summaryrefslogtreecommitdiff
path: root/nanovg
diff options
context:
space:
mode:
Diffstat (limited to 'nanovg')
-rw-r--r--nanovg/LICENSE46
-rw-r--r--nanovg/fontstash.h1790
-rw-r--r--nanovg/nanovg.c2958
-rw-r--r--nanovg/nanovg.h708
-rw-r--r--nanovg/nanovg_gl.c1649
-rw-r--r--nanovg/nanovg_gl.h92
6 files changed, 7243 insertions, 0 deletions
diff --git a/nanovg/LICENSE b/nanovg/LICENSE
new file mode 100644
index 0000000..4667b48
--- /dev/null
+++ b/nanovg/LICENSE
@@ -0,0 +1,46 @@
+NanoVG - Antialiased vector graphics rendering library for OpenGL
+Copyright (c) 2013 Mikko Mononen memon@inside.org
+
+NanoSVG - Simple single-header-file SVG parse
+Copyright (c) 2013-14 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.
+
+------------------------------------------------------------------------------
+
+Blendish - Blender 2.5 UI based theming functions for NanoVG
+Copyright (c) 2014 Leonard Ritter <leonard.ritter@duangle.com>
+
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
diff --git a/nanovg/fontstash.h b/nanovg/fontstash.h
new file mode 100644
index 0000000..29d5caf
--- /dev/null
+++ b/nanovg/fontstash.h
@@ -0,0 +1,1790 @@
+//
+// 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 FONTSTASH_H_F380F1FA_CDA3_11EA_AF58_0FE5E5086B14
+#define FONTSTASH_H_F380F1FA_CDA3_11EA_AF58_0FE5E5086B14
+
+#define FONS_INVALID -1
+
+enum FONSflags {
+ FONS_ZERO_TOPLEFT = 1,
+ FONS_ZERO_BOTTOMLEFT = 2,
+};
+
+enum FONSalign {
+ // Horizontal align
+ FONS_ALIGN_LEFT = 1<<0, // Default
+ FONS_ALIGN_CENTER = 1<<1,
+ FONS_ALIGN_RIGHT = 1<<2,
+ // Vertical align
+ FONS_ALIGN_TOP = 1<<3,
+ FONS_ALIGN_MIDDLE = 1<<4,
+ FONS_ALIGN_BOTTOM = 1<<5,
+ FONS_ALIGN_BASELINE = 1<<6, // Default
+};
+
+enum FONSglyphBitmap {
+ FONS_GLYPH_BITMAP_OPTIONAL = 1,
+ FONS_GLYPH_BITMAP_REQUIRED = 2,
+};
+
+enum FONSerrorCode {
+ // Font atlas is full.
+ FONS_ATLAS_FULL = 1,
+ // Scratch memory used to render glyphs is full, requested size reported in 'val', you may need to bump up FONS_SCRATCH_BUF_SIZE.
+ FONS_SCRATCH_FULL = 2,
+ // Calls to fonsPushState has created too large stack, if you need deep state stack bump up FONS_MAX_STATES.
+ FONS_STATES_OVERFLOW = 3,
+ // Trying to pop too many states fonsPopState().
+ FONS_STATES_UNDERFLOW = 4,
+};
+
+struct FONSparams {
+ int width, height;
+ unsigned char flags;
+ void* userPtr;
+ int (*renderCreate)(void* uptr, int width, int height);
+ int (*renderResize)(void* uptr, int width, int height);
+ void (*renderUpdate)(void* uptr, int* rect, const unsigned char* data);
+ void (*renderDraw)(void* uptr, const float* verts, const float* tcoords, const unsigned int* colors, int nverts);
+ void (*renderDelete)(void* uptr);
+};
+typedef struct FONSparams FONSparams;
+
+struct FONSquad
+{
+ float x0,y0,s0,t0;
+ float x1,y1,s1,t1;
+};
+typedef struct FONSquad FONSquad;
+
+struct FONStextIter {
+ float x, y, nextx, nexty, scale, spacing;
+ unsigned int codepoint;
+ short isize, iblur;
+ struct FONSfont* font;
+ int prevGlyphIndex;
+ const char* str;
+ const char* next;
+ const char* end;
+ unsigned int utf8state;
+ int bitmapOption;
+};
+typedef struct FONStextIter FONStextIter;
+
+typedef struct FONScontext FONScontext;
+
+// Constructor and destructor.
