mirror of
https://github.com/Atmosphere-NX/Atmosphere.git
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94eb2195d3
* Implemented a system updater homebrew (titled Daybreak) * git subrepo pull ./troposphere/daybreak/nanovg subrepo: subdir: "troposphere/daybreak/nanovg" merged: "c197ba2f" upstream: origin: "https://github.com/Adubbz/nanovg-deko.git" branch: "master" commit: "c197ba2f" git-subrepo: version: "0.4.1" origin: "???" commit: "???" (+1 squashed commits) Squashed commits: [232dc943] git subrepo clone https://github.com/Adubbz/nanovg-deko.git troposphere/daybreak/nanovg subrepo: subdir: "troposphere/daybreak/nanovg" merged: "52bb784b" upstream: origin: "https://github.com/Adubbz/nanovg-deko.git" branch: "master" commit: "52bb784b" git-subrepo: version: "0.4.1" origin: "???" commit: "???" * daybreak: switch to using hiddbg for home blocking (+1 squashed commits) Squashed commits: [4bfc7b0d] daybreak: block the home button during installation
1672 lines
51 KiB
C
1672 lines
51 KiB
C
//
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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_H
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#define NANOVG_GL_H
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#ifdef USE_OPENGL
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Create flags
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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
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// slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
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NVG_STENCIL_STROKES = 1<<1,
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// Flag indicating that additional debug checks are done.
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NVG_DEBUG = 1<<2,
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};
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#if defined NANOVG_GL2_IMPLEMENTATION
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# define NANOVG_GL2 1
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# define NANOVG_GL_IMPLEMENTATION 1
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#elif defined NANOVG_GL3_IMPLEMENTATION
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# define NANOVG_GL3 1
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# define NANOVG_GL_IMPLEMENTATION 1
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# define NANOVG_GL_USE_UNIFORMBUFFER 1
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#elif defined NANOVG_GLES2_IMPLEMENTATION
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# define NANOVG_GLES2 1
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# define NANOVG_GL_IMPLEMENTATION 1
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#elif defined NANOVG_GLES3_IMPLEMENTATION
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# define NANOVG_GLES3 1
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# define NANOVG_GL_IMPLEMENTATION 1
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#endif
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#define NANOVG_GL_USE_STATE_FILTER (1)
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// Creates NanoVG contexts for different OpenGL (ES) versions.
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// Flags should be combination of the create flags above.
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#if defined NANOVG_GL2
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NVGcontext* nvgCreateGL2(int flags);
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void nvgDeleteGL2(NVGcontext* ctx);
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int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
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GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
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#endif
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#if defined NANOVG_GL3
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NVGcontext* nvgCreateGL3(int flags);
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void nvgDeleteGL3(NVGcontext* ctx);
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int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
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GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
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#endif
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#if defined NANOVG_GLES2
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NVGcontext* nvgCreateGLES2(int flags);
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void nvgDeleteGLES2(NVGcontext* ctx);
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int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
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GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
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#endif
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#if defined NANOVG_GLES3
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NVGcontext* nvgCreateGLES3(int flags);
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void nvgDeleteGLES3(NVGcontext* ctx);
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int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
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GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
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#endif
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// These are additional flags on top of NVGimageFlags.
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enum NVGimageFlagsGL {
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NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle.
