Commit Graph

6 Commits

Author SHA1 Message Date
Lephe 507fee11e3
azur: (minor) 2022-05-27 20:55:33 +01:00
Lephe 028d927b6d
meta: add GLM as a submodule 2022-05-27 20:55:33 +01:00
Lephe 31da1c0998
meta: build system for Dear ImGui + GL3W + FreeType2
* Add build instructions for Dear ImGui that build the SDL +
  OpenGL 3 / OpenGL ES 2 backend.
* Use Dear ImGui's bundled GL3W as a loader (including in azur itself,
  which has not been using a loader until now).
* Properly select headers for OpenGL ES 2.0 (with the VAO extension) and
  attributes for WebGL; clear up OpenGL 4 error codes.
* If FreeType2 is available through pkg-config, or if empscripten is
  used (since it has a FreeType port), use FreeType to render fonts in
  Dear ImGui for much-appreciated hinting quality.

Minor changes:
* Add window title to azur_init().
* Use emscripten's infinite loop simulation to make sure everything
  stays in the same thread. This is needed for Dear ImGui to work.
2022-05-27 20:55:24 +01:00
Lephe bd081b03a2
meta: add ImGui as a submodule 2022-05-27 20:55:21 +01:00
Lephe bbc431e137
meta: top-level build system
Mostly sets settings for azur (the engine) and loads backend libraries.
2022-05-27 20:55:19 +01:00
Lephe 3a3f607303 azur: basic gint/SDL/emscripten setup with rendering
This basic model supports a couple of options, but mostly designed for
three targets:

* gint on fx-CG 50, with a custom XRAM-streaming rendering engine that
  is (to my knowledge) more powerful than all other existing options;

* The standard SDL/OpenGL combo for desktop platforms, using modern
  OpenGL 3.3 and some basic shaders.

* The web platform with emscripten and its OpenGL ES 2.0 API that maps
  to WebGL 1.0. OpenGL ES 2.0 code could also be used for mobile
  platforms if this ever comes up.

The current code only includes setting up the program's main loop
(update/render) as well as basic rendering.

The framework of gint's rendering engine is drawn ("shader"-based
rendering in XRAM). On the OpenGL side, some utilities are defined,
including a primitive layer of shader code compatibility for OpenGL 3.3
vs. OpenGL ES 2.0. Actual rendering is still at prototype stage.
2021-07-04 14:46:36 +02:00