+FONScontext* fonsCreateInternal(FONSparams* params);
+void fonsDeleteInternal(FONScontext* s);
+
+void fonsSetErrorCallback(FONScontext* s, void (*callback)(void* uptr, int error, int val), void* uptr);
+// Returns current atlas size.
+void fonsGetAtlasSize(FONScontext* s, int* width, int* height);
+// Expands the atlas size.
+int fonsExpandAtlas(FONScontext* s, int width, int height);
+// Resets the whole stash.
+int fonsResetAtlas(FONScontext* stash, int width, int height);
+
+// Add fonts
+int fonsAddFont(FONScontext* s, const char* name, const char* path, int fontIndex);
+int fonsAddFontMem(FONScontext* s, const char* name, unsigned char* data, int ndata, int freeData, int fontIndex);
+int fonsGetFontByName(FONScontext* s, const char* name);
+
+// State handling
+void fonsPushState(FONScontext* s);
+void fonsPopState(FONScontext* s);
+void fonsClearState(FONScontext* s);
+
+// State setting
+void fonsSetSize(FONScontext* s, float size);
+void fonsSetColor(FONScontext* s, unsigned int color);
+void fonsSetSpacing(FONScontext* s, float spacing);
+void fonsSetBlur(FONScontext* s, float blur);
+void fonsSetAlign(FONScontext* s, int align);
+void fonsSetFont(FONScontext* s, int font);
+
+// Draw text
+float fonsDrawText(FONScontext* s, float x, float y, const char* string, const char* end);
+
+// Measure text
+float fonsTextBounds(FONScontext* s, float x, float y, const char* string, const char* end, float* bounds);
+void fonsLineBounds(FONScontext* s, float y, float* miny, float* maxy);
+void fonsVertMetrics(FONScontext* s, float* ascender, float* descender, float* lineh);
+
+// Text iterator
+int fonsTextIterInit(FONScontext* stash, FONStextIter* iter, float x, float y, const char* str, const char* end, int bitmapOption);
+int fonsTextIterNext(FONScontext* stash, FONStextIter* iter, struct FONSquad* quad);
+
+// Pull texture changes
+const unsigned char* fonsGetTextureData(FONScontext* stash, int* width, int* height);
+int fonsValidateTexture(FONScontext* s, int* dirty);
+
+// Draws the stash texture for debugging
+void fonsDrawDebug(FONScontext* s, float x, float y);
+
+#endif // FONTSTASH_H_F380F1FA_CDA3_11EA_AF58_0FE5E5086B14
+
+
+#ifdef FONTSTASH_IMPLEMENTATION
+
+#define FONS_NOTUSED(v) (void)sizeof(v)
+
+#ifdef FONS_USE_FREETYPE
+
+#include <ft2build.h>
+#include FT_FREETYPE_H
+#include FT_ADVANCES_H
+#include <math.h>
+
+struct FONSttFontImpl {
+ FT_Face font;
+};
+typedef struct FONSttFontImpl FONSttFontImpl;
+
+#else
+
+#define STB_TRUETYPE_IMPLEMENTATION
+static void* fons__tmpalloc(size_t size, void* up);
+static void fons__tmpfree(void* ptr, void* up);
+#define STBTT_malloc(x,u) fons__tmpalloc(x,u)
+#define STBTT_free(x,u) fons__tmpfree(x,u)
+#include "../stb/stb_truetype.h"
+
+struct FONSttFontImpl {
+ stbtt_fontinfo font;
+};
+typedef struct FONSttFontImpl FONSttFontImpl;
