blob: ac7929ee02aa21169b756c35cda0854694faf2f5 [file] [log] [blame] [edit]
#include "fiddle_context.hpp"
#include "rive/math/simd.hpp"
#include "rive/artboard.hpp"
#include "rive/file.hpp"
#include "rive/refcnt.hpp"
#include "rive/layout.hpp"
#include "rive/animation/state_machine_instance.hpp"
#include "rive/static_scene.hpp"
#include "rive/profiler/profiler_macros.h"
#include <filesystem>
#include <fstream>
#include <iterator>
#include <vector>
#include <sstream>
#ifdef _WIN32
#include <windows.h>
#endif
#define GLFW_INCLUDE_NONE
#include "GLFW/glfw3.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#include <sstream>
#endif
using namespace rive;
constexpr static char kMoltenVKICD[] =
"dependencies/MoltenVK/Package/Release/MoltenVK/dynamic/dylib/macOS/"
"MoltenVK_icd.json";
constexpr static char kSwiftShaderICD[] = "dependencies/SwiftShader/build/"
#ifdef __APPLE__
"Darwin"
#elif defined(_WIN32)
"Windows"
#else
"Linux"
#endif
"/vk_swiftshader_icd.json";
#ifdef _WIN32
extern "C"
{
// https://stackoverflow.com/questions/68469954/how-to-choose-specific-gpu-when-create-opengl-context:
//
// OpenGL, or rather the Win32 GDI integration of it, doesn't offer means
// to explicitly select the desired device. However the drivers of Nvidia
// and AMD offer a workaround to have programs select, that they prefer to
// execute on the discrete GPU rather than the CPU integrated one.
//
// These also appear to select the discrete "Arc" GPU on an Intel system,
// and to influence the GPU selection on D3D11.
__declspec(dllexport) uint32_t NvOptimusEnablement = 1;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
static FiddleContextOptions options;
static GLFWwindow* window = nullptr;
static int msaa = 0;
static bool forceAtomicMode = false;
static bool wireframe = false;
static bool disableFill = false;
static bool disableStroke = false;
static bool clockwiseFill = false;
static bool hotloadShaders = false;
static std::unique_ptr<FiddleContext> fiddleContext;
static float2 pts[] = {{260 + 2 * 100, 60 + 2 * 500},
{260 + 2 * 257, 60 + 2 * 233},
{260 + 2 * -100, 60 + 2 * 300},
{260 + 2 * 100, 60 + 2 * 200},
{260 + 2 * 250, 60 + 2 * 0},
{260 + 2 * 400, 60 + 2 * 200},
{260 + 2 * 213, 60 + 2 * 200},
{260 + 2 * 213, 60 + 2 * 300},
{260 + 2 * 391, 60 + 2 * 480},
{1400, 1400}}; // Feather control.
constexpr static int NUM_INTERACTIVE_PTS = sizeof(pts) / sizeof(*pts);
static float strokeWidth = 70;
static float2 translate;
static float scale = 1;
static StrokeJoin join = StrokeJoin::round;
static StrokeCap cap = StrokeCap::round;
static bool doClose = false;
static bool paused = false;
static bool unlockedLogic = true;
static int dragIdx = -1;
static float2 dragLastPos;
static int animation = -1;
static int stateMachine = -1;
static int horzRepeat = 0;
static int upRepeat = 0;
static int downRepeat = 0;
rcp<File> rivFile;
std::vector<std::unique_ptr<Artboard>> artboards;
std::vector<std::unique_ptr<Scene>> scenes;
std::vector<rive::rcp<rive::ViewModelInstance>> viewModelInstances;
static void clear_scenes()
{
artboards.clear();
scenes.clear();
viewModelInstances.clear();
}
static void make_scenes(size_t count)
{
clear_scenes();
for (size_t i = 0; i < count; ++i)
{
// Tip: you can change the artboard shown here
// auto artboard = rivFile->artboardAt(2);
auto artboard = rivFile->artboardDefault();
std::unique_ptr<Scene> scene;
if (stateMachine >= 0)
{
scene = artboard->stateMachineAt(stateMachine);
}
else if (animation >= 0)
{
scene = artboard->animationAt(animation);
}
else
{
scene = artboard->animationAt(0);
}
if (scene == nullptr)
{
// This is a riv without any animations or state machines. Just draw
// the artboard.
