integrate and link lib curl for android, add VAO support for brush draw, sync canvas with screen redraw instead of input events

This commit is contained in:
2017-03-28 20:25:23 +01:00
parent 291ba7ae78
commit 675e0148ec
11 changed files with 85 additions and 33 deletions

3
.gitmodules vendored
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@@ -13,3 +13,6 @@
[submodule "libs/glew-2.0.0"] [submodule "libs/glew-2.0.0"]
path = libs/glew-2.0.0 path = libs/glew-2.0.0
url = https://omigamedev@bitbucket.org/omigamedev/libglew-2.0.0.git url = https://omigamedev@bitbucket.org/omigamedev/libglew-2.0.0.git
[submodule "libs/curl-android-ios"]
path = libs/curl-android-ios
url = https://github.com/gcesarmza/curl-android-ios

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@@ -46,7 +46,7 @@ target_include_directories(native-lib PRIVATE
../libs/tinyxml2 ../libs/tinyxml2
../libs/yoga ../libs/yoga
../libs/stb ../libs/stb
../libs/curl/android/include ../libs/curl-android-ios/prebuilt-with-ssl/android/include
) )
# add lib dependencies # add lib dependencies
@@ -54,7 +54,7 @@ target_link_libraries(
native-lib native-lib
android android
app-glue app-glue
${CMAKE_SOURCE_DIR}/../libs/curl/android/armeabi-v7a/libcurl.a ${CMAKE_SOURCE_DIR}/../libs/curl-android-ios/prebuilt-with-ssl/android/armeabi-v7a/libcurl.a
EGL EGL
GLESv3 GLESv3
log log

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@@ -12,7 +12,8 @@
<activity android:name="android.app.NativeActivity" <activity android:name="android.app.NativeActivity"
android:label="@string/app_name" android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden" android:configChanges="orientation|keyboardHidden"
android:screenOrientation="sensorLandscape"> android:screenOrientation="sensorLandscape"
android:noHistory="true">
<meta-data android:name="android.app.lib_name" <meta-data android:name="android.app.lib_name"
android:value="native-lib" /> android:value="native-lib" />
<intent-filter> <intent-filter>

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@@ -257,6 +257,7 @@ static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
case APP_CMD_TERM_WINDOW: case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up. // The window is being hidden or closed, clean it up.
engine_term_display(engine); engine_term_display(engine);
exit(0);
break; break;
case APP_CMD_GAINED_FOCUS: case APP_CMD_GAINED_FOCUS:
// When our app gains focus, we start monitoring the accelerometer. // When our app gains focus, we start monitoring the accelerometer.
@@ -326,7 +327,7 @@ void android_main(struct android_app* state) {
app_dummy(); app_dummy();
LOG("NETWORK TESTING..."); LOG("NETWORK TESTING...");
curl_test(); //curl_test();
LOG("NETWORK TESTED"); LOG("NETWORK TESTED");
memset(&engine, 0, sizeof(engine)); memset(&engine, 0, sizeof(engine));

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@@ -205,10 +205,6 @@
<ClInclude Include="engine\texture.h" /> <ClInclude Include="engine\texture.h" />
<ClInclude Include="engine\util.h" /> <ClInclude Include="engine\util.h" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="engine\bezier" />
<None Include="engine\canvas" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>

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@@ -114,8 +114,4 @@
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="engine\bezier" />
<None Include="engine\canvas" />
</ItemGroup>
</Project> </Project>

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@@ -487,6 +487,10 @@ void App::init()
void App::update(float dt) void App::update(float dt)
{ {
// update offscreen stuff
if (canvas && canvas->m_canvas)
canvas->m_canvas->stroke_draw();
glClearColor(.1f, .1f, .1f, 1.f); glClearColor(.1f, .1f, .1f, 1.f);
glViewport(0, 0, (GLsizei)width, (GLsizei)height); glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);

