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	* 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
		
			
				
	
	
		
			1673 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1673 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;
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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;
 | |
|     struct NVGvertex* verts;
 | |
|     int cverts;
 | |
|     int nverts;
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|     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(¶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 */
 |