scene = std::make_unique<StaticScene>(artboard.get());
}
int viewModelId = artboard.get()->viewModelId();
viewModelInstances.push_back(
viewModelId == -1
? rivFile->createViewModelInstance(artboard.get())
: rivFile->createViewModelInstance(viewModelId, 0));
artboard->bindViewModelInstance(viewModelInstances.back());
if (viewModelInstances.back() != nullptr)
{
scene->bindViewModelInstance(viewModelInstances.back());
}
scene->advanceAndApply(scene->durationSeconds() * i / count);
artboards.push_back(std::move(artboard));
scenes.push_back(std::move(scene));
}
}
#ifdef __EMSCRIPTEN__
EM_JS(int, window_inner_width, (), { return window["innerWidth"]; });
EM_JS(int, window_inner_height, (), { return window["innerHeight"]; });
EM_JS(char*, get_location_hash_str, (), {
var jsString = window.location.hash.substring(1);
var lengthBytes = lengthBytesUTF8(jsString) + 1;
var stringOnWasmHeap = _malloc(lengthBytes);
stringToUTF8(jsString, stringOnWasmHeap, lengthBytes);
return stringOnWasmHeap;
});
#endif
static void mouse_button_callback(GLFWwindow* window,
int button,
int action,
int mods)
{
double x, y;
glfwGetCursorPos(window, &x, &y);
float dpiScale = fiddleContext->dpiScale(window);
x *= dpiScale;
y *= dpiScale;
dragLastPos = float2{(float)x, (float)y};
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
{
dragIdx = -1;
if (!rivFile)
{
for (int i = 0; i < NUM_INTERACTIVE_PTS; ++i)
{
if (simd::all(simd::abs(dragLastPos - (pts[i] + translate)) <
100))
{
dragIdx = i;
break;
}
}
}
}
}
static void mousemove_callback(GLFWwindow* window, double x, double y)
{
float dpiScale = fiddleContext->dpiScale(window);
x *= dpiScale;
y *= dpiScale;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
{
float2 pos = float2{(float)x, (float)y};
if (dragIdx >= 0)
{
pts[dragIdx] += (pos - dragLastPos);
}
else
{
translate += (pos - dragLastPos);
}
dragLastPos = pos;
}
}
int lastWidth = 0, lastHeight = 0;
double fpsLastTime = 0;
double fpsLastTimeLogic = 0;
int fpsFrames = 0;
static bool needsTitleUpdate = false;
enum class API
{
gl,
metal,
d3d,
d3d12,
dawn,
vulkan,
};
API api =
#if defined(__APPLE__)
API::metal
#elif defined(_WIN32)
API::d3d
#else
API::gl
#endif
;
bool angle = false;
bool skia = false;
static void key_callback(GLFWwindow* window,
int key,
int scancode,
int action,
int mods)
{
bool shift = mods & GLFW_MOD_SHIFT;
if (action == GLFW_PRESS)
{
switch (key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, 1);
break;
case GLFW_KEY_GRAVE_ACCENT: // ` key, backtick
hotloadShaders = true;
break;
case GLFW_KEY_A:
forceAtomicMode = !forceAtomicMode;
fpsLastTime = 0;
fpsFrames = 0;
needsTitleUpdate = true;
break;
case GLFW_KEY_D:
printf("static float scale = %f;\n", scale);
printf("static float2 translate = {%f, %f};\n",
translate.x,
translate.y);
printf("static float2 pts[] = {");
for (int i = 0; i < NUM_INTERACTIVE_PTS; i++)
{
printf("{%g, %g}", pts[i].x, pts[i].y);
if (i < NUM_INTERACTIVE_PTS - 1)
{
printf(", ");
}
else
{
printf("};\n");
}
}
fflush(stdout);
break;
case GLFW_KEY_Z:
fiddleContext->toggleZoomWindow();
break;
case GLFW_KEY_MINUS:
strokeWidth /= 1.5f;
break;
case GLFW_KEY_EQUAL:
strokeWidth *= 1.5f;
break;
case GLFW_KEY_W:
wireframe = !wireframe;
break;
case GLFW_KEY_C:
cap = static_cast<StrokeCap>((static_cast<int>(cap) + 1) % 3);
break;
case GLFW_KEY_O:
doClose = !doClose;
break;
case GLFW_KEY_S:
if (shift)
{
// Toggle Skia.