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@@ -34,6 +34,7 @@ class BrushMesh
public: public:
ui::Shader shader; ui::Shader shader;
GLuint buffers[3]{ 0 }; GLuint buffers[3]{ 0 };
GLuint vao{ 0 };
struct vertex_t { glm::vec4 pos; glm::vec2 uvs; }; struct vertex_t { glm::vec4 pos; glm::vec2 uvs; };
struct instance_t { glm::mat4 mvp; float flow; }; struct instance_t { glm::mat4 mvp; float flow; };
int loc_flow; int loc_flow;
@@ -95,21 +96,60 @@ public:
loc_flow = shader.GetAttribLocation("a_flow"); loc_flow = shader.GetAttribLocation("a_flow");
loc_mvp = shader.GetAttribLocation("a_mvp"); loc_mvp = shader.GetAttribLocation("a_mvp");
#if USE_VBO
glGenVertexArrays(1, &vao);
if (!vao)
return false;
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, pos));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
// Loop over each column of the matrix...
for (int i = 0; i < 4; i++)
{
// Set up the vertex attribute
glVertexAttribPointer(loc_mvp + i, 4, GL_FLOAT, GL_FALSE, sizeof(instance_t),
(GLvoid*)(offsetof(instance_t, mvp) + sizeof(glm::vec4) * i));
// Enable it
glEnableVertexAttribArray(loc_mvp + i);
// Make it instanced
glVertexAttribDivisor(loc_mvp + i, 1);
}
glEnableVertexAttribArray(loc_flow);
glVertexAttribPointer(loc_flow, 1, GL_FLOAT, GL_FALSE, sizeof(instance_t),
(GLvoid*)offsetof(instance_t, flow));
glVertexAttribDivisor(loc_flow, 1);
glBindVertexArray(0);
#endif
return true; return true;
} }
void draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj) void draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj)
{ {
std::vector<instance_t> attributes; std::vector<instance_t> attributes;
attributes.reserve(samples.size()); attributes.reserve(samples.size());
for (const auto& s : samples) for (const auto& s : samples)
{ {
auto mvp = proj * auto mvp = proj *
glm::translate(glm::vec3(s.pos, 0)) * glm::translate(glm::vec3(s.pos, 0)) *
glm::scale(glm::vec3(s.size, s.size, 1)) * glm::scale(glm::vec3(s.size, s.size, 1)) *
glm::eulerAngleZ(s.angle); glm::eulerAngleZ(s.angle);
attributes.emplace_back(instance_t{ mvp, s.flow }); attributes.emplace_back(instance_t{ mvp, s.flow });
} }
#ifdef USE_VBO
glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0, (int)samples.size());
glBindVertexArray(0);
#else
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
@@ -124,16 +164,16 @@ public:
glBindBuffer(GL_ARRAY_BUFFER, buffers[2]); glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, (int)(sizeof(instance_t) * attributes.size()), attributes.data(), GL_STATIC_DRAW);
// Loop over each column of the matrix... // Loop over each column of the matrix...
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
// Set up the vertex attribute // Set up the vertex attribute
glVertexAttribPointer(loc_mvp + i, 4, GL_FLOAT, GL_FALSE, sizeof(instance_t), glVertexAttribPointer(loc_mvp + i, 4, GL_FLOAT, GL_FALSE, sizeof(instance_t),
(GLvoid*)(offsetof(instance_t, mvp) + sizeof(glm::vec4) * i)); (GLvoid*)(offsetof(instance_t, mvp) + sizeof(glm::vec4) * i));
// Enable it // Enable it
glEnableVertexAttribArray(loc_mvp + i); glEnableVertexAttribArray(loc_mvp + i);
// Make it instanced // Make it instanced
glVertexAttribDivisor(loc_mvp + i, 1); glVertexAttribDivisor(loc_mvp + i, 1);
} }
glEnableVertexAttribArray(loc_flow); glEnableVertexAttribArray(loc_flow);
glVertexAttribPointer(loc_flow, 1, GL_FLOAT, GL_FALSE, sizeof(instance_t), glVertexAttribPointer(loc_flow, 1, GL_FLOAT, GL_FALSE, sizeof(instance_t),
(GLvoid*)offsetof(instance_t, flow)); (GLvoid*)offsetof(instance_t, flow));
@@ -150,6 +190,7 @@ public:
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif // USE_VBO
} }
}; };

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@@ -57,6 +57,11 @@ public:
void stroke_update(glm::vec2 point, float pressure) void stroke_update(glm::vec2 point, float pressure)
{ {
m_current_stroke->add_point(point, pressure); m_current_stroke->add_point(point, pressure);
}
void stroke_draw()
{
if (!(m_current_stroke && m_current_stroke->has_sample()))
return;
m_fb.bindFramebuffer(); m_fb.bindFramebuffer();

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@@ -16,7 +16,11 @@ bool Font::load(const char* ttf, int font_size)
auto bitmap = std::make_unique<uint8_t[]>(w*h); auto bitmap = std::make_unique<uint8_t[]>(w*h);
chars.resize(num_chars); chars.resize(num_chars);
int ret = stbtt_BakeFontBitmap(file.m_data, 0, (float)font_size, bitmap.get(), w, h, start_char, num_chars, chars.data()); int ret = stbtt_BakeFontBitmap(file.m_data, 0, (float)font_size, bitmap.get(), w, h, start_char, num_chars, chars.data());
#ifdef __APPLE__
font_tex.create(w, h, GL_RED, bitmap.get()); font_tex.create(w, h, GL_RED, bitmap.get());
#else
font_tex.create(w, h, GL_LUMINANCE, bitmap.get());
#endif // __APPLE__
file.close(); file.close();
return true; return true;
} }

1
libs/curl-android-ios Submodule

Submodule libs/curl-android-ios added at d4b60d3fe0