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};
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#ifdef __cplusplus
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}
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#endif
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#endif /* NANOVG_GL_H */
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#ifdef NANOVG_GL_IMPLEMENTATION
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "nanovg.h"
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enum GLNVGuniformLoc {
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GLNVG_LOC_VIEWSIZE,
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GLNVG_LOC_TEX,
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GLNVG_LOC_FRAG,
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GLNVG_MAX_LOCS
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};
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enum GLNVGshaderType {
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NSVG_SHADER_FILLGRAD,
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NSVG_SHADER_FILLIMG,
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NSVG_SHADER_SIMPLE,
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NSVG_SHADER_IMG
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};
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#if NANOVG_GL_USE_UNIFORMBUFFER
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enum GLNVGuniformBindings {
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GLNVG_FRAG_BINDING = 0,
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};
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#endif
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struct GLNVGshader {
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GLuint prog;
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GLuint frag;
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GLuint vert;
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GLint loc[GLNVG_MAX_LOCS];
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};
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typedef struct GLNVGshader GLNVGshader;
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struct GLNVGtexture {
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int id;
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GLuint tex;
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int width, height;
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int type;
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int flags;
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};
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typedef struct GLNVGtexture GLNVGtexture;
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struct GLNVGblend
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{
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GLenum srcRGB;
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GLenum dstRGB;
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GLenum srcAlpha;
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GLenum dstAlpha;
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};
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typedef struct GLNVGblend GLNVGblend;
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enum GLNVGcallType {
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GLNVG_NONE = 0,
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GLNVG_FILL,
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GLNVG_CONVEXFILL,
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GLNVG_STROKE,
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GLNVG_TRIANGLES,
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};
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struct GLNVGcall {
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int type;
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int image;
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int pathOffset;
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int pathCount;
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int triangleOffset;
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int triangleCount;
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int uniformOffset;
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GLNVGblend blendFunc;
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};
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typedef struct GLNVGcall GLNVGcall;
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struct GLNVGpath {
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int fillOffset;
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int fillCount;
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int strokeOffset;
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int strokeCount;
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};
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typedef struct GLNVGpath GLNVGpath;
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struct GLNVGfragUniforms {
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#if NANOVG_GL_USE_UNIFORMBUFFER
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float scissorMat[12]; // matrices are actually 3 vec4s
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float paintMat[12];
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struct NVGcolor innerCol;
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struct NVGcolor outerCol;
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float scissorExt[2];
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float scissorScale[2];
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float extent[2];
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float radius;
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float feather;
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float strokeMult;
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float strokeThr;
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int texType;
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int type;
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#else
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// note: after modifying layout or size of uniform array,
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// don't forget to also update the fragment shader source!
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#define NANOVG_GL_UNIFORMARRAY_SIZE 11
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union {
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struct {
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float scissorMat[12]; // matrices are actually 3 vec4s
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float paintMat[12];
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struct NVGcolor innerCol;
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struct NVGcolor outerCol;
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float scissorExt[2];
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float scissorScale[2];
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float extent[2];
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float radius;
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float feather;
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float strokeMult;
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float strokeThr;
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float texType;
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float type;
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};
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float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
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};
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#endif
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};
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typedef struct GLNVGfragUniforms GLNVGfragUniforms;
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struct GLNVGcontext {
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GLNVGshader shader;
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GLNVGtexture* textures;
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float view[2];
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int ntextures;
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int ctextures;
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int textureId;
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GLuint vertBuf;
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#if defined NANOVG_GL3
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GLuint vertArr;
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#endif
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#if NANOVG_GL_USE_UNIFORMBUFFER
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GLuint fragBuf;
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#endif
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int fragSize;
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int flags;
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// Per frame buffers
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GLNVGcall* calls;
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int ccalls;
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int ncalls;
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GLNVGpath* paths;
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int cpaths;
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int npaths;
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struct NVGvertex* verts;
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int cverts;
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int nverts;
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unsigned char* uniforms;
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int cuniforms;
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int nuniforms;
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// cached state
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#if NANOVG_GL_USE_STATE_FILTER
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GLuint boundTexture;
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GLuint stencilMask;
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GLenum stencilFunc;
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GLint stencilFuncRef;
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GLuint stencilFuncMask;
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GLNVGblend blendFunc;
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#endif
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int dummyTex;
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};
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typedef struct GLNVGcontext GLNVGcontext;
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static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
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#ifdef NANOVG_GLES2
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static unsigned int glnvg__nearestPow2(unsigned int num)
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{
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unsigned n = num > 0 ? num - 1 : 0;
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n |= n >> 1;
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n |= n >> 2;
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n |= n >> 4;
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n |= n >> 8;
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n |= n >> 16;
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n++;
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return n;
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}
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#endif
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static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
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{
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#if NANOVG_GL_USE_STATE_FILTER
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if (gl->boundTexture != tex) {
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gl->boundTexture = tex;
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glBindTexture(GL_TEXTURE_2D, tex);
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}
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#else
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glBindTexture(GL_TEXTURE_2D, tex);
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#endif
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}
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static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
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{
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#if NANOVG_GL_USE_STATE_FILTER
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if (gl->stencilMask != mask) {
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gl->stencilMask = mask;
