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					144 lines
				
				4.2 KiB
			
		
		
			
		
	
	
					144 lines
				
				4.2 KiB
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											6 years ago
										 
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								//
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								// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
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								//
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								// This software is provided 'as-is', without any express or implied
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								// warranty.  In no event will the authors be held liable for any damages
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								// arising from the use of this software.
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								// Permission is granted to anyone to use this software for any purpose,
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								// including commercial applications, and to alter it and redistribute it
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								// freely, subject to the following restrictions:
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								// 1. The origin of this software must not be misrepresented; you must not
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								//    claim that you wrote the original software. If you use this software
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								//    in a product, an acknowledgment in the product documentation would be
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								//    appreciated but is not required.
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								// 2. Altered source versions must be plainly marked as such, and must not be
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								//    misrepresented as being the original software.
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								// 3. This notice may not be removed or altered from any source distribution.
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								//
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								#ifndef NANOVG_GL_UTILS_H
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								#define NANOVG_GL_UTILS_H
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								struct NVGLUframebuffer {
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									NVGcontext* ctx;
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									GLuint fbo;
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									GLuint rbo;
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									GLuint texture;
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									int image;
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								};
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								typedef struct NVGLUframebuffer NVGLUframebuffer;
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								// Helper function to create GL frame buffer to render to.
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								void nvgluBindFramebuffer(NVGLUframebuffer* fb);
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								NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags);
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								void nvgluDeleteFramebuffer(NVGLUframebuffer* fb);
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								#endif // NANOVG_GL_UTILS_H
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								#ifdef NANOVG_GL_IMPLEMENTATION
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								#if defined(NANOVG_GL3) || defined(NANOVG_GLES2) || defined(NANOVG_GLES3)
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								// FBO is core in OpenGL 3>.
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								#	define NANOVG_FBO_VALID 1
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								#elif defined(NANOVG_GL2)
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								// On OS X including glext defines FBO on GL2 too.
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								#	ifdef __APPLE__
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								#		include <OpenGL/glext.h>
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								#		define NANOVG_FBO_VALID 1
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								#	endif
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								#endif
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								static GLint defaultFBO = -1;
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								NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags)
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								{
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								#ifdef NANOVG_FBO_VALID
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									GLint defaultFBO;
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									GLint defaultRBO;
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									NVGLUframebuffer* fb = NULL;
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									glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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									glGetIntegerv(GL_RENDERBUFFER_BINDING, &defaultRBO);
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									fb = (NVGLUframebuffer*)malloc(sizeof(NVGLUframebuffer));
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									if (fb == NULL) goto error;
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									memset(fb, 0, sizeof(NVGLUframebuffer));
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									fb->image = nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL);
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								#if defined NANOVG_GL2
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									fb->texture = nvglImageHandleGL2(ctx, fb->image);
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								#elif defined NANOVG_GL3
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									fb->texture = nvglImageHandleGL3(ctx, fb->image);
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								#elif defined NANOVG_GLES2
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									fb->texture = nvglImageHandleGLES2(ctx, fb->image);
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								#elif defined NANOVG_GLES3
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									fb->texture = nvglImageHandleGLES3(ctx, fb->image);
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								#endif
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									fb->ctx = ctx;
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									// frame buffer object
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									glGenFramebuffers(1, &fb->fbo);
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									glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
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									// render buffer object
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									glGenRenderbuffers(1, &fb->rbo);
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									glBindRenderbuffer(GL_RENDERBUFFER, fb->rbo);
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									glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h);
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									// combine all
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									glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
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									glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);
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									if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) goto error;
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									glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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									glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
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									return fb;
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								error:
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									glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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									glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
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									nvgluDeleteFramebuffer(fb);
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									return NULL;
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								#else
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									NVG_NOTUSED(ctx);
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									NVG_NOTUSED(w);
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									NVG_NOTUSED(h);
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									NVG_NOTUSED(imageFlags);
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									return NULL;
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								#endif
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								}
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								void nvgluBindFramebuffer(NVGLUframebuffer* fb)
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								{
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								#ifdef NANOVG_FBO_VALID
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									if (defaultFBO == -1) glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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									glBindFramebuffer(GL_FRAMEBUFFER, fb != NULL ? fb->fbo : defaultFBO);
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								#else
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									NVG_NOTUSED(fb);
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								#endif
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								}
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								void nvgluDeleteFramebuffer(NVGLUframebuffer* fb)
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								{
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								#ifdef NANOVG_FBO_VALID
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									if (fb == NULL) return;
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									if (fb->fbo != 0)
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										glDeleteFramebuffers(1, &fb->fbo);
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									if (fb->rbo != 0)
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										glDeleteRenderbuffers(1, &fb->rbo);
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									if (fb->image >= 0)
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										nvgDeleteImage(fb->ctx, fb->image);
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									fb->ctx = NULL;
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									fb->fbo = 0;
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									fb->rbo = 0;
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									fb->texture = 0;
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									fb->image = -1;
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									free(fb);
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								#else
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									NVG_NOTUSED(fb);
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								#endif
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								}
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								#endif // NANOVG_GL_IMPLEMENTATION
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