+
+#endif
+
+#ifndef FONS_SCRATCH_BUF_SIZE
+# define FONS_SCRATCH_BUF_SIZE 96000
+#endif
+#ifndef FONS_HASH_LUT_SIZE
+# define FONS_HASH_LUT_SIZE 256
+#endif
+#ifndef FONS_INIT_FONTS
+# define FONS_INIT_FONTS 4
+#endif
+#ifndef FONS_INIT_GLYPHS
+# define FONS_INIT_GLYPHS 256
+#endif
+#ifndef FONS_INIT_ATLAS_NODES
+# define FONS_INIT_ATLAS_NODES 256
+#endif
+#ifndef FONS_VERTEX_COUNT
+# define FONS_VERTEX_COUNT 1024
+#endif
+#ifndef FONS_MAX_STATES
+# define FONS_MAX_STATES 20
+#endif
+#ifndef FONS_MAX_FALLBACKS
+# define FONS_MAX_FALLBACKS 20
+#endif
+
+static unsigned int fons__hashint(unsigned int a)
+{
+ a += ~(a<<15);
+ a ^= (a>>10);
+ a += (a<<3);
+ a ^= (a>>6);
+ a += ~(a<<11);
+ a ^= (a>>16);
+ return a;
+}
+
+static int fons__mini(int a, int b)
+{
+ return a < b ? a : b;
+}
+
+static int fons__maxi(int a, int b)
+{
+ return a > b ? a : b;
+}
+
+struct FONSglyph
+{
+ unsigned int codepoint;
+ int index;
+ int next;
+ short size, blur;
+ short x0,y0,x1,y1;
+ short xadv,xoff,yoff;
+};
+typedef struct FONSglyph FONSglyph;
+
+struct FONSfont
+{
+ FONSttFontImpl font;
+ char name[64];
+ unsigned char* data;
+ int dataSize;
+ unsigned char freeData;
+ float ascender;
+ float descender;
+ float lineh;
+ FONSglyph* glyphs;
+ int cglyphs;
+ int nglyphs;
+ int lut[FONS_HASH_LUT_SIZE];
+ int fallbacks[FONS_MAX_FALLBACKS];
+ int nfallbacks;
+};
+typedef struct FONSfont FONSfont;
+
+struct FONSstate
+{
+ int font;
+ int align;
+ float size;
+ unsigned int color;
+ float blur;
+ float spacing;
+};
+typedef struct FONSstate FONSstate;
+
+struct FONSatlasNode {
+ short x, y, width;
+};
+typedef struct FONSatlasNode FONSatlasNode;
+
+struct FONSatlas
+{
+ int width, height;
+ FONSatlasNode* nodes;
+ int nnodes;
+ int cnodes;
+};
+typedef struct FONSatlas FONSatlas;
+
+struct FONScontext
+{
+ FONSparams params;
+ float itw,ith;
+ unsigned char* texData;
+ int dirtyRect[4];
+ FONSfont** fonts;
+ FONSatlas* atlas;
+ int cfonts;
+ int nfonts;
+ float verts[FONS_VERTEX_COUNT*2];
+ float tcoords[FONS_VERTEX_COUNT*2];
+ unsigned int colors[FONS_VERTEX_COUNT];
+ int nverts;
+ unsigned char* scratch;
+ int nscratch;
+ FONSstate states[FONS_MAX_STATES];
+ int nstates;
+ void (*handleError)(void* uptr, int error, int val);
+ void* errorUptr;
+#ifdef FONS_USE_FREETYPE
+ FT_Library ftLibrary;
+#endif
+};
+
+#ifdef FONS_USE_FREETYPE
+
+int fons__tt_init(FONScontext *context)
+{
+ FT_Error ftError;
+ FONS_NOTUSED(context);
+ ftError = FT_Init_FreeType(&context->ftLibrary);
+ return ftError == 0;
+}
+
+int fons__tt_done(FONScontext *context)
+{
+ FT_Error ftError;
+ FONS_NOTUSED(context);
+ ftError = FT_Done_FreeType(context->ftLibrary);
+ return ftError == 0;
+}
+
+int fons__tt_loadFont(FONScontext *context, FONSttFontImpl *font, unsigned char *data, int dataSize, int fontIndex)
+{
+ FT_Error ftError;