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glStencilMask(mask);
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}
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#else
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glStencilMask(mask);
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#endif
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}
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static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
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{
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#if NANOVG_GL_USE_STATE_FILTER
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if ((gl->stencilFunc != func) ||
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(gl->stencilFuncRef != ref) ||
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(gl->stencilFuncMask != mask)) {
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gl->stencilFunc = func;
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gl->stencilFuncRef = ref;
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gl->stencilFuncMask = mask;
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glStencilFunc(func, ref, mask);
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}
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#else
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glStencilFunc(func, ref, mask);
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#endif
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}
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static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
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{
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#if NANOVG_GL_USE_STATE_FILTER
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if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
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(gl->blendFunc.dstRGB != blend->dstRGB) ||
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(gl->blendFunc.srcAlpha != blend->srcAlpha) ||
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(gl->blendFunc.dstAlpha != blend->dstAlpha)) {
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gl->blendFunc = *blend;
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glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
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}
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#else
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glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
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#endif
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}
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static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
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{
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GLNVGtexture* tex = NULL;
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int i;
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for (i = 0; i < gl->ntextures; i++) {
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if (gl->textures[i].id == 0) {
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tex = &gl->textures[i];
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break;
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}
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}
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if (tex == NULL) {
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if (gl->ntextures+1 > gl->ctextures) {
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GLNVGtexture* textures;
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int ctextures = glnvg__maxi(gl->ntextures+1, 4) + gl->ctextures/2; // 1.5x Overallocate
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textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
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if (textures == NULL) return NULL;
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gl->textures = textures;
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gl->ctextures = ctextures;
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}
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tex = &gl->textures[gl->ntextures++];
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}
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memset(tex, 0, sizeof(*tex));
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tex->id = ++gl->textureId;
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return tex;
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}
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static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
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{
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int i;
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for (i = 0; i < gl->ntextures; i++)
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if (gl->textures[i].id == id)
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return &gl->textures[i];
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return NULL;
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}
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static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
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{
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int i;
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for (i = 0; i < gl->ntextures; i++) {
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if (gl->textures[i].id == id) {
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if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
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glDeleteTextures(1, &gl->textures[i].tex);
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memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
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return 1;
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}
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}
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return 0;
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}
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static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
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{
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GLchar str[512+1];
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GLsizei len = 0;
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glGetShaderInfoLog(shader, 512, &len, str);
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if (len > 512) len = 512;
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str[len] = '\0';
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printf("Shader %s/%s error:\n%s\n", name, type, str);
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}
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static void glnvg__dumpProgramError(GLuint prog, const char* name)
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{
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GLchar str[512+1];
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GLsizei len = 0;
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glGetProgramInfoLog(prog, 512, &len, str);
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if (len > 512) len = 512;
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str[len] = '\0';
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printf("Program %s error:\n%s\n", name, str);
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}
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static void glnvg__checkError(GLNVGcontext* gl, const char* str)
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{
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GLenum err;
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if ((gl->flags & NVG_DEBUG) == 0) return;
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err = glGetError();
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if (err != GL_NO_ERROR) {
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printf("Error %08x after %s\n", err, str);
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return;
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}
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}
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static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
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{
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GLint status;
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GLuint prog, vert, frag;
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const char* str[3];
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str[0] = header;
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str[1] = opts != NULL ? opts : "";
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memset(shader, 0, sizeof(*shader));
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prog = glCreateProgram();
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vert = glCreateShader(GL_VERTEX_SHADER);
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frag = glCreateShader(GL_FRAGMENT_SHADER);
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str[2] = vshader;
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glShaderSource(vert, 3, str, 0);
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str[2] = fshader;
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glShaderSource(frag, 3, str, 0);
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glCompileShader(vert);
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glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpShaderError(vert, name, "vert");
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return 0;
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}
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glCompileShader(frag);
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glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpShaderError(frag, name, "frag");
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return 0;
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}
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glBindAttribLocation(prog, 0, "vertex");
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glBindAttribLocation(prog, 1, "tcoord");
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpProgramError(prog, name);
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return 0;
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}
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shader->prog = prog;
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shader->vert = vert;
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shader->frag = frag;
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return 1;
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}
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static void glnvg__deleteShader(GLNVGshader* shader)
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|
{
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|
if (shader->prog != 0)
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|
glDeleteProgram(shader->prog);
|
|
if (shader->vert != 0)
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|
glDeleteShader(shader->vert);
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|
if (shader->frag != 0)
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|
glDeleteShader(shader->frag);
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|
}
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|
static void glnvg__getUniforms(GLNVGshader* shader)
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|
{
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|
shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
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|
shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
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#if NANOVG_GL_USE_UNIFORMBUFFER
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shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
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#else
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shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
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#endif
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}
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static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
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|
|
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"
|
|
" if (strokeAlpha < strokeThr) discard;\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 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;
|
|
|
|
// Some platforms does not allow to have samples to unset textures.
|
|
// Create empty one which is bound when there's no texture specified.
