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				| //
 | |
| // Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
 | |
| //
 | |
| // This software is provided 'as-is', without any express or implied
 | |
| // warranty.  In no event will the authors be held liable for any damages
 | |
| // arising from the use of this software.
 | |
| // Permission is granted to anyone to use this software for any purpose,
 | |
| // including commercial applications, and to alter it and redistribute it
 | |
| // freely, subject to the following restrictions:
 | |
| // 1. The origin of this software must not be misrepresented; you must not
 | |
| //    claim that you wrote the original software. If you use this software
 | |
| //    in a product, an acknowledgment in the product documentation would be
 | |
| //    appreciated but is not required.
 | |
| // 2. Altered source versions must be plainly marked as such, and must not be
 | |
| //    misrepresented as being the original software.
 | |
| // 3. This notice may not be removed or altered from any source distribution.
 | |
| //
 | |
| #ifndef NANOVG_GL_H
 | |
| #define NANOVG_GL_H
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| extern "C" {
 | |
| #endif
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| 
 | |
| // Create flags
 | |
| 
 | |
| enum NVGcreateFlags {
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| 	// Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
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| 	NVG_ANTIALIAS 		= 1<<0,
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| 	// Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
 | |
| 	// slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
 | |
| 	NVG_STENCIL_STROKES	= 1<<1,
 | |
| 	// Flag indicating that additional debug checks are done.
 | |
| 	NVG_DEBUG 			= 1<<2,
 | |
| };
 | |
| 
 | |
| #if defined NANOVG_GL2_IMPLEMENTATION
 | |
| #  define NANOVG_GL2 1
 | |
| #  define NANOVG_GL_IMPLEMENTATION 1
 | |
| #elif defined NANOVG_GL3_IMPLEMENTATION
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| #  define NANOVG_GL3 1
 | |
| #  define NANOVG_GL_IMPLEMENTATION 1
 | |
| #  define NANOVG_GL_USE_UNIFORMBUFFER 1
 | |
| #elif defined NANOVG_GLES2_IMPLEMENTATION
 | |
| #  define NANOVG_GLES2 1
 | |
| #  define NANOVG_GL_IMPLEMENTATION 1
 | |
| #elif defined NANOVG_GLES3_IMPLEMENTATION
 | |
| #  define NANOVG_GLES3 1
 | |
| #  define NANOVG_GL_IMPLEMENTATION 1
 | |
| #endif
 | |
| 
 | |
| #define NANOVG_GL_USE_STATE_FILTER (1)
 | |
| 
 | |
| // Creates NanoVG contexts for different OpenGL (ES) versions.
 | |
| // Flags should be combination of the create flags above.
 | |
| 
 | |
| #if defined NANOVG_GL2
 | |
| 
 | |
| NVGcontext* nvgCreateGL2(int flags);
 | |
| void nvgDeleteGL2(NVGcontext* ctx);
 | |
| 
 | |
| int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
 | |
| GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #if defined NANOVG_GL3
 | |
| 
 | |
| NVGcontext* nvgCreateGL3(int flags);
 | |
| void nvgDeleteGL3(NVGcontext* ctx);
 | |
| 
 | |
| int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
 | |
| GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #if defined NANOVG_GLES2
 | |
| 
 | |
| NVGcontext* nvgCreateGLES2(int flags);
 | |
| void nvgDeleteGLES2(NVGcontext* ctx);
 | |
| 
 | |
| int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
 | |
| GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #if defined NANOVG_GLES3
 | |
| 
 | |
| NVGcontext* nvgCreateGLES3(int flags);
 | |
| void nvgDeleteGLES3(NVGcontext* ctx);
 | |
| 
 | |
| int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
 | |
| GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
 | |
| 
 | |
| #endif
 | |
| 
 | |
| // These are additional flags on top of NVGimageFlags.
 | |
| enum NVGimageFlagsGL {
 | |
| 	NVG_IMAGE_NODELETE			= 1<<16,	// Do not delete GL texture handle.
 | |
| };
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #endif /* NANOVG_GL_H */
 | |
| 
 | |
| #ifdef NANOVG_GL_IMPLEMENTATION
 | |
| 
 | |
| #include <stdlib.h>
 | |
| #include <stdio.h>
 | |
| #include <string.h>
 | |
| #include <math.h>
 | |
| #include "nanovg.h"
 | |
| 
 | |
| enum GLNVGuniformLoc {
 | |
| 	GLNVG_LOC_VIEWSIZE,
 | |
| 	GLNVG_LOC_TEX,
 | |
| 	GLNVG_LOC_FRAG,
 | |
| 	GLNVG_MAX_LOCS
 | |
| };
 | |
| 
 | |
| enum GLNVGshaderType {
 | |
| 	NSVG_SHADER_FILLGRAD,
 | |
| 	NSVG_SHADER_FILLIMG,
 | |
| 	NSVG_SHADER_SIMPLE,
 | |
| 	NSVG_SHADER_IMG
 | |
| };
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| enum GLNVGuniformBindings {
 | |
| 	GLNVG_FRAG_BINDING = 0,
 | |
| };
 | |
| #endif
 | |
| 
 | |
| struct GLNVGshader {
 | |
| 	GLuint prog;
 | |
| 	GLuint frag;
 | |
| 	GLuint vert;
 | |
| 	GLint loc[GLNVG_MAX_LOCS];
 | |
| };
 | |
| typedef struct GLNVGshader GLNVGshader;
 | |
| 
 | |
| struct GLNVGtexture {
 | |
| 	int id;
 | |
| 	GLuint tex;
 | |
| 	int width, height;
 | |
| 	int type;
 | |
| 	int flags;
 | |
| };
 | |
| typedef struct GLNVGtexture GLNVGtexture;
 | |
| 
 | |
| enum GLNVGcallType {
 | |
| 	GLNVG_NONE = 0,
 | |
| 	GLNVG_FILL,
 | |
| 	GLNVG_CONVEXFILL,
 | |
| 	GLNVG_STROKE,
 | |
| 	GLNVG_TRIANGLES,
 | |
| };
 | |
| 
 | |
| struct GLNVGcall {
 | |
| 	int type;
 | |
| 	int image;
 | |
| 	int pathOffset;
 | |
| 	int pathCount;
 | |
| 	int triangleOffset;
 | |
| 	int triangleCount;
 | |
| 	int uniformOffset;
 | |
| };
 | |
| typedef struct GLNVGcall GLNVGcall;
 | |
| 
 | |
| struct GLNVGpath {
 | |
| 	int fillOffset;
 | |
| 	int fillCount;
 | |
| 	int strokeOffset;
 | |
| 	int strokeCount;
 | |
| };
 | |
| typedef struct GLNVGpath GLNVGpath;
 | |
| 
 | |
| struct GLNVGfragUniforms {
 | |
| 	#if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 		float scissorMat[12]; // matrices are actually 3 vec4s
 | |
| 		float paintMat[12];
 | |
| 		struct NVGcolor innerCol;
 | |
| 		struct NVGcolor outerCol;
 | |
| 		float scissorExt[2];
 | |
| 		float scissorScale[2];
 | |
| 		float extent[2];
 | |
| 		float radius;
 | |
| 		float feather;
 | |
| 		float strokeMult;
 | |
| 		float strokeThr;
 | |
| 		int texType;
 | |
| 		int type;
 | |
| 	#else
 | |
| 		// note: after modifying layout or size of uniform array,
 | |
| 		// don't forget to also update the fragment shader source!