+ FONS_NOTUSED(context);
+
+ ftError = FT_New_Memory_Face(context->ftLibrary, (const FT_Byte*)data, dataSize, fontIndex, &font->font);
+ return ftError == 0;
+}
+
+void fons__tt_getFontVMetrics(FONSttFontImpl *font, int *ascent, int *descent, int *lineGap)
+{
+ *ascent = font->font->ascender;
+ *descent = font->font->descender;
+ *lineGap = font->font->height - (*ascent - *descent);
+}
+
+float fons__tt_getPixelHeightScale(FONSttFontImpl *font, float size)
+{
+ return size / font->font->units_per_EM;
+}
+
+int fons__tt_getGlyphIndex(FONSttFontImpl *font, int codepoint)
+{
+ return FT_Get_Char_Index(font->font, codepoint);
+}
+
+int fons__tt_buildGlyphBitmap(FONSttFontImpl *font, int glyph, float size, float scale,
+ int *advance, int *lsb, int *x0, int *y0, int *x1, int *y1)
+{
+ FT_Error ftError;
+ FT_GlyphSlot ftGlyph;
+ FT_Fixed advFixed;
+ FONS_NOTUSED(scale);
+
+ ftError = FT_Set_Pixel_Sizes(font->font, 0, size);
+ if (ftError) return 0;
+ ftError = FT_Load_Glyph(font->font, glyph, FT_LOAD_RENDER | FT_LOAD_FORCE_AUTOHINT | FT_LOAD_TARGET_LIGHT);
+ if (ftError) return 0;
+ ftError = FT_Get_Advance(font->font, glyph, FT_LOAD_NO_SCALE, &advFixed);
+ if (ftError) return 0;
+ ftGlyph = font->font->glyph;
+ *advance = (int)advFixed;
+ *lsb = (int)ftGlyph->metrics.horiBearingX;
+ *x0 = ftGlyph->bitmap_left;
+ *x1 = *x0 + ftGlyph->bitmap.width;
+ *y0 = -ftGlyph->bitmap_top;
+ *y1 = *y0 + ftGlyph->bitmap.rows;
+ return 1;
+}
+
+void fons__tt_renderGlyphBitmap(FONSttFontImpl *font, unsigned char *output, int outWidth, int outHeight, int outStride,
+ float scaleX, float scaleY, int glyph)
+{
+ FT_GlyphSlot ftGlyph = font->font->glyph;
+ int ftGlyphOffset = 0;
+ unsigned int x, y;
+ FONS_NOTUSED(outWidth);
+ FONS_NOTUSED(outHeight);
+ FONS_NOTUSED(scaleX);
+ FONS_NOTUSED(scaleY);
+ FONS_NOTUSED(glyph); // glyph has already been loaded by fons__tt_buildGlyphBitmap
+
+ for ( y = 0; y < ftGlyph->bitmap.rows; y++ ) {
+ for ( x = 0; x < ftGlyph->bitmap.width; x++ ) {
+ output[(y * outStride) + x] = ftGlyph->bitmap.buffer[ftGlyphOffset++];
+ }
+ }
+}
+
+int fons__tt_getGlyphKernAdvance(FONSttFontImpl *font, int glyph1, int glyph2)
+{
+ FT_Vector ftKerning;
+ FT_Get_Kerning(font->font, glyph1, glyph2, FT_KERNING_DEFAULT, &ftKerning);
+ return (int)((ftKerning.x + 32) >> 6); // Round up and convert to integer
+}
+
+#else
+
+int fons__tt_init(FONScontext *context)
+{
+ FONS_NOTUSED(context);
+ return 1;
+}
+
+int fons__tt_done(FONScontext *context)
+{
+ FONS_NOTUSED(context);
+ return 1;
+}
+
+int fons__tt_loadFont(FONScontext *context, FONSttFontImpl *font, unsigned char *data, int dataSize, int fontIndex)
+{
+ int offset, stbError;
+ FONS_NOTUSED(dataSize);
+
+ font->font.userdata = context;
+ offset = stbtt_GetFontOffsetForIndex(data, fontIndex);
+ if (offset == -1) {
+ stbError = 0;