clear_scenes();
rivFile = nullptr;
skia = !skia;
fiddleContext = skia ? FiddleContext::MakeGLSkia()
: FiddleContext::MakeGLPLS();
lastWidth = 0;
lastHeight = 0;
fpsLastTime = 0;
fpsFrames = 0;
needsTitleUpdate = true;
}
else
{
disableStroke = !disableStroke;
}
break;
case GLFW_KEY_F:
disableFill = !disableFill;
break;
case GLFW_KEY_X:
clockwiseFill = !clockwiseFill;
break;
case GLFW_KEY_P:
paused = !paused;
break;
case GLFW_KEY_H:
if (!shift)
++horzRepeat;
else if (horzRepeat > 0)
--horzRepeat;
break;
case GLFW_KEY_K:
if (!shift)
++upRepeat;
else if (upRepeat > 0)
--upRepeat;
break;
case GLFW_KEY_J:
if (!rivFile)
join = static_cast<StrokeJoin>(
(static_cast<int>(join) + 1) % 3);
else if (!shift)
++downRepeat;
else if (downRepeat > 0)
--downRepeat;
break;
case GLFW_KEY_UP:
{
float oldScale = scale;
scale *= 1.25;
double x = 0, y = 0;
glfwGetCursorPos(window, &x, &y);
float2 cursorPos = float2{(float)x, (float)y} *
fiddleContext->dpiScale(window);
translate =
cursorPos + (translate - cursorPos) * scale / oldScale;
break;
}
case GLFW_KEY_DOWN:
{
float oldScale = scale;
scale /= 1.25;
double x = 0, y = 0;
glfwGetCursorPos(window, &x, &y);
float2 cursorPos = float2{(float)x, (float)y} *
fiddleContext->dpiScale(window);
translate =
cursorPos + (translate - cursorPos) * scale / oldScale;
break;
}
case GLFW_KEY_U:
unlockedLogic = !unlockedLogic;
}
}
}
static void glfw_error_callback(int code, const char* message)
{
printf("GLFW error: %i - %s\n", code, message);
}
static void set_environment_variable(const char* name, const char* value)
{
if (const char* existingValue = getenv(name))
{
printf("warning: %s=%s already set. Overriding with %s=%s\n",
name,
existingValue,
name,
value);
}
#ifdef _WIN32
SetEnvironmentVariableA(name, value);
#else
setenv(name, value, /*overwrite=*/true);
#endif
}
std::unique_ptr<Renderer> renderer;
std::string rivName;
void riveMainLoop();
int main(int argc, const char** argv)
{
// Cause stdout and stderr to print immediately without buffering.
setvbuf(stdout, NULL, _IONBF, 0);
setvbuf(stderr, NULL, _IONBF, 0);
#ifdef DEBUG
options.enableVulkanValidationLayers = true;
#endif
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(riveMainLoop, 0, false);
// Override argc/argv with the window location hash string.