 | |
| 		#define NANOVG_GL_UNIFORMARRAY_SIZE 11
 | |
| 		union {
 | |
| 			struct {
 | |
| 				float scissorMat[12]; // matrices are actually 3 vec4s
 | |
| 				float paintMat[12];
 | |
| 				struct NVGcolor innerCol;
 | |
| 				struct NVGcolor outerCol;
 | |
| 				float scissorExt[2];
 | |
| 				float scissorScale[2];
 | |
| 				float extent[2];
 | |
| 				float radius;
 | |
| 				float feather;
 | |
| 				float strokeMult;
 | |
| 				float strokeThr;
 | |
| 				float texType;
 | |
| 				float type;
 | |
| 			};
 | |
| 			float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
 | |
| 		};
 | |
| 	#endif
 | |
| };
 | |
| typedef struct GLNVGfragUniforms GLNVGfragUniforms;
 | |
| 
 | |
| struct GLNVGcontext {
 | |
| 	GLNVGshader shader;
 | |
| 	GLNVGtexture* textures;
 | |
| 	float view[2];
 | |
| 	int ntextures;
 | |
| 	int ctextures;
 | |
| 	int textureId;
 | |
| 	GLuint vertBuf;
 | |
| #if defined NANOVG_GL3
 | |
| 	GLuint vertArr;
 | |
| #endif
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	GLuint fragBuf;
 | |
| #endif
 | |
| 	int fragSize;
 | |
| 	int flags;
 | |
| 
 | |
| 	// Per frame buffers
 | |
| 	GLNVGcall* calls;
 | |
| 	int ccalls;
 | |
| 	int ncalls;
 | |
| 	GLNVGpath* paths;
 | |
| 	int cpaths;
 | |
| 	int npaths;
 | |
| 	struct NVGvertex* verts;
 | |
| 	int cverts;
 | |
| 	int nverts;
 | |
| 	unsigned char* uniforms;
 | |
| 	int cuniforms;
 | |
| 	int nuniforms;
 | |
| 
 | |
| 	// cached state
 | |
| 	#if NANOVG_GL_USE_STATE_FILTER
 | |
| 	GLuint boundTexture;
 | |
| 	GLuint stencilMask;
 | |
| 	GLenum stencilFunc;
 | |
| 	GLint stencilFuncRef;
 | |
| 	GLuint stencilFuncMask;
 | |
| 	#endif
 | |
| };
 | |
| typedef struct GLNVGcontext GLNVGcontext;
 | |
| 
 | |
| static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
 | |
| 
 | |
| #ifdef NANOVG_GLES2
 | |
| static unsigned int glnvg__nearestPow2(unsigned int num)
 | |
| {
 | |
| 	unsigned n = num > 0 ? num - 1 : 0;
 | |
| 	n |= n >> 1;
 | |
| 	n |= n >> 2;
 | |
| 	n |= n >> 4;
 | |
| 	n |= n >> 8;
 | |
| 	n |= n >> 16;
 | |
| 	n++;
 | |
| 	return n;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
 | |
| {
 | |
| #if NANOVG_GL_USE_STATE_FILTER
 | |
| 	if (gl->boundTexture != tex) {
 | |
| 		gl->boundTexture = tex;
 | |
| 		glBindTexture(GL_TEXTURE_2D, tex);
 | |
| 	}
 | |
| #else
 | |
| 	glBindTexture(GL_TEXTURE_2D, tex);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
 | |
| {
 | |
| #if NANOVG_GL_USE_STATE_FILTER
 | |
| 	if (gl->stencilMask != mask) {
 | |
| 		gl->stencilMask = mask;
 | |
| 		glStencilMask(mask);
 | |
| 	}
 | |
| #else
 | |
| 	glStencilMask(mask);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
 | |
| {
 | |
| #if NANOVG_GL_USE_STATE_FILTER
 | |
| 	if ((gl->stencilFunc != func) ||
 | |
| 		(gl->stencilFuncRef != ref) ||
 | |
| 		(gl->stencilFuncMask != mask)) {
 | |
| 
 | |
| 		gl->stencilFunc = func;
 | |
| 		gl->stencilFuncRef = ref;
 | |
| 		gl->stencilFuncMask = mask;
 | |
| 		glStencilFunc(func, ref, mask);
 | |
| 	}
 | |
| #else
 | |
| 	glStencilFunc(func, ref, mask);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
 | |
| {
 | |
| 	GLNVGtexture* tex = NULL;
 | |
| 	int i;
 | |
| 
 | |
| 	for (i = 0; i < gl->ntextures; i++) {
 | |
| 		if (gl->textures[i].id == 0) {
 | |
| 			tex = &gl->textures[i];
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| 	if (tex == NULL) {
 | |
| 		if (gl->ntextures+1 > gl->ctextures) {
 | |
| 			GLNVGtexture* textures;
 | |
| 			int ctextures = glnvg__maxi(gl->ntextures+1, 4) +  gl->ctextures/2; // 1.5x Overallocate
 | |
| 			textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
 | |
| 			if (textures == NULL) return NULL;
 | |
| 			gl->textures = textures;
 | |
| 			gl->ctextures = ctextures;
 | |
| 		}
 | |
| 		tex = &gl->textures[gl->ntextures++];
 | |
| 	}
 | |
| 
 | |
| 	memset(tex, 0, sizeof(*tex));
 | |
| 	tex->id = ++gl->textureId;
 | |
| 
 | |
| 	return tex;
 | |
| }
 | |
| 
 | |
| static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
 | |
| {
 | |
| 	int i;
 | |
| 	for (i = 0; i < gl->ntextures; i++)
 | |
| 		if (gl->textures[i].id == id)
 | |
| 			return &gl->textures[i];
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
 | |
| {
 | |
| 	int i;
 | |
| 	for (i = 0; i < gl->ntextures; i++) {
 | |
| 		if (gl->textures[i].id == id) {
 | |
| 			if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
 | |
| 				glDeleteTextures(1, &gl->textures[i].tex);
 | |
| 			memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
 | |
| 			return 1;
 | |
| 		}
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
 | |
| {
 | |
| 	GLchar str[512+1];
 | |
| 	GLsizei len = 0;
 | |
| 	glGetShaderInfoLog(shader, 512, &len, str);
 | |
| 	if (len > 512) len = 512;
 | |
| 	str[len] = '\0';
 | |
| 	printf("Shader %s/%s error:\n%s\n", name, type, str);
 | |
| }
 | |
| 
 | |
| static void glnvg__dumpProgramError(GLuint prog, const char* name)
 | |
| {
 | |
| 	GLchar str[512+1];
 | |
| 	GLsizei len = 0;
 | |
| 	glGetProgramInfoLog(prog, 512, &len, str);
 | |
| 	if (len > 512) len = 512;
 | |
| 	str[len] = '\0';
 | |
| 	printf("Program %s error:\n%s\n", name, str);
 | |
| }
 | |
| 
 | |
| static void glnvg__checkError(GLNVGcontext* gl, const char* str)
 | |
| {
 | |
| 	GLenum err;
 | |
| 	if ((gl->flags & NVG_DEBUG) == 0) return;
 | |
| 	err = glGetError();
 | |
| 	if (err != GL_NO_ERROR) {
 | |
| 		printf("Error %08x after %s\n", err, str);
 | |
| 		return;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
 | |
| {
 | |
| 	GLint status;
 | |
| 	GLuint prog, vert, frag;
 | |
| 	const char* str[3];
 | |
| 	str[0] = header;
 | |
| 	str[1] = opts != NULL ? opts : "";
 | |
| 
 | |
| 	memset(shader, 0, sizeof(*shader));
 | |
| 
 | |
| 	prog = glCreateProgram();
 | |
| 	vert = glCreateShader(GL_VERTEX_SHADER);
 | |
| 	frag = glCreateShader(GL_FRAGMENT_SHADER);
 | |
| 	str[2] = vshader;
 | |
| 	glShaderSource(vert, 3, str, 0);
 | |
| 	str[2] = fshader;
 | |
| 	glShaderSource(frag, 3, str, 0);
 | |
| 
 | |
| 	glCompileShader(vert);
 | |
| 	glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
 | |
| 	if (status != GL_TRUE) {
 | |
| 		glnvg__dumpShaderError(vert, name, "vert");
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	glCompileShader(frag);
 | |
| 	glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
 | |
| 	if (status != GL_TRUE) {
 | |
| 		glnvg__dumpShaderError(frag, name, "frag");
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	glAttachShader(prog, vert);
 | |
| 	glAttachShader(prog, frag);
 | |
| 
 | |
| 	glBindAttribLocation(prog, 0, "vertex");
 | |
| 	glBindAttribLocation(prog, 1, "tcoord");
 | |
| 
 | |
| 	glLinkProgram(prog);
 | |
| 	glGetProgramiv(prog, GL_LINK_STATUS, &status);
 | |
| 	if (status != GL_TRUE) {
 | |
| 		glnvg__dumpProgramError(prog, name);
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	shader->prog = prog;
 | |
| 	shader->vert = vert;
 | |
| 	shader->frag = frag;
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| static void glnvg__deleteShader(GLNVGshader* shader)
 | |
| {
 | |
| 	if (shader->prog != 0)
 | |
| 		glDeleteProgram(shader->prog);
 | |
| 	if (shader->vert != 0)
 | |
| 		glDeleteShader(shader->vert);
 | |
| 	if (shader->frag != 0)
 | |
| 		glDeleteShader(shader->frag);
 | |
| }
 | |
| 
 | |
| static void glnvg__getUniforms(GLNVGshader* shader)
 | |
| {
 | |
| 	shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
 | |
| 	shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
 | |
| #else
 | |
| 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static int glnvg__renderCreate(void* uptr)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	int align = 4;
 | |
| 
 | |
| 	// TODO: mediump float may not be enough for GLES2 in iOS.