|
|
gl->dummyTex = glnvg__renderCreateTexture(gl, NVG_TEXTURE_ALPHA, 1, 1, 0, NULL);
|
|
|
|
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;
|
|
|
|
printf("CreateTexture: Data is null %d\n", (data == NULL));
|
|
|
|
#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) || defined (NANOVG_GL2)
|
|
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) {
|
|
if (imageFlags & NVG_IMAGE_NEAREST) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
} else {
|
|
if (imageFlags & NVG_IMAGE_NEAREST) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
if (imageFlags & NVG_IMAGE_NEAREST) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
} else {
|
|
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
|
|
#if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
|
|
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 NANOVG_GL_USE_UNIFORMBUFFER
|
|
if (tex->type == NVG_TEXTURE_RGBA)
|
|
frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
|
|
else
|
|
frag->texType = 2;
|
|
#else
|
|
if (tex->type == NVG_TEXTURE_RGBA)
|
|
frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f;
|
|
else
|
|
frag->texType = 2.0f;
|
|
#endif
|
|
// 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)
|
|
{
|
|
GLNVGtexture* tex = NULL;
|
|
#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) {
|
|
tex = glnvg__findTexture(gl, image);
|
|
}
|
|
// If no image is set, use empty texture
|
|
if (tex == NULL) {
|
|
tex = glnvg__findTexture(gl, gl->dummyTex);
|
|
}
|
|
glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
|
|
glnvg__checkError(gl, "tex paint tex");
|
|
}
|
|
|
|
static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
|
|
{
|
|
NVG_NOTUSED(devicePixelRatio);
|
|
GLNVGcontext* gl = (GLNVGcontext*)uptr;
|
|
gl->view[0] = width;
|
|
gl->view[1] = 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_TRIANGLE_STRIP, 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);
|
|
// Draw fringes
|
|
if (paths[i].strokeCount > 0) {
|
|
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 GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
|
|
{
|
|
GLNVGblend blend;
|
|
blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
|
|
blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
|
|
blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
|
|
blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
|
|
if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
|
|
{
|
|
blend.srcRGB = GL_ONE;
|
|
blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
|
|
blend.srcAlpha = GL_ONE;
|
|
blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
|
}
|
|
return blend;
|
|
}
|
|
|
|
static void glnvg__renderFlush(void* uptr)
|
|
{
|
|
GLNVGcontext* gl = (GLNVGcontext*)uptr;
|
|
int i;
|
|
|
|
if (gl->ncalls > 0) {
|
|
|
|
// Setup require GL state.
|
|
glUseProgram(gl->shader.prog);
|
|
|
|
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;
|
|
gl->blendFunc.srcRGB = GL_INVALID_ENUM;
|
|
gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
|
|
gl->blendFunc.dstRGB = GL_INVALID_ENUM;
|
|
gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
|
|
#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];
|
|
glnvg__blendFuncSeparate(gl,&call->blendFunc);
|
|
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, NVGcompositeOperationState compositeOperation, 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->triangleCount = 4;
|
|
call->pathOffset = glnvg__allocPaths(gl, npaths);
|
|
if (call->pathOffset == -1) goto error;
|
|
call->pathCount = npaths;
|
|
call->image = paint->image;
|
|
call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
|
|
|
|
if (npaths == 1 && paths[0].convex)
|
|
{
|
|
call->type = GLNVG_CONVEXFILL;
|
|
call->triangleCount = 0; // Bounding box fill quad not needed for convex fill
|
|
}
|
|
|
|
// Allocate vertices for all the paths.
|
|
maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount;
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Setup uniforms for draw calls
|
|
if (call->type == GLNVG_FILL) {
|
|
// Quad
|
|
call->triangleOffset = offset;
|
|
quad = &gl->verts[call->triangleOffset];
|
|
glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
|
|
glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
|
|
glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
|
|
glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
|
|
|
|
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, NVGcompositeOperationState compositeOperation, 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;
|
|
call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
|
|
|
|
// 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, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
|
|
const NVGvertex* verts, int nverts, float fringe)
|
|
{
|
|
GLNVGcontext* gl = (GLNVGcontext*)uptr;
|
|
GLNVGcall* call = glnvg__allocCall(gl);
|
|
GLNVGfragUniforms* frag;
|
|
|
|
if (call == NULL) return;
|
|
|
|
call->type = GLNVG_TRIANGLES;
|
|
call->image = paint->image;
|
|
call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
|
|
|
|
// 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, fringe, -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 /* USE_OPENGL */
|
|
|
|
#endif /* NANOVG_GL_IMPLEMENTATION */
|