char* hash = get_location_hash_str();
std::stringstream ss(hash);
std::vector<std::string> hashStrs;
std::vector<const char*> hashArgs;
std::string arg;
hashStrs.push_back("index.html");
while (std::getline(ss, arg, ':'))
{
hashStrs.push_back(std::move(arg));
}
for (const std::string& str : hashStrs)
{
hashArgs.push_back(str.c_str());
}
argc = hashArgs.size();
argv = hashArgs.data();
free(hash);
#endif
for (int i = 1; i < argc; i++)
{
if (!strcmp(argv[i], "--gl"))
{
api = API::gl;
}
else if (!strcmp(argv[i], "--glatomic"))
{
api = API::gl;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--glcw"))
{
api = API::gl;
forceAtomicMode = true;
clockwiseFill = true;
}
else if (!strcmp(argv[i], "--metal"))
{
api = API::metal;
}
else if (!strcmp(argv[i], "--metalcw"))
{
api = API::metal;
clockwiseFill = true;
}
else if (!strcmp(argv[i], "--metalatomic"))
{
api = API::metal;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--mvk") || !strcmp(argv[i], "--moltenvk"))
{
set_environment_variable("VK_ICD_FILENAMES", kMoltenVKICD);
api = API::vulkan;
}
else if (!strcmp(argv[i], "--mvkatomic") ||
!strcmp(argv[i], "--moltenvkatomic"))
{
set_environment_variable("VK_ICD_FILENAMES", kMoltenVKICD);
api = API::vulkan;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--sw") || !strcmp(argv[i], "--swiftshader"))
{
// Use the swiftshader built by
// packages/runtime/renderer/make_swiftshader.sh
set_environment_variable("VK_ICD_FILENAMES", kSwiftShaderICD);
api = API::vulkan;
}
else if (!strcmp(argv[i], "--swatomic") ||
!strcmp(argv[i], "--swiftshaderatomic"))
{
// Use the swiftshader built by
// packages/runtime/renderer/make_swiftshader.sh
set_environment_variable("VK_ICD_FILENAMES", kSwiftShaderICD);
api = API::vulkan;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--dawn"))
{
api = API::dawn;
}
else if (!strcmp(argv[i], "--d3d"))
{
api = API::d3d;
}
else if (!strcmp(argv[i], "--d3d12"))
{
api = API::d3d12;
}
else if (!strcmp(argv[i], "--d3datomic"))
{
api = API::d3d;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--d3d12atomic"))
{
api = API::d3d12;
forceAtomicMode = true;
}
else if (!strcmp(argv[i], "--vulkan") || !strcmp(argv[i], "--vk"))
{
api = API::vulkan;
}
else if (!strcmp(argv[i], "--vkcw"))
{
api = API::vulkan;
clockwiseFill = true;
}
else if (!strcmp(argv[i], "--vulkanatomic") ||
!strcmp(argv[i], "--vkatomic"))
{
api = API::vulkan;
forceAtomicMode = true;
}
#ifdef RIVE_DESKTOP_GL
else if (!strcmp(argv[i], "--angle_gl"))
{
api = API::gl;
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE,
GLFW_ANGLE_PLATFORM_TYPE_OPENGL);
angle = true;
}
else if (!strcmp(argv[i], "--angle_d3d"))
{
api = API::gl;
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE,
GLFW_ANGLE_PLATFORM_TYPE_D3D11);
angle = true;
}
else if (!strcmp(argv[i], "--angle_vk"))
{
api = API::gl;
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE,
GLFW_ANGLE_PLATFORM_TYPE_VULKAN);
angle = true;
}
else if (!strcmp(argv[i], "--angle_mtl"))
{
api = API::gl;
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE,
GLFW_ANGLE_PLATFORM_TYPE_METAL);
angle = true;
}
#endif
else if (!strcmp(argv[i], "--skia"))
{
skia = true;
}
else if (sscanf(argv[i], "-a%i", &animation) == 1)
{
// Already updated animation.
}
else if (sscanf(argv[i], "-s%i", &stateMachine) == 1)
{
// Already updated stateMachine.
}
else if (sscanf(argv[i], "-h%i", &horzRepeat) == 1)
{
// Already updated horzRepeat.
}
else if (sscanf(argv[i], "-j%i", &downRepeat) == 1)
{
// Already updated downRepeat.
}
else if (sscanf(argv[i], "-k%i", &upRepeat) == 1)
{
// Already updated upRepeat.