+ } else {
+ stbError = stbtt_InitFont(&font->font, data, offset);
+ }
+ return stbError;
+}
+
+void fons__tt_getFontVMetrics(FONSttFontImpl *font, int *ascent, int *descent, int *lineGap)
+{
+ stbtt_GetFontVMetrics(&font->font, ascent, descent, lineGap);
+}
+
+float fons__tt_getPixelHeightScale(FONSttFontImpl *font, float size)
+{
+ return stbtt_ScaleForMappingEmToPixels(&font->font, size);
+}
+
+int fons__tt_getGlyphIndex(FONSttFontImpl *font, int codepoint)
+{
+ return stbtt_FindGlyphIndex(&font->font, codepoint);
+}
+
+int fons__tt_buildGlyphBitmap(FONSttFontImpl *font, int glyph, float size, float scale,
+ int *advance, int *lsb, int *x0, int *y0, int *x1, int *y1)
+{
+ FONS_NOTUSED(size);
+ stbtt_GetGlyphHMetrics(&font->font, glyph, advance, lsb);
+ stbtt_GetGlyphBitmapBox(&font->font, glyph, scale, scale, x0, y0, x1, y1);
+ return 1;
+}
+
+void fons__tt_renderGlyphBitmap(FONSttFontImpl *font, unsigned char *output, int outWidth, int outHeight, int outStride,
+ float scaleX, float scaleY, int glyph)
+{
+ stbtt_MakeGlyphBitmap(&font->font, output, outWidth, outHeight, outStride, scaleX, scaleY, glyph);
+}
+
+int fons__tt_getGlyphKernAdvance(FONSttFontImpl *font, int glyph1, int glyph2)
+{
+ return stbtt_GetGlyphKernAdvance(&font->font, glyph1, glyph2);
+}
+
+#endif
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+static void* fons__tmpalloc(size_t size, void* up)
+{
+ unsigned char* ptr;
+ FONScontext* stash = (FONScontext*)up;
+
+ // 16-byte align the returned pointer
+ size = (size + 0xf) & ~0xf;
+
+ if (stash->nscratch+(int)size > FONS_SCRATCH_BUF_SIZE) {
+ if (stash->handleError)
+ stash->handleError(stash->errorUptr, FONS_SCRATCH_FULL, stash->nscratch+(int)size);
+ return NULL;
+ }
+ ptr = stash->scratch + stash->nscratch;
+ stash->nscratch += (int)size;
+ return ptr;
+}
+
+static void fons__tmpfree(void* ptr, void* up)
+{
+ (void)ptr;
+ (void)up;
+ // empty
+}
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+// Copyright (c) 2008-2010 Bjoern Hoehrmann <bjoern@hoehrmann.de>
+// See http://bjoern.hoehrmann.de/utf-8/decoder/dfa/ for details.
+
+#define FONS_UTF8_ACCEPT 0
+#define FONS_UTF8_REJECT 12
+
+static unsigned int fons__decutf8(unsigned int* state, unsigned int* codep, unsigned int byte)
+{
+ static const unsigned char utf8d[] = {
+ // The first part of the table maps bytes to character classes that
+ // to reduce the size of the transition table and create bitmasks.
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
+ 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
+ 8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
+ 10,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3, 11,6,6,6,5,8,8,8,8,8,8,8,8,8,8,8,
+
+ // The second part is a transition table that maps a combination
+ // of a state of the automaton and a character class to a state.