 | |
| 	// see the following discussion: https://github.com/memononen/nanovg/issues/46
 | |
| 	static const char* shaderHeader =
 | |
| #if defined NANOVG_GL2
 | |
| 		"#define NANOVG_GL2 1\n"
 | |
| #elif defined NANOVG_GL3
 | |
| 		"#version 150 core\n"
 | |
| 		"#define NANOVG_GL3 1\n"
 | |
| #elif defined NANOVG_GLES2
 | |
| 		"#version 100\n"
 | |
| 		"#define NANOVG_GL2 1\n"
 | |
| #elif defined NANOVG_GLES3
 | |
| 		"#version 300 es\n"
 | |
| 		"#define NANOVG_GL3 1\n"
 | |
| #endif
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	"#define USE_UNIFORMBUFFER 1\n"
 | |
| #else
 | |
| 	"#define UNIFORMARRAY_SIZE 11\n"
 | |
| #endif
 | |
| 	"\n";
 | |
| 
 | |
| 	static const char* fillVertShader =
 | |
| 		"#ifdef NANOVG_GL3\n"
 | |
| 		"	uniform vec2 viewSize;\n"
 | |
| 		"	in vec2 vertex;\n"
 | |
| 		"	in vec2 tcoord;\n"
 | |
| 		"	out vec2 ftcoord;\n"
 | |
| 		"	out vec2 fpos;\n"
 | |
| 		"#else\n"
 | |
| 		"	uniform vec2 viewSize;\n"
 | |
| 		"	attribute vec2 vertex;\n"
 | |
| 		"	attribute vec2 tcoord;\n"
 | |
| 		"	varying vec2 ftcoord;\n"
 | |
| 		"	varying vec2 fpos;\n"
 | |
| 		"#endif\n"
 | |
| 		"void main(void) {\n"
 | |
| 		"	ftcoord = tcoord;\n"
 | |
| 		"	fpos = vertex;\n"
 | |
| 		"	gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
 | |
| 		"}\n";
 | |
| 
 | |
| 	static const char* fillFragShader =
 | |
| 		"#ifdef GL_ES\n"
 | |
| 		"#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
 | |
| 		" precision highp float;\n"
 | |
| 		"#else\n"
 | |
| 		" precision mediump float;\n"
 | |
| 		"#endif\n"
 | |
| 		"#endif\n"
 | |
| 		"#ifdef NANOVG_GL3\n"
 | |
| 		"#ifdef USE_UNIFORMBUFFER\n"
 | |
| 		"	layout(std140) uniform frag {\n"
 | |
| 		"		mat3 scissorMat;\n"
 | |
| 		"		mat3 paintMat;\n"
 | |
| 		"		vec4 innerCol;\n"
 | |
| 		"		vec4 outerCol;\n"
 | |
| 		"		vec2 scissorExt;\n"
 | |
| 		"		vec2 scissorScale;\n"
 | |
| 		"		vec2 extent;\n"
 | |
| 		"		float radius;\n"
 | |
| 		"		float feather;\n"
 | |
| 		"		float strokeMult;\n"
 | |
| 		"		float strokeThr;\n"
 | |
| 		"		int texType;\n"
 | |
| 		"		int type;\n"
 | |
| 		"	};\n"
 | |
| 		"#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
 | |
| 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
 | |
| 		"#endif\n"
 | |
| 		"	uniform sampler2D tex;\n"
 | |
| 		"	in vec2 ftcoord;\n"
 | |
| 		"	in vec2 fpos;\n"
 | |
| 		"	out vec4 outColor;\n"
 | |
| 		"#else\n" // !NANOVG_GL3
 | |
| 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
 | |
| 		"	uniform sampler2D tex;\n"
 | |
| 		"	varying vec2 ftcoord;\n"
 | |
| 		"	varying vec2 fpos;\n"
 | |
| 		"#endif\n"
 | |
| 		"#ifndef USE_UNIFORMBUFFER\n"
 | |
| 		"	#define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
 | |
| 		"	#define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
 | |
| 		"	#define innerCol frag[6]\n"
 | |
| 		"	#define outerCol frag[7]\n"
 | |
| 		"	#define scissorExt frag[8].xy\n"
 | |
| 		"	#define scissorScale frag[8].zw\n"
 | |
| 		"	#define extent frag[9].xy\n"
 | |
| 		"	#define radius frag[9].z\n"
 | |
| 		"	#define feather frag[9].w\n"
 | |
| 		"	#define strokeMult frag[10].x\n"
 | |
| 		"	#define strokeThr frag[10].y\n"
 | |
| 		"	#define texType int(frag[10].z)\n"
 | |
| 		"	#define type int(frag[10].w)\n"
 | |
| 		"#endif\n"
 | |
| 		"\n"
 | |
| 		"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
 | |
| 		"	vec2 ext2 = ext - vec2(rad,rad);\n"
 | |
| 		"	vec2 d = abs(pt) - ext2;\n"
 | |
| 		"	return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
 | |
| 		"}\n"
 | |
| 		"\n"
 | |
| 		"// Scissoring\n"
 | |
| 		"float scissorMask(vec2 p) {\n"
 | |
| 		"	vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
 | |
| 		"	sc = vec2(0.5,0.5) - sc * scissorScale;\n"
 | |
| 		"	return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
 | |
| 		"}\n"
 | |
| 		"#ifdef EDGE_AA\n"
 | |
| 		"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
 | |
| 		"float strokeMask() {\n"
 | |
| 		"	return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
 | |
| 		"}\n"
 | |
| 		"#endif\n"
 | |
| 		"\n"
 | |
| 		"void main(void) {\n"
 | |
| 		"   vec4 result;\n"
 | |
| 		"	float scissor = scissorMask(fpos);\n"
 | |
| 		"#ifdef EDGE_AA\n"
 | |
| 		"	float strokeAlpha = strokeMask();\n"
 | |
| 		"#else\n"
 | |
| 		"	float strokeAlpha = 1.0;\n"
 | |
| 		"#endif\n"
 | |
| 		"	if (type == 0) {			// Gradient\n"
 | |
| 		"		// Calculate gradient color using box gradient\n"
 | |
| 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
 | |
| 		"		float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
 | |
| 		"		vec4 color = mix(innerCol,outerCol,d);\n"
 | |
| 		"		// Combine alpha\n"
 | |
| 		"		color *= strokeAlpha * scissor;\n"
 | |
| 		"		result = color;\n"
 | |
| 		"	} else if (type == 1) {		// Image\n"
 | |
| 		"		// Calculate color fron texture\n"
 | |
| 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
 | |
| 		"#ifdef NANOVG_GL3\n"
 | |
| 		"		vec4 color = texture(tex, pt);\n"
 | |
| 		"#else\n"
 | |
| 		"		vec4 color = texture2D(tex, pt);\n"
 | |
| 		"#endif\n"
 | |
| 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
 | |
| 		"		if (texType == 2) color = vec4(color.x);"
 | |
| 		"		// Apply color tint and alpha.\n"
 | |
| 		"		color *= innerCol;\n"
 | |