}
else if (!strcmp(argv[i], "-p"))
{
paused = true;
}
else if (!strcmp(argv[i], "--d3d12Warp"))
{
options.d3d12UseWarpDevice = true;
}
else if (!strcmp(argv[i], "--atomic"))
{
forceAtomicMode = true;
}
else if (sscanf(argv[i], "--msaa%i", &msaa) == 1)
{
// Already updated msaa
}
else if (!strcmp(argv[i], "--core"))
{
options.coreFeaturesOnly = true;
}
else if (!strcmp(argv[i], "--validation"))
{
options.enableVulkanValidationLayers = true;
}
else if (!strcmp(argv[i], "--gpu") || !strcmp(argv[i], "-g"))
{
options.gpuNameFilter = argv[++i];
}
else if (!strcmp(argv[i], "--integrated") || !strcmp(argv[i], "-i"))
{
options.gpuNameFilter = "integrated";
}
else if (!strncmp(argv[i], "--", 2))
{
fprintf(stderr, "Unknown command-line option %s\n", argv[i]);
return 1;
}
else
{
rivName = argv[i];
}
}
#ifdef _WIN32
// Set our backdoor GPU selection variables in case the API doesn't allow us
// to select explicitly.
if (options.gpuNameFilter != nullptr)
{
// "i" and "integrated" are special-case gpuNameFilters that mean "use
// the integrated GPU".
bool wantIntegratedGPU = static_cast<uint32_t>(
strcmp(options.gpuNameFilter, "integrated") == 0 ||
strcmp(options.gpuNameFilter, "i") == 0);
NvOptimusEnablement = !wantIntegratedGPU;
AmdPowerXpressRequestHighPerformance = !wantIntegratedGPU;
}
#endif
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize glfw.\n");
return 1;
}
if (msaa > 0)
{
if (msaa > 1)
{
glfwWindowHint(GLFW_SAMPLES, msaa);
}
glfwWindowHint(GLFW_STENCIL_BITS, 8);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
}
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
switch (api)
{
case API::metal:
case API::d3d:
case API::d3d12:
case API::dawn:
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
break;
case API::vulkan:
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
break;
case API::gl:
if (angle)
{
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
else
{
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
}
break;
}
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
// glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
window = glfwCreateWindow(1600, 1600, "Rive Renderer", nullptr, nullptr);
if (!window)
{
glfwTerminate();
fprintf(stderr, "Failed to create window.\n");
return -1;
}
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, mousemove_callback);
glfwSetKeyCallback(window, key_callback);
if (api == API::gl)
{
glfwMakeContextCurrent(window);
}
glfwShowWindow(window);
switch (api)
{
case API::metal:
fiddleContext = FiddleContext::MakeMetalPLS(options);
break;
case API::d3d:
fiddleContext = FiddleContext::MakeD3DPLS(options);
break;
case API::d3d12:
fiddleContext = FiddleContext::MakeD3D12PLS(options);
break;
case API::dawn:
fiddleContext = FiddleContext::MakeDawnPLS(options);
break;
case API::vulkan:
fiddleContext = FiddleContext::MakeVulkanPLS(options);
break;
case API::gl:
fiddleContext =
skia ? FiddleContext::MakeGLSkia() : FiddleContext::MakeGLPLS();
break;
}
if (!fiddleContext)
{
fprintf(stderr, "Failed to create a fiddle context.\n");
abort();
}
#ifndef __EMSCRIPTEN__
if (api == API::gl)
{
glfwSwapInterval(0);
}
while (!glfwWindowShouldClose(window))
{
riveMainLoop();
fiddleContext->tick();
if (api == API::gl)
{
glfwSwapBuffers(window);
}
if (!rivName.empty())
{
glfwPollEvents();
}
else
{
glfwWaitEvents();
}
}
// We need to clear the riv scene (which can be holding on to render
// resources) before releasing the fiddle context
clear_scenes();
rivFile = nullptr;
fiddleContext = nullptr;
glfwTerminate();
#endif
return 0;
}
static void update_window_title(double fps,
int instances,
int width,
int height)
{
std::ostringstream title;
if (fps != 0)
{
title << '[' << fps << " FPS]";
}
if (instances > 1)
{
title << " (x" << instances << " instances)";
}
if (skia)
{
title << " | SKIA Renderer";
}
else
{
title << " | RIVE Renderer";
}
if (msaa)
{
title << " (msaa" << msaa << ')';
}
else if (forceAtomicMode)
{
title << " (atomic)";
}
title << " | " << width << " x " << height;
glfwSetWindowTitle(window, title.str().c_str());
}
void riveMainLoop()
{
RIVE_PROF_FRAME()
RIVE_PROF_SCOPE()
#ifdef __EMSCRIPTEN__
{
// Fit the canvas to the browser window size.