+ 0,12,24,36,60,96,84,12,12,12,48,72, 12,12,12,12,12,12,12,12,12,12,12,12,
+ 12, 0,12,12,12,12,12, 0,12, 0,12,12, 12,24,12,12,12,12,12,24,12,24,12,12,
+ 12,12,12,12,12,12,12,24,12,12,12,12, 12,24,12,12,12,12,12,12,12,24,12,12,
+ 12,12,12,12,12,12,12,36,12,36,12,12, 12,36,12,12,12,12,12,36,12,36,12,12,
+ 12,36,12,12,12,12,12,12,12,12,12,12,
+ };
+
+ unsigned int type = utf8d[byte];
+
+ *codep = (*state != FONS_UTF8_ACCEPT) ?
+ (byte & 0x3fu) | (*codep << 6) :
+ (0xff >> type) & (byte);
+
+ *state = utf8d[256 + *state + type];
+ return *state;
+}
+
+// Atlas based on Skyline Bin Packer by Jukka Jylänki
+
+static void fons__deleteAtlas(FONSatlas* atlas)
+{
+ if (atlas == NULL) return;
+ if (atlas->nodes != NULL) free(atlas->nodes);
+ free(atlas);
+}
+
+static FONSatlas* fons__allocAtlas(int w, int h, int nnodes)
+{
+ FONSatlas* atlas = NULL;
+
+ // Allocate memory for the font stash.
+ atlas = (FONSatlas*)malloc(sizeof(FONSatlas));
+ if (atlas == NULL) goto error;
+ memset(atlas, 0, sizeof(FONSatlas));
+
+ atlas->width = w;
+ atlas->height = h;
+
+ // Allocate space for skyline nodes
+ atlas->nodes = (FONSatlasNode*)malloc(sizeof(FONSatlasNode) * nnodes);
+ if (atlas->nodes == NULL) goto error;
+ memset(atlas->nodes, 0, sizeof(FONSatlasNode) * nnodes);
+ atlas->nnodes = 0;
+ atlas->cnodes = nnodes;
+
+ // Init root node.
+ atlas->nodes[0].x = 0;
+ atlas->nodes[0].y = 0;
+ atlas->nodes[0].width = (short)w;
+ atlas->nnodes++;
+
+ return atlas;
+
+error:
+ if (atlas) fons__deleteAtlas(atlas);
+ return NULL;
+}
+
+static int fons__atlasInsertNode(FONSatlas* atlas, int idx, int x, int y, int w)
+{
+ int i;
+ // Insert node
+ if (atlas->nnodes+1 > atlas->cnodes) {
+ atlas->cnodes = atlas->cnodes == 0 ? 8 : atlas->cnodes * 2;
+ atlas->nodes = (FONSatlasNode*)realloc(atlas->nodes, sizeof(FONSatlasNode) * atlas->cnodes);
+ if (atlas->nodes == NULL)
+ return 0;
+ }
+ for (i = atlas->nnodes; i > idx; i--)
+ atlas->nodes[i] = atlas->nodes[i-1];
+ atlas->nodes[idx].x = (short)x;
+ atlas->nodes[idx].y = (short)y;
+ atlas->nodes[idx].width = (short)w;
+ atlas->nnodes++;
+
+ return 1;
+}
+
+static void fons__atlasRemoveNode(FONSatlas* atlas, int idx)
+{
+ int i;
+ if (atlas->nnodes == 0) return;
+ for (i = idx; i < atlas->nnodes-1; i++)
+ atlas->nodes[i] = atlas->nodes[i+1];
+ atlas->nnodes--;
+}
+
+static void fons__atlasExpand(FONSatlas* atlas, int w, int h)
+{
+ // Insert node for empty space
+ if (w > atlas->width)
+ fons__atlasInsertNode(atlas, atlas->nnodes, atlas->width, 0, w - atlas->width);
+ atlas->width = w;
+ atlas->height = h;
+}
+
+static void fons__atlasReset(FONSatlas* atlas, int w, int h)
+{
+ atlas->width = w;
+ atlas->height = h;
+ atlas->nnodes = 0;
+
+ // Init root node.
