This is an example SDL application for OpenGL ES 2.0 implementation for LVGL aimed for to run on PinePhone.
OpenGL ES 2.0 fork of the LVGL can be found here.
SDL Driver can be found here.
- OpenGL ES >= 2.0
- cmake
- SDL2
- libepoxy
$ git clone https://github.com/rainlab-inc/lvgl-opengl
$ cd lvgl-opengl
$ git submodule update --init --remote --recursive
$ mkdir build
$ cd build
$ cmake ..
$ make -j4
$ ./lvgl-opengl
- draw_shadow
- draw_bg
- plain rect ✅
- radius mask ✅
- TODO: more efficient corner rendering (Use same buffer for all 9 pieces per rectangle.)
- TODO: do antialiasing with respect to radius, not with an arbitrary constant,
- TODO: other masks? gradients?
- draw_bg_img
- maybe call draw_img with rect borders?
- draw_border
- draw_outline
- Hash textures with LRU cache ✅
- draw_img ✅
- TODO: hash textures, avoid creating same textures if they are used more than once. ✅
- TODO: handle recolor operation more wisely
- TODO: handle masks
- Hash glyphs with LRU cache ✅
- TODO: Look for pixel perfect alignment for glitches.
- TODO: Test for CJK characters.
- TODO: Pack glyphs to efficient rendering.
TODO: Look for how to draw efficient arcs with GL.
TODO: It will be probably easy - efficient if we draw with shaders.
TODO: Look which components use draw polygon.