int windowWidth = window_inner_width();
int windowHeight = window_inner_height();
double devicePixelRatio = emscripten_get_device_pixel_ratio();
int canvasExpectedWidth = windowWidth * devicePixelRatio;
int canvasExpectedHeight = windowHeight * devicePixelRatio;
int canvasWidth, canvasHeight;
glfwGetFramebufferSize(window, &canvasWidth, &canvasHeight);
if (canvasWidth != canvasExpectedWidth ||
canvasHeight != canvasExpectedHeight)
{
glfwSetWindowSize(window,
canvasExpectedWidth,
canvasExpectedHeight);
emscripten_set_element_css_size("#canvas",
windowWidth,
windowHeight);
}
}
#endif
int width = 0, height = 0;
glfwGetFramebufferSize(window, &width, &height);
if (lastWidth != width || lastHeight != height)
{
printf("size changed to %ix%i\n", width, height);
lastWidth = width;
lastHeight = height;
fiddleContext->onSizeChanged(window, width, height, msaa);
renderer = fiddleContext->makeRenderer(width, height);
needsTitleUpdate = true;
}
if (needsTitleUpdate)
{
update_window_title(0, 1, width, height);
needsTitleUpdate = false;
}
if (!rivName.empty() && !rivFile)
{
std::ifstream rivStream(rivName, std::ios::binary);
std::vector<uint8_t> rivBytes(std::istreambuf_iterator<char>(rivStream),
{});
rivFile = File::import(rivBytes, fiddleContext->factory());
}
// Call right before begin()
if (hotloadShaders)
{
hotloadShaders = false;
#ifndef RIVE_BUILD_FOR_IOS
// We want to build to /tmp/rive (or the correct equivalent)
std::filesystem::path tempRiveDir =
std::filesystem::temp_directory_path() / "rive";
// Get the u8 version of the path (this is especially necessary on
// windows where the native path character type is wchar_t, then
// reinterpret_cast the char8_t pointer to char so we can append it to
// our string.
// Store the u8string result to extend its lifetime (need to
// reinterpret_cast through a const char * pointer because u8string
// returns a std::u8string in C++20 and newer, but we need it as a
// "char" string)
std::string tempRiveDirStr =
reinterpret_cast<const char*>(tempRiveDir.u8string().c_str());
std::string rebuildCommand = "sh rebuild_shaders.sh " + tempRiveDirStr;
std::system(rebuildCommand.c_str());
#endif
fiddleContext->hotloadShaders();
}
fiddleContext->begin({
.renderTargetWidth = static_cast<uint32_t>(width),
.renderTargetHeight = static_cast<uint32_t>(height),
.clearColor = 0xff303030,
.msaaSampleCount = msaa,
.disableRasterOrdering = forceAtomicMode,
.wireframe = wireframe,
.fillsDisabled = disableFill,
.strokesDisabled = disableStroke,
.clockwiseFillOverride = clockwiseFill,
});
int instances = 1;
if (rivFile)
{
instances = (1 + horzRepeat * 2) * (1 + upRepeat + downRepeat);
if (artboards.size() != instances || scenes.size() != instances)
{
make_scenes(instances);
}
else if (!paused)
{
float dT = 1 / 120.f;
if (!unlockedLogic)
{
double time = glfwGetTime();
dT = time - fpsLastTimeLogic;
fpsLastTimeLogic = time;
}
for (const auto& scene : scenes)
{