+ atlas->nodes[0].x = 0;
+ atlas->nodes[0].y = 0;
+ atlas->nodes[0].width = (short)w;
+ atlas->nnodes++;
+}
+
+static int fons__atlasAddSkylineLevel(FONSatlas* atlas, int idx, int x, int y, int w, int h)
+{
+ int i;
+
+ // Insert new node
+ if (fons__atlasInsertNode(atlas, idx, x, y+h, w) == 0)
+ return 0;
+
+ // Delete skyline segments that fall under the shadow of the new segment.
+ for (i = idx+1; i < atlas->nnodes; i++) {
+ if (atlas->nodes[i].x < atlas->nodes[i-1].x + atlas->nodes[i-1].width) {
+ int shrink = atlas->nodes[i-1].x + atlas->nodes[i-1].width - atlas->nodes[i].x;
+ atlas->nodes[i].x += (short)shrink;
+ atlas->nodes[i].width -= (short)shrink;
+ if (atlas->nodes[i].width <= 0) {
+ fons__atlasRemoveNode(atlas, i);
+ i--;
+ } else {
+ break;
+ }
+ } else {
+ break;
+ }
+ }
+
+ // Merge same height skyline segments that are next to each other.
+ for (i = 0; i < atlas->nnodes-1; i++) {
+ if (atlas->nodes[i].y == atlas->nodes[i+1].y) {
+ atlas->nodes[i].width += atlas->nodes[i+1].width;
+ fons__atlasRemoveNode(atlas, i+1);
+ i--;
+ }
+ }
+
+ return 1;
+}
+
+static int fons__atlasRectFits(FONSatlas* atlas, int i, int w, int h)
+{
+ // Checks if there is enough space at the location of skyline span 'i',
+ // and return the max height of all skyline spans under that at that location,
+ // (think tetris block being dropped at that position). Or -1 if no space found.
+ int x = atlas->nodes[i].x;
+ int y = atlas->nodes[i].y;
+ int spaceLeft;
+ if (x + w > atlas->width)
+ return -1;
+ spaceLeft = w;
+ while (spaceLeft > 0) {
+ if (i == atlas->nnodes) return -1;
+ y = fons__maxi(y, atlas->nodes[i].y);
+ if (y + h > atlas->height) return -1;
+ spaceLeft -= atlas->nodes[i].width;
+ ++i;
+ }
+ return y;
+}
+
+static int fons__atlasAddRect(FONSatlas* atlas, int rw, int rh, int* rx, int* ry)
+{
+ int besth = atlas->height, bestw = atlas->width, besti = -1;
+ int bestx = -1, besty = -1, i;
+
+ // Bottom left fit heuristic.
+ for (i = 0; i < atlas->nnodes; i++) {
+ int y = fons__atlasRectFits(atlas, i, rw, rh);
+ if (y != -1) {
+ if (y + rh < besth || (y + rh == besth && atlas->nodes[i].width < bestw)) {
+ besti = i;
+ bestw = atlas->nodes[i].width;
+ besth = y + rh;
+ bestx = atlas->nodes[i].x;
+ besty = y;
+ }
+ }
+ }
+
+ if (besti == -1)
+ return 0;
+
+ // Perform the actual packing.
+ if (fons__atlasAddSkylineLevel(atlas, besti, bestx, besty, rw, rh) == 0)
+ return 0;
+
+ *rx = bestx;
+ *ry = besty;
+
+ return 1;
+}
+
+static void fons__addWhiteRect(FONScontext* stash, int w, int h)
+{
+ int x, y, gx, gy;
+ unsigned char* dst;
+ if (fons__atlasAddRect(stash->atlas, w, h, &gx, &gy) == 0)
+ return;
+
+ // Rasterize
+ dst = &stash->texData[gx + gy * stash->params.width];
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++)
+ dst[x] = 0xff;
+ dst += stash->params.width;
+ }
+
+ stash->dirtyRect[0] = fons__mini(stash->dirtyRect[0], gx);
+ stash->dirtyRect[1] = fons__mini(stash->dirtyRect[1], gy);
+ stash->dirtyRect[2] = fons__maxi(stash->dirtyRect[2], gx+w);
+ stash->dirtyRect[3] = fons__maxi(stash->dirtyRect[3], gy+h);
+}
+
+FONScontext* fonsCreateInternal(FONSparams* params)
+{
+ FONScontext* stash = NULL;
+
+ // Allocate memory for the font stash.