| 		"		// Combine alpha\n"
 | |
| 		"		color *= strokeAlpha * scissor;\n"
 | |
| 		"		result = color;\n"
 | |
| 		"	} else if (type == 2) {		// Stencil fill\n"
 | |
| 		"		result = vec4(1,1,1,1);\n"
 | |
| 		"	} else if (type == 3) {		// Textured tris\n"
 | |
| 		"#ifdef NANOVG_GL3\n"
 | |
| 		"		vec4 color = texture(tex, ftcoord);\n"
 | |
| 		"#else\n"
 | |
| 		"		vec4 color = texture2D(tex, ftcoord);\n"
 | |
| 		"#endif\n"
 | |
| 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
 | |
| 		"		if (texType == 2) color = vec4(color.x);"
 | |
| 		"		color *= scissor;\n"
 | |
| 		"		result = color * innerCol;\n"
 | |
| 		"	}\n"
 | |
| 		"#ifdef EDGE_AA\n"
 | |
| 		"	if (strokeAlpha < strokeThr) discard;\n"
 | |
| 		"#endif\n"
 | |
| 		"#ifdef NANOVG_GL3\n"
 | |
| 		"	outColor = result;\n"
 | |
| 		"#else\n"
 | |
| 		"	gl_FragColor = result;\n"
 | |
| 		"#endif\n"
 | |
| 		"}\n";
 | |
| 
 | |
| 	glnvg__checkError(gl, "init");
 | |
| 
 | |
| 	if (gl->flags & NVG_ANTIALIAS) {
 | |
| 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
 | |
| 			return 0;
 | |
| 	} else {
 | |
| 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
 | |
| 			return 0;
 | |
| 	}
 | |
| 
 | |
| 	glnvg__checkError(gl, "uniform locations");
 | |
| 	glnvg__getUniforms(&gl->shader);
 | |
| 
 | |
| 	// Create dynamic vertex array
 | |
| #if defined NANOVG_GL3
 | |
| 	glGenVertexArrays(1, &gl->vertArr);
 | |
| #endif
 | |
| 	glGenBuffers(1, &gl->vertBuf);
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	// Create UBOs
 | |
| 	glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
 | |
| 	glGenBuffers(1, &gl->fragBuf);
 | |
| 	glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
 | |
| #endif
 | |
| 	gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
 | |
| 
 | |
| 	glnvg__checkError(gl, "create done");
 | |
| 
 | |
| 	glFinish();
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGtexture* tex = glnvg__allocTexture(gl);
 | |
| 
 | |
| 	if (tex == NULL) return 0;
 | |
| 
 | |
| #ifdef NANOVG_GLES2
 | |
| 	// Check for non-power of 2.
 | |
| 	if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
 | |
| 		// No repeat
 | |
| 		if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
 | |
| 			printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
 | |
| 			imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
 | |
| 		}
 | |
| 		// No mips.
 | |
| 		if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
 | |
| 			printf("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h);
 | |
| 			imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
 | |
| 		}
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	glGenTextures(1, &tex->tex);
 | |
| 	tex->width = w;
 | |
| 	tex->height = h;
 | |
| 	tex->type = type;
 | |
| 	tex->flags = imageFlags;
 | |
| 	glnvg__bindTexture(gl, tex->tex);
 | |
| 
 | |
| 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
 | |
| #ifndef NANOVG_GLES2
 | |
| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
 | |
| #endif
 | |
| 
 | |
| #if defined (NANOVG_GL2)
 | |
| 	// GL 1.4 and later has support for generating mipmaps using a tex parameter.
 | |
| 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	if (type == NVG_TEXTURE_RGBA)
 | |
| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
 | |
| 	else
 | |
| #if defined(NANOVG_GLES2)
 | |
| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
 | |
| #elif defined(NANOVG_GLES3)
 | |
| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
 | |
| #else
 | |
| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
 | |
| #endif
 | |
| 
 | |
| 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 | |
| 	} else {
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
| 	}
 | |
| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
| 
 | |
| 	if (imageFlags & NVG_IMAGE_REPEATX)
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 | |
| 	else
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
| 
 | |
| 	if (imageFlags & NVG_IMAGE_REPEATY)
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 | |
| 	else
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
| 
 | |
| 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
 | |
| #ifndef NANOVG_GLES2
 | |
| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
 | |
| #endif
 | |
| 
 | |
| 	// The new way to build mipmaps on GLES and GL3
 | |
| #if !defined(NANOVG_GL2)
 | |
| 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
 | |
| 		glGenerateMipmap(GL_TEXTURE_2D);
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	glnvg__checkError(gl, "create tex");
 | |
| 	glnvg__bindTexture(gl, 0);
 | |
| 
 | |
| 	return tex->id;
 | |
| }
 | |
| 
 | |
| 
 | |
| static int glnvg__renderDeleteTexture(void* uptr, int image)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	return glnvg__deleteTexture(gl, image);
 | |
| }
 | |
| 
 | |
| static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
 | |
| 
 | |
| 	if (tex == NULL) return 0;
 | |
| 	glnvg__bindTexture(gl, tex->tex);
 | |
| 
 | |
| 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
 | |
| 
 | |
| #ifndef NANOVG_GLES2
 | |
| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
 | |
| #else
 | |
| 	// No support for all of skip, need to update a whole row at a time.
