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 <time.h>
  10. #include <limits.h>
  11. #include <GL/glew.h>
  12. #include <GLFW/glfw3.h>
  13. #define NK_PRIVATE
  14. #define NK_INCLUDE_FIXED_TYPES
  15. #define NK_INCLUDE_STANDARD_IO
  16. #define NK_INCLUDE_DEFAULT_ALLOCATOR
  17. #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
  18. #define NK_INCLUDE_FONT_BAKING
  19. #define NK_INCLUDE_DEFAULT_FONT
  20. #define NK_IMPLEMENTATION
  21. #include "../nuklear.h"
  22. #define STB_IMAGE_IMPLEMENTATION
  23. #include "stb_image.h"
  24. /* macros */
  25. #define WINDOW_WIDTH 1200
  26. #define WINDOW_HEIGHT 800
  27. #define MAX_VERTEX_MEMORY 512 * 1024
  28. #define MAX_ELEMENT_MEMORY 128 * 1024
  29. #define UNUSED(a) (void)a
  30. #define MIN(a,b) ((a) < (b) ? (a) : (b))
  31. #define MAX(a,b) ((a) < (b) ? (b) : (a))
  32. #define LEN(a) (sizeof(a)/sizeof(a)[0])
  33. #define NK_SHADER_VERSION "#version 150\n"
  34. /* ===============================================================
  35. *
  36. * DEVICE
  37. *
  38. * ===============================================================*/
  39. struct nk_glfw_vertex {
  40. float position[2];
  41. float uv[2];
  42. nk_byte col[4];
  43. };
  44. struct device {
  45. struct nk_buffer cmds;
  46. struct nk_draw_null_texture tex_null;
  47. GLuint vbo, vao, ebo;
  48. GLuint prog;
  49. GLuint vert_shdr;
  50. GLuint frag_shdr;
  51. GLint attrib_pos;
  52. GLint attrib_uv;
  53. GLint attrib_col;
  54. GLint uniform_tex;
  55. GLint uniform_proj;
  56. GLuint font_tex;
  57. };
  58. /* function icon_load () is not used to build this file but might still be useful :) */
  59. /*
  60. static void
  61. die(const char *fmt, ...)
  62. {
  63. va_list ap;
  64. va_start(ap, fmt);
  65. vfprintf(stderr, fmt, ap);
  66. va_end(ap);
  67. fputs("\n", stderr);
  68. exit(EXIT_FAILURE);
  69. }
  70. static struct nk_image
  71. icon_load(const char *filename)
  72. {
  73. int x,y,n;
  74. GLuint tex;
  75. unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
  76. if (!data) die("[SDL]: failed to load image: %s", filename);
  77. glGenTextures(1, &tex);
  78. glBindTexture(GL_TEXTURE_2D, tex);
  79. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  80. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  81. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  82. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  83. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  84. glGenerateMipmap(GL_TEXTURE_2D);
  85. stbi_image_free(data);
  86. return nk_image_id((int)tex);
  87. }
  88. */
  89. static void
  90. device_init(struct device *dev)
  91. {
  92. GLint status;
  93. static const GLchar *vertex_shader =
  94. NK_SHADER_VERSION
  95. "uniform mat4 ProjMtx;\n"
  96. "in vec2 Position;\n"
  97. "in vec2 TexCoord;\n"
  98. "in vec4 Color;\n"
  99. "out vec2 Frag_UV;\n"
  100. "out vec4 Frag_Color;\n"
  101. "void main() {\n"
  102. " Frag_UV = TexCoord;\n"
  103. " Frag_Color = Color;\n"
  104. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  105. "}\n";
  106. static const GLchar *fragment_shader =
  107. NK_SHADER_VERSION
  108. "precision mediump float;\n"
  109. "uniform sampler2D Texture;\n"
  110. "in vec2 Frag_UV;\n"
  111. "in vec4 Frag_Color;\n"
  112. "out vec4 Out_Color;\n"
  113. "void main(){\n"
  114. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  115. "}\n";
  116. nk_buffer_init_default(&dev->cmds);
  117. dev->prog = glCreateProgram();
  118. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  119. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  120. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  121. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  122. glCompileShader(dev->vert_shdr);
  123. glCompileShader(dev->frag_shdr);
  124. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  125. assert(status == GL_TRUE);
  126. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  127. assert(status == GL_TRUE);
  128. glAttachShader(dev->prog, dev->vert_shdr);
  129. glAttachShader(dev->prog, dev->frag_shdr);
  130. glLinkProgram(dev->prog);
  131. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  132. assert(status == GL_TRUE);
  133. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  134. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  135. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  136. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  137. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  138. {