scene->advanceAndApply(dT);
}
}
Mat2D m = computeAlignment(rive::Fit::contain,
rive::Alignment::center,
rive::AABB(0, 0, width, height),
artboards.front()->bounds());
renderer->save();
m = Mat2D(scale, 0, 0, scale, translate.x, translate.y) * m;
renderer->transform(m);
float spacing = 200 / m.findMaxScale();
auto scene = scenes.begin();
for (int j = 0; j < upRepeat + 1 + downRepeat; ++j)
{
renderer->save();
renderer->transform(Mat2D::fromTranslate(-spacing * horzRepeat,
(j - upRepeat) * spacing));
for (int i = 0; i < horzRepeat * 2 + 1; ++i)
{
(*scene++)->draw(renderer.get());
renderer->transform(Mat2D::fromTranslate(spacing, 0));
}
renderer->restore();
}
renderer->restore();
}
else
{
float2 p[9];
for (int i = 0; i < 9; ++i)
{
p[i] = pts[i] + translate;
}
RawPath rawPath;
rawPath.moveTo(p[0].x, p[0].y);
rawPath.cubicTo(p[1].x, p[1].y, p[2].x, p[2].y, p[3].x, p[3].y);
float2 c0 = simd::mix(p[3], p[4], float2(2 / 3.f));
float2 c1 = simd::mix(p[5], p[4], float2(2 / 3.f));
rawPath.cubicTo(c0.x, c0.y, c1.x, c1.y, p[5].x, p[5].y);
rawPath.cubicTo(p[6].x, p[6].y, p[7].x, p[7].y, p[8].x, p[8].y);
if (doClose)
{
rawPath.close();
}
Factory* factory = fiddleContext->factory();
auto path = factory->makeRenderPath(rawPath, FillRule::clockwise);
auto fillPaint = factory->makeRenderPaint();
float feather = powf(1.5f, (1400 - pts[std::size(pts) - 1].y) / 75);
if (feather > 1)
{
fillPaint->feather(feather);
}
fillPaint->color(0xd0ffffff);
renderer->drawPath(path.get(), fillPaint.get());
if (!disableStroke)
{
auto strokePaint = factory->makeRenderPaint();
strokePaint->style(RenderPaintStyle::stroke);
strokePaint->color(0x8000ffff);
strokePaint->thickness(strokeWidth);
if (feather > 1)
{
strokePaint->feather(feather);
}
strokePaint->join(join);
strokePaint->cap(cap);
renderer->drawPath(path.get(), strokePaint.get());
// Draw the interactive points.
auto pointPaint = factory->makeRenderPaint();
pointPaint->style(RenderPaintStyle::stroke);
pointPaint->color(0xff0000ff);
pointPaint->thickness(14);
pointPaint->cap(StrokeCap::round);
pointPaint->join(StrokeJoin::round);
auto pointPath = factory->makeEmptyRenderPath();
for (int i : {1, 2, 4, 6, 7})
{
float2 pt = pts[i] + translate;
pointPath->moveTo(pt.x, pt.y);
pointPath->close();
}
renderer->drawPath(pointPath.get(), pointPaint.get());
// Draw the feather control point.
pointPaint->color(0xffff0000);
pointPath = factory->makeEmptyRenderPath();
float2 pt = pts[std::size(pts) - 1] + translate;
pointPath->moveTo(pt.x, pt.y);
renderer->drawPath(pointPath.get(), pointPaint.get());
}
}
fiddleContext->end(window);
if (rivFile)
{
// Count FPS.
++fpsFrames;
double time = glfwGetTime();
double fpsElapsed = time - fpsLastTime;
if (fpsElapsed > 2)
{
int instances = (1 + horzRepeat * 2) * (1 + upRepeat + downRepeat);
double fps = fpsLastTime == 0 ? 0 : fpsFrames / fpsElapsed;
update_window_title(fps, instances, width, height);
fpsFrames = 0;
fpsLastTime = time;
}
}
}