 | |
| 	if (tex->type == NVG_TEXTURE_RGBA)
 | |
| 		data += y*tex->width*4;
 | |
| 	else
 | |
| 		data += y*tex->width;
 | |
| 	x = 0;
 | |
| 	w = tex->width;
 | |
| #endif
 | |
| 
 | |
| 	if (tex->type == NVG_TEXTURE_RGBA)
 | |
| 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
 | |
| 	else
 | |
| #ifdef NANOVG_GLES2
 | |
| 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
 | |
| #else
 | |
| 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
 | |
| #endif
 | |
| 
 | |
| 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
 | |
| #ifndef NANOVG_GLES2
 | |
| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
 | |
| 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
 | |
| #endif
 | |
| 
 | |
| 	glnvg__bindTexture(gl, 0);
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
 | |
| 	if (tex == NULL) return 0;
 | |
| 	*w = tex->width;
 | |
| 	*h = tex->height;
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| static void glnvg__xformToMat3x4(float* m3, float* t)
 | |
| {
 | |
| 	m3[0] = t[0];
 | |
| 	m3[1] = t[1];
 | |
| 	m3[2] = 0.0f;
 | |
| 	m3[3] = 0.0f;
 | |
| 	m3[4] = t[2];
 | |
| 	m3[5] = t[3];
 | |
| 	m3[6] = 0.0f;
 | |
| 	m3[7] = 0.0f;
 | |
| 	m3[8] = t[4];
 | |
| 	m3[9] = t[5];
 | |
| 	m3[10] = 1.0f;
 | |
| 	m3[11] = 0.0f;
 | |
| }
 | |
| 
 | |
| static NVGcolor glnvg__premulColor(NVGcolor c)
 | |
| {
 | |
| 	c.r *= c.a;
 | |
| 	c.g *= c.a;
 | |
| 	c.b *= c.a;
 | |
| 	return c;
 | |
| }
 | |
| 
 | |
| static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
 | |
| 							   NVGscissor* scissor, float width, float fringe, float strokeThr)
 | |
| {
 | |
| 	GLNVGtexture* tex = NULL;
 | |
| 	float invxform[6];
 | |
| 
 | |
| 	memset(frag, 0, sizeof(*frag));
 | |
| 
 | |
| 	frag->innerCol = glnvg__premulColor(paint->innerColor);
 | |
| 	frag->outerCol = glnvg__premulColor(paint->outerColor);
 | |
| 
 | |
| 	if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
 | |
| 		memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
 | |
| 		frag->scissorExt[0] = 1.0f;
 | |
| 		frag->scissorExt[1] = 1.0f;
 | |
| 		frag->scissorScale[0] = 1.0f;
 | |
| 		frag->scissorScale[1] = 1.0f;
 | |
| 	} else {
 | |
| 		nvgTransformInverse(invxform, scissor->xform);
 | |
| 		glnvg__xformToMat3x4(frag->scissorMat, invxform);
 | |
| 		frag->scissorExt[0] = scissor->extent[0];
 | |
| 		frag->scissorExt[1] = scissor->extent[1];
 | |
| 		frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
 | |
| 		frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
 | |
| 	}
 | |
| 
 | |
| 	memcpy(frag->extent, paint->extent, sizeof(frag->extent));
 | |
| 	frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
 | |
| 	frag->strokeThr = strokeThr;
 | |
| 
 | |
| 	if (paint->image != 0) {
 | |
| 		tex = glnvg__findTexture(gl, paint->image);
 | |
| 		if (tex == NULL) return 0;
 | |
| 		if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
 | |
| 			float m1[6], m2[6];
 | |
| 			nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
 | |
| 			nvgTransformMultiply(m1, paint->xform);
 | |
| 			nvgTransformScale(m2, 1.0f, -1.0f);
 | |
| 			nvgTransformMultiply(m2, m1);
 | |
| 			nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
 | |
| 			nvgTransformMultiply(m1, m2);
 | |
| 			nvgTransformInverse(invxform, m1);
 | |
| 		} else {
 | |
| 			nvgTransformInverse(invxform, paint->xform);
 | |
| 		}
 | |
| 		frag->type = NSVG_SHADER_FILLIMG;
 | |
| 
 | |
| 		if (tex->type == NVG_TEXTURE_RGBA)
 | |
| 			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
 | |
| 		else
 | |
| 			frag->texType = 2;
 | |
| //		printf("frag->texType = %d\n", frag->texType);
 | |
| 	} else {
 | |
| 		frag->type = NSVG_SHADER_FILLGRAD;
 | |
| 		frag->radius = paint->radius;
 | |
| 		frag->feather = paint->feather;
 | |
| 		nvgTransformInverse(invxform, paint->xform);
 | |
| 	}
 | |
| 
 | |
| 	glnvg__xformToMat3x4(frag->paintMat, invxform);
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
 | |
| 
 | |
| static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
 | |
| {
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
 | |
| #else
 | |
| 	GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
 | |
| 	glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
 | |
| #endif
 | |
| 
 | |
| 	if (image != 0) {
 | |
| 		GLNVGtexture* tex = glnvg__findTexture(gl, image);
 | |
| 		glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
 | |
| 		glnvg__checkError(gl, "tex paint tex");
 | |
| 	} else {
 | |
| 		glnvg__bindTexture(gl, 0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void glnvg__renderViewport(void* uptr, int width, int height, float devicePixelRatio)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	gl->view[0] = (float)width;
 | |
| 	gl->view[1] = (float)height;
 | |
| }
 | |
| 
 | |
| static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
 | |
| {
 | |
| 	GLNVGpath* paths = &gl->paths[call->pathOffset];
 | |
| 	int i, npaths = call->pathCount;
 | |
| 
 | |
| 	// Draw shapes
 | |
| 	glEnable(GL_STENCIL_TEST);
 | |
| 	glnvg__stencilMask(gl, 0xff);
 | |
| 	glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
 | |
| 	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
 | |
| 
 | |
| 	// set bindpoint for solid loc
 | |
| 	glnvg__setUniforms(gl, call->uniformOffset, 0);
 | |
| 	glnvg__checkError(gl, "fill simple");
 | |
| 
 | |
| 	glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
 | |
| 	glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
 | |
| 	glDisable(GL_CULL_FACE);
 | |
| 	for (i = 0; i < npaths; i++)
 | |
| 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
 | |
| 	glEnable(GL_CULL_FACE);
 | |
| 
 | |
| 	// Draw anti-aliased pixels
 | |
| 	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 | |
| 
 | |
| 	glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
 | |
| 	glnvg__checkError(gl, "fill fill");
 | |
| 
 | |
| 	if (gl->flags & NVG_ANTIALIAS) {
 | |
| 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
 | |
| 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
 | |
| 		// Draw fringes
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 	}
 | |
| 
 | |
| 	// Draw fill
 | |
| 	glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
 | |
| 	glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
 | |
| 	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
 | |
| 
 | |
| 	glDisable(GL_STENCIL_TEST);
 | |
| }
 | |
| 
 | |
| static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
 | |
| {
 | |
| 	GLNVGpath* paths = &gl->paths[call->pathOffset];
 | |
| 	int i, npaths = call->pathCount;
 | |
| 
 | |
| 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
 | |
| 	glnvg__checkError(gl, "convex fill");
 | |
| 
 | |
| 	for (i = 0; i < npaths; i++)
 | |
| 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
 | |
| 	if (gl->flags & NVG_ANTIALIAS) {
 | |
| 		// Draw fringes
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
 | |
| {
 | |
| 	GLNVGpath* paths = &gl->paths[call->pathOffset];
 | |
| 	int npaths = call->pathCount, i;
 | |
| 
 | |
| 	if (gl->flags & NVG_STENCIL_STROKES) {
 | |
| 
 | |
| 		glEnable(GL_STENCIL_TEST);
 | |
| 		glnvg__stencilMask(gl, 0xff);
 | |
| 
 | |
| 		// Fill the stroke base without overlap
 | |
| 		glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
 | |
| 		glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
 | |
| 		glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
 | |
| 		glnvg__checkError(gl, "stroke fill 0");
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 
 | |
| 		// Draw anti-aliased pixels.