  139. /* buffer setup */
  140. GLsizei vs = sizeof(struct nk_glfw_vertex);
  141. size_t vp = offsetof(struct nk_glfw_vertex, position);
  142. size_t vt = offsetof(struct nk_glfw_vertex, uv);
  143. size_t vc = offsetof(struct nk_glfw_vertex, col);
  144. glGenBuffers(1, &dev->vbo);
  145. glGenBuffers(1, &dev->ebo);
  146. glGenVertexArrays(1, &dev->vao);
  147. glBindVertexArray(dev->vao);
  148. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  149. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  150. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  151. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  152. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  153. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  154. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  155. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  156. }
  157. glBindTexture(GL_TEXTURE_2D, 0);
  158. glBindBuffer(GL_ARRAY_BUFFER, 0);
  159. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  160. glBindVertexArray(0);
  161. }
  162. static void
  163. device_upload_atlas(struct device *dev, const void *image, int width, int height)
  164. {
  165. glGenTextures(1, &dev->font_tex);
  166. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  167. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  168. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  169. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  170. GL_RGBA, GL_UNSIGNED_BYTE, image);
  171. }
  172. static void
  173. device_shutdown(struct device *dev)
  174. {
  175. glDetachShader(dev->prog, dev->vert_shdr);
  176. glDetachShader(dev->prog, dev->frag_shdr);
  177. glDeleteShader(dev->vert_shdr);
  178. glDeleteShader(dev->frag_shdr);
  179. glDeleteProgram(dev->prog);
  180. glDeleteTextures(1, &dev->font_tex);
  181. glDeleteBuffers(1, &dev->vbo);
  182. glDeleteBuffers(1, &dev->ebo);
  183. nk_buffer_free(&dev->cmds);
  184. }
  185. static void
  186. device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
  187. enum nk_anti_aliasing AA)
  188. {
  189. GLfloat ortho[4][4] = {
  190. {2.0f, 0.0f, 0.0f, 0.0f},
  191. {0.0f,-2.0f, 0.0f, 0.0f},
  192. {0.0f, 0.0f,-1.0f, 0.0f},
  193. {-1.0f,1.0f, 0.0f, 1.0f},
  194. };
  195. ortho[0][0] /= (GLfloat)width;
  196. ortho[1][1] /= (GLfloat)height;
  197. /* setup global state */
  198. glEnable(GL_BLEND);
  199. glBlendEquation(GL_FUNC_ADD);
  200. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  201. glDisable(GL_CULL_FACE);
  202. glDisable(GL_DEPTH_TEST);
  203. glEnable(GL_SCISSOR_TEST);
  204. glActiveTexture(GL_TEXTURE0);
  205. /* setup program */
  206. glUseProgram(dev->prog);
  207. glUniform1i(dev->uniform_tex, 0);
  208. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  209. {
  210. /* convert from command queue into draw list and draw to screen */
  211. const struct nk_draw_command *cmd;
  212. void *vertices, *elements;
  213. const nk_draw_index *offset = NULL;
  214. /* allocate vertex and element buffer */
  215. glBindVertexArray(dev->vao);
  216. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  217. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  218. glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
  219. glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
  220. /* load draw vertices & elements directly into vertex + element buffer */
  221. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  222. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  223. {
  224. /* fill convert configuration */
  225. struct nk_convert_config config;
  226. static const struct nk_draw_vertex_layout_element vertex_layout[] = {
  227. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
  228. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
  229. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
  230. {NK_VERTEX_LAYOUT_END}
  231. };
  232. NK_MEMSET(&config, 0, sizeof(config));
  233. config.vertex_layout = vertex_layout;
  234. config.vertex_size = sizeof(struct nk_glfw_vertex);
  235. config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
  236. config.tex_null = dev->tex_null;
  237. config.circle_segment_count = 22;
  238. config.curve_segment_count = 22;
  239. config.arc_segment_count = 22;
  240. config.global_alpha = 1.0f;
  241. config.shape_AA = AA;
  242. config.line_AA = AA;
  243. /* setup buffers to load vertices and elements */
