.painter, 250, 250, 350, 250, 300, 350, nk_rgb(0,255,0));
  406. nk_fill_arc(canvas.painter, 300, 180, 50, 0, 3.141592654f * 3.0f / 4.0f, nk_rgb(255,255,0));
  407. {float points[12];
  408. points[0] = 200; points[1] = 250;
  409. points[2] = 250; points[3] = 350;
  410. points[4] = 225; points[5] = 350;
  411. points[6] = 200; points[7] = 300;
  412. points[8] = 175; points[9] = 350;
  413. points[10] = 150; points[11] = 350;
  414. nk_fill_polygon(canvas.painter, points, 6, nk_rgb(0,0,0));}
  415. nk_stroke_line(canvas.painter, 15, 10, 200, 10, 2.0f, nk_rgb(189,45,75));
  416. nk_stroke_rect(canvas.painter, nk_rect(370, 20, 100, 100), 10, 3, nk_rgb(0,0,255));
  417. nk_stroke_curve(canvas.painter, 380, 200, 405, 270, 455, 120, 480, 200, 2, nk_rgb(0,150,220));
  418. nk_stroke_circle(canvas.painter, nk_rect(20, 370, 100, 100), 5, nk_rgb(0,255,120));
  419. nk_stroke_triangle(canvas.painter, 370, 250, 470, 250, 420, 350, 6, nk_rgb(255,0,143));
  420. }
  421. canvas_end(&ctx, &canvas);}
  422. /* Draw */
  423. glfwGetWindowSize(win, &width, &height);
  424. glViewport(0, 0, width, height);
  425. glClear(GL_COLOR_BUFFER_BIT);
  426. glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
  427. device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
  428. glfwSwapBuffers(win);
  429. }}}
  430. nk_font_atlas_clear(&atlas);
  431. nk_free(&ctx);
  432. device_shutdown(&device);
  433. glfwTerminate();
  434. return 0;
  435. }