 | |
| 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
 | |
| 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
 | |
| 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 
 | |
| 		// Clear stencil buffer.
 | |
| 		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
 | |
| 		glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
 | |
| 		glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
 | |
| 		glnvg__checkError(gl, "stroke fill 1");
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 | |
| 
 | |
| 		glDisable(GL_STENCIL_TEST);
 | |
| 
 | |
| //		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
 | |
| 
 | |
| 	} else {
 | |
| 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
 | |
| 		glnvg__checkError(gl, "stroke fill");
 | |
| 		// Draw Strokes
 | |
| 		for (i = 0; i < npaths; i++)
 | |
| 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
 | |
| {
 | |
| 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
 | |
| 	glnvg__checkError(gl, "triangles fill");
 | |
| 
 | |
| 	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
 | |
| }
 | |
| 
 | |
| static void glnvg__renderCancel(void* uptr) {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	gl->nverts = 0;
 | |
| 	gl->npaths = 0;
 | |
| 	gl->ncalls = 0;
 | |
| 	gl->nuniforms = 0;
 | |
| }
 | |
| 
 | |
| static GLenum glnvg_convertBlendFuncFactor(int factor)
 | |
| {
 | |
| 	if (factor == NVG_ZERO)
 | |
| 		return GL_ZERO;
 | |
| 	if (factor == NVG_ONE)
 | |
| 		return GL_ONE;
 | |
| 	if (factor == NVG_SRC_COLOR)
 | |
| 		return GL_SRC_COLOR;
 | |
| 	if (factor == NVG_ONE_MINUS_SRC_COLOR)
 | |
| 		return GL_ONE_MINUS_SRC_COLOR;
 | |
| 	if (factor == NVG_DST_COLOR)
 | |
| 		return GL_DST_COLOR;
 | |
| 	if (factor == NVG_ONE_MINUS_DST_COLOR)
 | |
| 		return GL_ONE_MINUS_DST_COLOR;
 | |
| 	if (factor == NVG_SRC_ALPHA)
 | |
| 		return GL_SRC_ALPHA;
 | |
| 	if (factor == NVG_ONE_MINUS_SRC_ALPHA)
 | |
| 		return GL_ONE_MINUS_SRC_ALPHA;
 | |
| 	if (factor == NVG_DST_ALPHA)
 | |
| 		return GL_DST_ALPHA;
 | |
| 	if (factor == NVG_ONE_MINUS_DST_ALPHA)
 | |
| 		return GL_ONE_MINUS_DST_ALPHA;
 | |
| 	if (factor == NVG_SRC_ALPHA_SATURATE)
 | |
| 		return GL_SRC_ALPHA_SATURATE;
 | |
| 	return GL_INVALID_ENUM;
 | |
| }
 | |
| 
 | |
| static void glnvg__blendCompositeOperation(NVGcompositeOperationState op)
 | |
| {
 | |
| 	GLenum srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
 | |
| 	GLenum dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
 | |
| 	GLenum srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
 | |
| 	GLenum dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
 | |
| 	if (srcRGB == GL_INVALID_ENUM || dstRGB == GL_INVALID_ENUM || srcAlpha == GL_INVALID_ENUM || dstAlpha == GL_INVALID_ENUM)
 | |
| 		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 | |
| 	else
 | |
| 		glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
 | |
| }
 | |
| 
 | |
| static void glnvg__renderFlush(void* uptr, NVGcompositeOperationState compositeOperation)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	int i;
 | |
| 
 | |
| 	if (gl->ncalls > 0) {
 | |
| 
 | |
| 		// Setup require GL state.
 | |
| 		glUseProgram(gl->shader.prog);
 | |
| 
 | |
| 		glnvg__blendCompositeOperation(compositeOperation);
 | |
| 		glEnable(GL_CULL_FACE);
 | |
| 		glCullFace(GL_BACK);
 | |
| 		glFrontFace(GL_CCW);
 | |
| 		glEnable(GL_BLEND);
 | |
| 		glDisable(GL_DEPTH_TEST);
 | |
| 		glDisable(GL_SCISSOR_TEST);
 | |
| 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 | |
| 		glStencilMask(0xffffffff);
 | |
| 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
 | |
| 		glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
 | |
| 		glActiveTexture(GL_TEXTURE0);
 | |
| 		glBindTexture(GL_TEXTURE_2D, 0);
 | |
| 		#if NANOVG_GL_USE_STATE_FILTER
 | |
| 		gl->boundTexture = 0;
 | |
| 		gl->stencilMask = 0xffffffff;
 | |
| 		gl->stencilFunc = GL_ALWAYS;
 | |
| 		gl->stencilFuncRef = 0;
 | |
| 		gl->stencilFuncMask = 0xffffffff;
 | |
| 		#endif
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 		// Upload ubo for frag shaders
 | |
| 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
 | |
| 		glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
 | |
| #endif
 | |
| 
 | |
| 		// Upload vertex data
 | |
| #if defined NANOVG_GL3
 | |
| 		glBindVertexArray(gl->vertArr);
 | |
| #endif
 | |
| 		glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
 | |
| 		glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
 | |
| 		glEnableVertexAttribArray(0);
 | |
| 		glEnableVertexAttribArray(1);
 | |
| 		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
 | |
| 		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
 | |
| 
 | |
| 		// Set view and texture just once per frame.
 | |
| 		glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
 | |
| 		glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
 | |
| 
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
 | |
| #endif
 | |
| 
 | |
| 		for (i = 0; i < gl->ncalls; i++) {
 | |
| 			GLNVGcall* call = &gl->calls[i];
 | |
| 			if (call->type == GLNVG_FILL)
 | |
| 				glnvg__fill(gl, call);
 | |
| 			else if (call->type == GLNVG_CONVEXFILL)
 | |
| 				glnvg__convexFill(gl, call);
 | |
| 			else if (call->type == GLNVG_STROKE)
 | |
| 				glnvg__stroke(gl, call);
 | |
| 			else if (call->type == GLNVG_TRIANGLES)
 | |
| 				glnvg__triangles(gl, call);
 | |
| 		}
 | |
| 
 | |
| 		glDisableVertexAttribArray(0);
 | |
| 		glDisableVertexAttribArray(1);
 | |
| #if defined NANOVG_GL3
 | |
| 		glBindVertexArray(0);
 | |
| #endif
 | |
| 		glDisable(GL_CULL_FACE);
 | |
| 			glBindBuffer(GL_ARRAY_BUFFER, 0);
 | |
| 		glUseProgram(0);
 | |
| 		glnvg__bindTexture(gl, 0);
 | |
| 	}
 | |
| 
 | |
| 	// Reset calls
 | |
| 	gl->nverts = 0;
 | |
| 	gl->npaths = 0;
 | |
| 	gl->ncalls = 0;
 | |
| 	gl->nuniforms = 0;
 | |
| }
 | |
| 
 | |
| static int glnvg__maxVertCount(const NVGpath* paths, int npaths)
 | |
| {
 | |
| 	int i, count = 0;
 | |
| 	for (i = 0; i < npaths; i++) {
 | |
| 		count += paths[i].nfill;
 | |
| 		count += paths[i].nstroke;
 | |
| 	}
 | |
| 	return count;
 | |
| }
 | |
| 
 | |
| static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
 | |
| {
 | |
| 	GLNVGcall* ret = NULL;
 | |
| 	if (gl->ncalls+1 > gl->ccalls) {
 | |
| 		GLNVGcall* calls;
 | |
| 		int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
 | |
| 		calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
 | |
| 		if (calls == NULL) return NULL;
 | |
| 		gl->calls = calls;
 | |
| 		gl->ccalls = ccalls;
 | |
| 	}
 | |
| 	ret = &gl->calls[gl->ncalls++];
 | |
| 	memset(ret, 0, sizeof(GLNVGcall));
