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Atmosphere/troposphere/daybreak/nanovg/include/nanovg_gl.h
Adubbz 94eb2195d3
Added Daybreak, a system updater homebrew (#1073)
* 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
2020-07-07 17:07:00 -07:00

1672 lines
51 KiB
C

//
// 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 USE_OPENGL
#ifdef __cplusplus
extern "C" {
#endif
// Create flags
enum NVGcreateFlags {
// Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
NVG_ANTIALIAS = 1<<0,
// 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
# 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;
struct GLNVGblend
{
GLenum srcRGB;
GLenum dstRGB;
GLenum srcAlpha;
GLenum dstAlpha;
};
typedef struct GLNVGblend GLNVGblend;
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;
GLNVGblend blendFunc;
};
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;
GLNVGblend blendFunc;
#endif
int dummyTex;
};
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 void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
{
#if NANOVG_GL_USE_STATE_FILTER
if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
(gl->blendFunc.dstRGB != blend->dstRGB) ||
(gl->blendFunc.srcAlpha != blend->srcAlpha) ||
(gl->blendFunc.dstAlpha != blend->dstAlpha)) {
gl->blendFunc = *blend;
glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
}
#else
glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
#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__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
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(&params, 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(&params);
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 */