  244. {struct nk_buffer vbuf, ebuf;
  245. nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
  246. nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
  247. nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  248. }
  249. glUnmapBuffer(GL_ARRAY_BUFFER);
  250. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  251. /* iterate over and execute each draw command */
  252. nk_draw_foreach(cmd, ctx, &dev->cmds)
  253. {
  254. if (!cmd->elem_count) continue;
  255. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  256. glScissor(
  257. (GLint)(cmd->clip_rect.x),
  258. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
  259. (GLint)(cmd->clip_rect.w),
  260. (GLint)(cmd->clip_rect.h));
  261. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  262. offset += cmd->elem_count;
  263. }
  264. nk_clear(ctx);
  265. nk_buffer_clear(&dev->cmds);
  266. }
  267. /* default OpenGL state */
  268. glUseProgram(0);
  269. glBindBuffer(GL_ARRAY_BUFFER, 0);
  270. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  271. glBindVertexArray(0);
  272. glDisable(GL_BLEND);
  273. glDisable(GL_SCISSOR_TEST);
  274. }
  275. /* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
  276. static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
  277. static void text_input(GLFWwindow *win, unsigned int codepoint)
  278. {nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
  279. static void scroll_input(GLFWwindow *win, double _, double yoff)
  280. {UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), nk_vec2(0, (float)yoff));}
  281. static void
  282. pump_input(struct nk_context *ctx, GLFWwindow *win)
  283. {
  284. double x, y;
  285. nk_input_begin(ctx);
  286. glfwPollEvents();
  287. nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
  288. nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
  289. nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
  290. nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
  291. nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
  292. nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
  293. nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
  294. nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
  295. if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
  296. glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
  297. nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
  298. nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
  299. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
  300. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
  301. nk_input_key(ctx, NK_KEY_SHIFT, 1);
  302. } else {
  303. nk_input_key(ctx, NK_KEY_COPY, 0);
  304. nk_input_key(ctx, NK_KEY_PASTE, 0);
  305. nk_input_key(ctx, NK_KEY_CUT, 0);
  306. nk_input_key(ctx, NK_KEY_SHIFT, 0);
  307. }
  308. glfwGetCursorPos(win, &x, &y);
  309. nk_input_motion(ctx, (int)x, (int)y);
  310. nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
  311. nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
  312. nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
  313. nk_input_end(ctx);
  314. }
  315. struct nk_canvas {
  316. struct nk_command_buffer *painter;
  317. struct nk_vec2 item_spacing;
  318. struct nk_vec2 panel_padding;
  319. struct nk_style_item window_background;
  320. };
  321. static void
  322. canvas_begin(struct nk_context *ctx, struct nk_canvas *canvas, nk_flags flags,
  323. int x, int y, int width, int height, struct nk_color background_color)
  324. {
  325. /* save style properties which will be overwritten */
  326. canvas->panel_padding = ctx->style.window.padding;
  327. canvas->item_spacing = ctx->style.window.spacing;
  328. canvas->window_background = ctx->style.window.fixed_background;
  329. /* use the complete window space and set background */
  330. ctx->style.window.spacing = nk_vec2(0,0);
  331. ctx->style.window.padding = nk_vec2(0,0);
  332. ctx->style.window.fixed_background = nk_style_item_color(background_color);
  333. /* create/update window and set position + size */
  334. flags = flags & ~NK_WINDOW_DYNAMIC;
  335. nk_window_set_bounds(ctx, "Window", nk_rect(x, y, width, height));
  336. nk_begin(ctx, "Window", nk_rect(x, y, width, height), NK_WINDOW_NO_SCROLLBAR|flags);
  337. /* allocate the complete window space for drawing */
  338. {struct nk_rect total_space;
  339. total_space = nk_window_get_content_region(ctx);
  340. nk_layout_row_dynamic(ctx, total_space.h, 1);