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| static int glnvg__allocPaths(GLNVGcontext* gl, int n)
 | |
| {
 | |
| 	int ret = 0;
 | |
| 	if (gl->npaths+n > gl->cpaths) {
 | |
| 		GLNVGpath* paths;
 | |
| 		int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
 | |
| 		paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
 | |
| 		if (paths == NULL) return -1;
 | |
| 		gl->paths = paths;
 | |
| 		gl->cpaths = cpaths;
 | |
| 	}
 | |
| 	ret = gl->npaths;
 | |
| 	gl->npaths += n;
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| static int glnvg__allocVerts(GLNVGcontext* gl, int n)
 | |
| {
 | |
| 	int ret = 0;
 | |
| 	if (gl->nverts+n > gl->cverts) {
 | |
| 		NVGvertex* verts;
 | |
| 		int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
 | |
| 		verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
 | |
| 		if (verts == NULL) return -1;
 | |
| 		gl->verts = verts;
 | |
| 		gl->cverts = cverts;
 | |
| 	}
 | |
| 	ret = gl->nverts;
 | |
| 	gl->nverts += n;
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
 | |
| {
 | |
| 	int ret = 0, structSize = gl->fragSize;
 | |
| 	if (gl->nuniforms+n > gl->cuniforms) {
 | |
| 		unsigned char* uniforms;
 | |
| 		int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
 | |
| 		uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
 | |
| 		if (uniforms == NULL) return -1;
 | |
| 		gl->uniforms = uniforms;
 | |
| 		gl->cuniforms = cuniforms;
 | |
| 	}
 | |
| 	ret = gl->nuniforms * structSize;
 | |
| 	gl->nuniforms += n;
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
 | |
| {
 | |
| 	return (GLNVGfragUniforms*)&gl->uniforms[i];
 | |
| }
 | |
| 
 | |
| static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
 | |
| {
 | |
| 	vtx->x = x;
 | |
| 	vtx->y = y;
 | |
| 	vtx->u = u;
 | |
| 	vtx->v = v;
 | |
| }
 | |
| 
 | |
| static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe,
 | |
| 							  const float* bounds, const NVGpath* paths, int npaths)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGcall* call = glnvg__allocCall(gl);
 | |
| 	NVGvertex* quad;
 | |
| 	GLNVGfragUniforms* frag;
 | |
| 	int i, maxverts, offset;
 | |
| 
 | |
| 	if (call == NULL) return;
 | |
| 
 | |
| 	call->type = GLNVG_FILL;
 | |
| 	call->pathOffset = glnvg__allocPaths(gl, npaths);
 | |
| 	if (call->pathOffset == -1) goto error;
 | |
| 	call->pathCount = npaths;
 | |
| 	call->image = paint->image;
 | |
| 
 | |
| 	if (npaths == 1 && paths[0].convex)
 | |
| 		call->type = GLNVG_CONVEXFILL;
 | |
| 
 | |
| 	// Allocate vertices for all the paths.
 | |
| 	maxverts = glnvg__maxVertCount(paths, npaths) + 6;
 | |
| 	offset = glnvg__allocVerts(gl, maxverts);
 | |
| 	if (offset == -1) goto error;
 | |
| 
 | |
| 	for (i = 0; i < npaths; i++) {
 | |
| 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
 | |
| 		const NVGpath* path = &paths[i];
 | |
| 		memset(copy, 0, sizeof(GLNVGpath));
 | |
| 		if (path->nfill > 0) {
 | |
| 			copy->fillOffset = offset;
 | |
| 			copy->fillCount = path->nfill;
 | |
| 			memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
 | |
| 			offset += path->nfill;
 | |
| 		}
 | |
| 		if (path->nstroke > 0) {
 | |
| 			copy->strokeOffset = offset;
 | |
| 			copy->strokeCount = path->nstroke;
 | |
| 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
 | |
| 			offset += path->nstroke;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Quad
 | |
| 	call->triangleOffset = offset;
 | |
| 	call->triangleCount = 6;
 | |
| 	quad = &gl->verts[call->triangleOffset];
 | |
| 	glnvg__vset(&quad[0], bounds[0], bounds[3], 0.5f, 1.0f);
 | |
| 	glnvg__vset(&quad[1], bounds[2], bounds[3], 0.5f, 1.0f);
 | |
| 	glnvg__vset(&quad[2], bounds[2], bounds[1], 0.5f, 1.0f);
 | |
| 
 | |
| 	glnvg__vset(&quad[3], bounds[0], bounds[3], 0.5f, 1.0f);
 | |
| 	glnvg__vset(&quad[4], bounds[2], bounds[1], 0.5f, 1.0f);
 | |
| 	glnvg__vset(&quad[5], bounds[0], bounds[1], 0.5f, 1.0f);
 | |
| 
 | |
| 	// Setup uniforms for draw calls
 | |
| 	if (call->type == GLNVG_FILL) {
 | |
| 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
 | |
| 		if (call->uniformOffset == -1) goto error;
 | |
| 		// Simple shader for stencil
 | |
| 		frag = nvg__fragUniformPtr(gl, call->uniformOffset);
 | |
| 		memset(frag, 0, sizeof(*frag));
 | |
| 		frag->strokeThr = -1.0f;
 | |
| 		frag->type = NSVG_SHADER_SIMPLE;
 | |
| 		// Fill shader
 | |
| 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
 | |
| 	} else {
 | |
| 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
 | |
| 		if (call->uniformOffset == -1) goto error;
 | |
| 		// Fill shader
 | |
| 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
 | |
| 	}
 | |
| 
 | |
| 	return;
 | |
| 
 | |
| error:
 | |
| 	// We get here if call alloc was ok, but something else is not.
 | |
| 	// Roll back the last call to prevent drawing it.
 | |
| 	if (gl->ncalls > 0) gl->ncalls--;
 | |
| }
 | |
| 
 | |
| static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe,
 | |
| 								float strokeWidth, const NVGpath* paths, int npaths)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGcall* call = glnvg__allocCall(gl);
 | |
| 	int i, maxverts, offset;
 | |
| 
 | |
| 	if (call == NULL) return;
 | |
| 
 | |
| 	call->type = GLNVG_STROKE;
 | |
| 	call->pathOffset = glnvg__allocPaths(gl, npaths);
 | |
| 	if (call->pathOffset == -1) goto error;
 | |
| 	call->pathCount = npaths;
 | |
| 	call->image = paint->image;
 | |
| 
 | |
| 	// Allocate vertices for all the paths.
 | |
| 	maxverts = glnvg__maxVertCount(paths, npaths);
 | |
| 	offset = glnvg__allocVerts(gl, maxverts);
 | |
| 	if (offset == -1) goto error;
 | |
| 
 | |
| 	for (i = 0; i < npaths; i++) {
 | |
| 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
 | |
| 		const NVGpath* path = &paths[i];
 | |
| 		memset(copy, 0, sizeof(GLNVGpath));
 | |
| 		if (path->nstroke) {
 | |
| 			copy->strokeOffset = offset;
 | |
| 			copy->strokeCount = path->nstroke;
 | |
| 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
 | |
| 			offset += path->nstroke;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (gl->flags & NVG_STENCIL_STROKES) {
 | |
| 		// Fill shader
 | |
| 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
 | |
| 		if (call->uniformOffset == -1) goto error;
 | |
| 
 | |
| 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
 | |
| 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
 | |
| 
 | |
| 	} else {
 | |
| 		// Fill shader
 | |
| 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
 | |
| 		if (call->uniformOffset == -1) goto error;
 | |
| 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
 | |
| 	}
 | |
| 
 | |
| 	return;
 | |
| 
 | |
| error:
 | |
| 	// We get here if call alloc was ok, but something else is not.
