void Material::generateFBO(NVGcontext* vg) { m_framebufferObject = nvgluCreateFramebuffer(vg, m_width, m_height, NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY); if (m_framebufferObject == nullptr) { cout << "Could not create FBO.\n"; assert(0); } }
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int32_t width, int32_t height, int32_t imageFlags, bgfx::ViewId viewId) { NVGLUframebuffer* framebuffer = nvgluCreateFramebuffer(ctx, width, height, imageFlags); if (framebuffer != NULL) { nvgluSetViewFramebuffer(viewId, framebuffer); } return framebuffer; }
int main() { GLFWwindow* window; NVGcontext* vg = NULL; GPUtimer gpuTimer; PerfGraph fps, cpuGraph, gpuGraph; double prevt = 0, cpuTime = 0; NVGLUframebuffer* fb = NULL; int winWidth, winHeight; int fbWidth, fbHeight; float pxRatio; if (!glfwInit()) { printf("Failed to init GLFW."); return -1; } initGraph(&fps, GRAPH_RENDER_FPS, "Frame Time"); initGraph(&cpuGraph, GRAPH_RENDER_MS, "CPU Time"); initGraph(&gpuGraph, GRAPH_RENDER_MS, "GPU Time"); glfwSetErrorCallback(errorcb); #ifndef _WIN32 // don't require this on win32, and works with more cards glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1); #ifdef DEMO_MSAA glfwWindowHint(GLFW_SAMPLES, 4); #endif window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL); // window = glfwCreateWindow(1000, 600, "NanoVG", glfwGetPrimaryMonitor(), NULL); if (!window) { glfwTerminate(); return -1; } glfwSetKeyCallback(window, key); glfwMakeContextCurrent(window); #ifdef NANOVG_GLEW glewExperimental = GL_TRUE; if(glewInit() != GLEW_OK) { printf("Could not init glew.\n"); return -1; } // GLEW generates GL error because it calls glGetString(GL_EXTENSIONS), we'll consume it here. glGetError(); #endif #ifdef DEMO_MSAA vg = nvgCreateGL3(NVG_STENCIL_STROKES | NVG_DEBUG); #else vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG); #endif if (vg == NULL) { printf("Could not init nanovg.\n"); return -1; } // Create hi-dpi FBO for hi-dpi screens. glfwGetWindowSize(window, &winWidth, &winHeight); glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Calculate pixel ration for hi-dpi devices. pxRatio = (float)fbWidth / (float)winWidth; // The image pattern is tiled, set repeat on x and y. fb = nvgluCreateFramebuffer(vg, (int)(100*pxRatio), (int)(100*pxRatio), NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY); if (fb == NULL) { printf("Could not create FBO.\n"); return -1; } if (loadFonts(vg) == -1) { printf("Could not load fonts\n"); return -1; } glfwSwapInterval(0); initGPUTimer(&gpuTimer); glfwSetTime(0); prevt = glfwGetTime(); while (!glfwWindowShouldClose(window)) { double mx, my, t, dt; float gpuTimes[3]; int i, n; t = glfwGetTime(); dt = t - prevt; prevt = t; startGPUTimer(&gpuTimer); glfwGetCursorPos(window, &mx, &my); glfwGetWindowSize(window, &winWidth, &winHeight); glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Calculate pixel ration for hi-dpi devices. pxRatio = (float)fbWidth / (float)winWidth; renderPattern(vg, fb, t, pxRatio); // Update and render glViewport(0, 0, fbWidth, fbHeight); glClearColor(0.3f, 0.3f, 0.32f, 1.0f); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); nvgBeginFrame(vg, winWidth, winHeight, pxRatio); // Use the FBO as image pattern. if (fb != NULL) { NVGpaint img = nvgImagePattern(vg, 0, 0, 100, 100, 0, fb->image, 1.0f); nvgSave(vg); for (i = 0; i < 20; i++) { nvgBeginPath(vg); nvgRect(vg, 10 + i*30,10, 10, winHeight-20); nvgFillColor(vg, nvgHSLA(i/19.0f, 0.5f, 0.5f, 255)); nvgFill(vg); } nvgBeginPath(vg); nvgRoundedRect(vg, 140 + sinf(t*1.3f)*100, 140 + cosf(t*1.71244f)*100, 250, 250, 20); nvgFillPaint(vg, img); nvgFill(vg); nvgStrokeColor(vg, nvgRGBA(220,160,0,255)); nvgStrokeWidth(vg, 3.0f); nvgStroke(vg); nvgRestore(vg); } renderGraph(vg, 5,5, &fps); renderGraph(vg, 5+200+5,5, &cpuGraph); if (gpuTimer.supported) renderGraph(vg, 5+200+5+200+5,5, &gpuGraph); nvgEndFrame(vg); // Measure the CPU time taken excluding swap buffers (as the swap may wait for GPU) cpuTime = glfwGetTime() - t; updateGraph(&fps, dt); updateGraph(&cpuGraph, cpuTime); // We may get multiple results. n = stopGPUTimer(&gpuTimer, gpuTimes, 3); for (i = 0; i < n; i++) updateGraph(&gpuGraph, gpuTimes[i]); glfwSwapBuffers(window); glfwPollEvents(); } nvgluDeleteFramebuffer(fb); nvgDeleteGL3(vg); printf("Average Frame Time: %.2f ms\n", getGraphAverage(&fps) * 1000.0f); printf(" CPU Time: %.2f ms\n", getGraphAverage(&cpuGraph) * 1000.0f); printf(" GPU Time: %.2f ms\n", getGraphAverage(&gpuGraph) * 1000.0f); glfwTerminate(); return 0; }
JNIEXPORT jlong Java_firststep_internal_NVG_createFramebuffer(JNIEnv *e, jclass c, jlong ctx, jint w, jint h, jint imageFlags) { return (jlong)nvgluCreateFramebuffer((NVGcontext*)ctx, w, h, imageFlags); }