  341. nk_widget(&total_space, ctx);
  342. canvas->painter = nk_window_get_canvas(ctx);}
  343. }
  344. static void
  345. canvas_end(struct nk_context *ctx, struct nk_canvas *canvas)
  346. {
  347. nk_end(ctx);
  348. ctx->style.window.spacing = canvas->panel_padding;
  349. ctx->style.window.padding = canvas->item_spacing;
  350. ctx->style.window.fixed_background = canvas->window_background;
  351. }
  352. int main(int argc, char *argv[])
  353. {
  354. /* Platform */
  355. static GLFWwindow *win;
  356. int width = 0, height = 0;
  357. /* GUI */
  358. struct device device;
  359. struct nk_font_atlas atlas;
  360. struct nk_context ctx;
  361. NK_UNUSED(argc);
  362. NK_UNUSED(argv);
  363. /* GLFW */
  364. glfwSetErrorCallback(error_callback);
  365. if (!glfwInit()) {
  366. fprintf(stdout, "[GFLW] failed to init!\n");
  367. exit(1);
  368. }
  369. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  370. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  371. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  372. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  373. win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
  374. glfwMakeContextCurrent(win);
  375. glfwSetWindowUserPointer(win, &ctx);
  376. glfwSetCharCallback(win, text_input);
  377. glfwSetScrollCallback(win, scroll_input);
  378. glfwGetWindowSize(win, &width, &height);
  379. /* OpenGL */
  380. glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
  381. glewExperimental = 1;
  382. if (glewInit() != GLEW_OK) {
  383. fprintf(stderr, "Failed to setup GLEW\n");
  384. exit(1);
  385. }
  386. /* GUI */
  387. {device_init(&device);
  388. {const void *image; int w, h;
  389. struct nk_font *font;
  390. nk_font_atlas_init_default(&atlas);
  391. nk_font_atlas_begin(&atlas);
  392. font = nk_font_atlas_add_default(&atlas, 13, 0);
  393. image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  394. device_upload_atlas(&device, image, w, h);
  395. nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.tex_null);
  396. nk_init_default(&ctx, &font->handle);
  397. glEnable(GL_TEXTURE_2D);
  398. while (!glfwWindowShouldClose(win))
  399. {
  400. /* input */
  401. pump_input(&ctx, win);
  402. /* draw */
  403. {struct nk_canvas canvas;
  404. canvas_begin(&ctx, &canvas, 0, 0, 0, width, height, nk_rgb(250,250,250));
  405. {
  406. nk_fill_rect(canvas.painter, nk_rect(15,15,210,210), 5, nk_rgb(247, 230, 154));
  407. nk_fill_rect(canvas.painter, nk_rect(20,20,200,200), 5, nk_rgb(188, 174, 118));
  408. 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));
  409. nk_fill_rect(canvas.painter, nk_rect(250,20,100,100), 0, nk_rgb(0,0,255));
  410. nk_fill_circle(canvas.painter, nk_rect(20,250,100,100), nk_rgb(255,0,0));
  411. nk_fill_triangle(canvas.painter, 250, 250, 350, 250, 300, 350, nk_rgb(0,255,0));
  412. nk_fill_arc(canvas.painter, 300, 180, 50, 0, 3.141592654f * 3.0f / 4.0f, nk_rgb(255,255,0));
  413. {float points[12];
  414. points[0] = 200; points[1] = 250;
  415. points[2] = 250; points[3] = 350;
  416. points[4] = 225; points[5] = 350;
  417. points[6] = 200; points[7] = 300;
  418. points[8] = 175; points[9] = 350;
  419. points[10] = 150; points[11] = 350;
  420. nk_fill_polygon(canvas.painter, points, 6, nk_rgb(0,0,0));}
  421. nk_stroke_line(canvas.painter, 15, 10, 200, 10, 2.0f, nk_rgb(189,45,75));
  422. nk_stroke_rect(canvas.painter, nk_rect(370, 20, 100, 100), 10, 3, nk_rgb(0,0,255));
  423. nk_stroke_curve(canvas.painter, 380, 200, 405, 270, 455, 120, 480, 200, 2, nk_rgb(0,150,220));
  424. nk_stroke_circle(canvas.painter, nk_rect(20, 370, 100, 100), 5, nk_rgb(0,255,120));
  425. nk_stroke_triangle(canvas.painter, 370, 250, 470, 250, 420, 350, 6, nk_rgb(255,0,143));
  426. }
  427. canvas_end(&ctx, &canvas);}
  428. /* Draw */
  429. /* Framebuffer size is used instead of window size because the window size is in screen coordinates instead of pixels.
  430. * See https://www.glfw.org/docs/latest/window_guide.html#window_size for more info
  431. */
  432. glfwGetFramebufferSize(win, &width, &height);
  433. glViewport(0, 0, width, height);
  434. glClear(GL_COLOR_BUFFER_BIT);
  435. glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
  436. device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
  437. glfwSwapBuffers(win);
  438. }}}
  439. nk_font_atlas_clear(&atlas);
  440. nk_free(&ctx);
  441. device_shutdown(&device);
  442. glfwTerminate();
  443. return 0;
  444. }