 | |
| 	// Roll back the last call to prevent drawing it.
 | |
| 	if (gl->ncalls > 0) gl->ncalls--;
 | |
| }
 | |
| 
 | |
| static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGscissor* scissor,
 | |
| 								   const NVGvertex* verts, int nverts)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	GLNVGcall* call = glnvg__allocCall(gl);
 | |
| 	GLNVGfragUniforms* frag;
 | |
| 
 | |
| 	if (call == NULL) return;
 | |
| 
 | |
| 	call->type = GLNVG_TRIANGLES;
 | |
| 	call->image = paint->image;
 | |
| 
 | |
| 	// Allocate vertices for all the paths.
 | |
| 	call->triangleOffset = glnvg__allocVerts(gl, nverts);
 | |
| 	if (call->triangleOffset == -1) goto error;
 | |
| 	call->triangleCount = nverts;
 | |
| 
 | |
| 	memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
 | |
| 
 | |
| 	// Fill shader
 | |
| 	call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
 | |
| 	if (call->uniformOffset == -1) goto error;
 | |
| 	frag = nvg__fragUniformPtr(gl, call->uniformOffset);
 | |
| 	glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f, -1.0f);
 | |
| 	frag->type = NSVG_SHADER_IMG;
 | |
| 
 | |
| 	return;
 | |
| 
 | |
| error:
 | |
| 	// We get here if call alloc was ok, but something else is not.
 | |
| 	// Roll back the last call to prevent drawing it.
 | |
| 	if (gl->ncalls > 0) gl->ncalls--;
 | |
| }
 | |
| 
 | |
| static void glnvg__renderDelete(void* uptr)
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
 | |
| 	int i;
 | |
| 	if (gl == NULL) return;
 | |
| 
 | |
| 	glnvg__deleteShader(&gl->shader);
 | |
| 
 | |
| #if NANOVG_GL3
 | |
| #if NANOVG_GL_USE_UNIFORMBUFFER
 | |
| 	if (gl->fragBuf != 0)
 | |
| 		glDeleteBuffers(1, &gl->fragBuf);
 | |
| #endif
 | |
| 	if (gl->vertArr != 0)
 | |
| 		glDeleteVertexArrays(1, &gl->vertArr);
 | |
| #endif
 | |
| 	if (gl->vertBuf != 0)
 | |
| 		glDeleteBuffers(1, &gl->vertBuf);
 | |
| 
 | |
| 	for (i = 0; i < gl->ntextures; i++) {
 | |
| 		if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
 | |
| 			glDeleteTextures(1, &gl->textures[i].tex);
 | |
| 	}
 | |
| 	free(gl->textures);
 | |
| 
 | |
| 	free(gl->paths);
 | |
| 	free(gl->verts);
 | |
| 	free(gl->uniforms);
 | |
| 	free(gl->calls);
 | |
| 
 | |
| 	free(gl);
 | |
| }
 | |
| 
 | |
| 
 | |
| #if defined NANOVG_GL2
 | |
| NVGcontext* nvgCreateGL2(int flags)
 | |
| #elif defined NANOVG_GL3
 | |
| NVGcontext* nvgCreateGL3(int flags)
 | |
| #elif defined NANOVG_GLES2
 | |
| NVGcontext* nvgCreateGLES2(int flags)
 | |
| #elif defined NANOVG_GLES3
 | |
| NVGcontext* nvgCreateGLES3(int flags)
 | |
| #endif
 | |
| {
 | |
| 	NVGparams params;
 | |
| 	NVGcontext* ctx = NULL;
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
 | |
| 	if (gl == NULL) goto error;
 | |
| 	memset(gl, 0, sizeof(GLNVGcontext));
 | |
| 
 | |
| 	memset(¶ms, 0, sizeof(params));
 | |
| 	params.renderCreate = glnvg__renderCreate;
 | |
| 	params.renderCreateTexture = glnvg__renderCreateTexture;
 | |
| 	params.renderDeleteTexture = glnvg__renderDeleteTexture;
 | |
| 	params.renderUpdateTexture = glnvg__renderUpdateTexture;
 | |
| 	params.renderGetTextureSize = glnvg__renderGetTextureSize;
 | |
| 	params.renderViewport = glnvg__renderViewport;
 | |
| 	params.renderCancel = glnvg__renderCancel;
 | |
| 	params.renderFlush = glnvg__renderFlush;
 | |
| 	params.renderFill = glnvg__renderFill;
 | |
| 	params.renderStroke = glnvg__renderStroke;
 | |
| 	params.renderTriangles = glnvg__renderTriangles;
 | |
| 	params.renderDelete = glnvg__renderDelete;
 | |
| 	params.userPtr = gl;
 | |
| 	params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
 | |
| 
 | |
| 	gl->flags = flags;
 | |
| 
 | |
| 	ctx = nvgCreateInternal(¶ms);
 | |
| 	if (ctx == NULL) goto error;
 | |
| 
 | |
| 	return ctx;
 | |
| 
 | |
| error:
 | |
| 	// 'gl' is freed by nvgDeleteInternal.
 | |
| 	if (ctx != NULL) nvgDeleteInternal(ctx);
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| #if defined NANOVG_GL2
 | |
| void nvgDeleteGL2(NVGcontext* ctx)
 | |
| #elif defined NANOVG_GL3
 | |
| void nvgDeleteGL3(NVGcontext* ctx)
 | |
| #elif defined NANOVG_GLES2
 | |
| void nvgDeleteGLES2(NVGcontext* ctx)
 | |
| #elif defined NANOVG_GLES3
 | |
| void nvgDeleteGLES3(NVGcontext* ctx)
 | |
| #endif
 | |
| {
 | |
| 	nvgDeleteInternal(ctx);
 | |
| }
 | |
| 
 | |
| #if defined NANOVG_GL2
 | |
| int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
 | |
| #elif defined NANOVG_GL3
 | |
| int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
 | |
| #elif defined NANOVG_GLES2
 | |
| int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
 | |
| #elif defined NANOVG_GLES3
 | |
| int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
 | |
| #endif
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
 | |
| 	GLNVGtexture* tex = glnvg__allocTexture(gl);
 | |
| 
 | |
| 	if (tex == NULL) return 0;
 | |
| 
 | |
| 	tex->type = NVG_TEXTURE_RGBA;
 | |
| 	tex->tex = textureId;
 | |
| 	tex->flags = imageFlags;
 | |
| 	tex->width = w;
 | |
| 	tex->height = h;
 | |
| 
 | |
| 	return tex->id;
 | |
| }
 | |
| 
 | |
| #if defined NANOVG_GL2
 | |
| GLuint nvglImageHandleGL2(NVGcontext* ctx, int image)
 | |
| #elif defined NANOVG_GL3
 | |
| GLuint nvglImageHandleGL3(NVGcontext* ctx, int image)
 | |
| #elif defined NANOVG_GLES2
 | |
| GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image)
 | |
| #elif defined NANOVG_GLES3
 | |
| GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image)
 | |
| #endif
 | |
| {
 | |
| 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
 | |
| 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
 | |
| 	return tex->tex;
 | |
| }
 | |
| 
 | |
| #endif /* NANOVG_GL_IMPLEMENTATION */
 | |
| 
 |