+ stash = (FONScontext*)malloc(sizeof(FONScontext));
+ if (stash == NULL) goto error;
+ memset(stash, 0, sizeof(FONScontext));
+
+ stash->params = *params;
+
+ // Allocate scratch buffer.
+ stash->scratch = (unsigned char*)malloc(FONS_SCRATCH_BUF_SIZE);
+ if (stash->scratch == NULL) goto error;
+
+ // Initialize implementation library
+ if (!fons__tt_init(stash)) goto error;
+
+ if (stash->params.renderCreate != NULL) {
+ if (stash->params.renderCreate(stash->params.userPtr, stash->params.width, stash->params.height) == 0)
+ goto error;
+ }
+
+ stash->atlas = fons__allocAtlas(stash->params.width, stash->params.height, FONS_INIT_ATLAS_NODES);
+ if (stash->atlas == NULL) goto error;
+
+ // Allocate space for fonts.
+ stash->fonts = (FONSfont**)malloc(sizeof(FONSfont*) * FONS_INIT_FONTS);
+ if (stash->fonts == NULL) goto error;
+ memset(stash->fonts, 0, sizeof(FONSfont*) * FONS_INIT_FONTS);
+ stash->cfonts = FONS_INIT_FONTS;
+ stash->nfonts = 0;
+
+ // Create texture for the cache.
+ stash->itw = 1.0f/stash->params.width;
+ stash->ith = 1.0f/stash->params.height;
+ stash->texData = (unsigned char*)malloc(stash->params.width * stash->params.height);
+ if (stash->texData == NULL) goto error;
+ memset(stash->texData, 0, stash->params.width * stash->params.height);
+
+ stash->dirtyRect[0] = stash->params.width;
+ stash->dirtyRect[1] = stash->params.height;
+ stash->dirtyRect[2] = 0;
+ stash->dirtyRect[3] = 0;
+
+ // Add white rect at 0,0 for debug drawing.
+ fons__addWhiteRect(stash, 2,2);
+
+ fonsPushState(stash);
+ fonsClearState(stash);
+
+ return stash;
+
+error:
+ fonsDeleteInternal(stash);
+ return NULL;
+}
+
+static FONSstate* fons__getState(FONScontext* stash)
+{
+ return &stash->states[stash->nstates-1];
+}
+
+int fonsAddFallbackFont(FONScontext* stash, int base, int fallback)
+{
+ FONSfont* baseFont = stash->fonts[base];
+ if (baseFont->nfallbacks < FONS_MAX_FALLBACKS) {
+ baseFont->fallbacks[baseFont->nfallbacks++] = fallback;
+ return 1;
+ }
+ return 0;
+}
+
+void fonsResetFallbackFont(FONScontext* stash, int base)
+{
+ int i;
+
+ FONSfont* baseFont = stash->fonts[base];
+ baseFont->nfallbacks = 0;
+ baseFont->nglyphs = 0;
+ for (i = 0; i < FONS_HASH_LUT_SIZE; i++)
+ baseFont->lut[i] = -1;
+}
+
+void fonsSetSize(FONScontext* stash, float size)
+{
+ fons__getState(stash)->size = size;
+}
+
+void fonsSetColor(FONScontext* stash, unsigned int color)
+{
+ fons__getState(stash)->color = color;
+}
+
+void fonsSetSpacing(FONScontext* stash, float spacing)
+{
+ fons__getState(stash)->spacing = spacing;
+}
+
+void fonsSetBlur(FONScontext* stash, float blur)
+{
+ fons__getState(stash)->blur = blur;
+}
+
+void fonsSetAlign(FONScontext* stash, int align)
+{
+ fons__getState(stash)->align = align;
+}
+
+void fonsSetFont(FONScontext* stash, int font)
+{
+ fons__getState(stash)->font = font;
+}
+
+void fonsPushState(FONScontext* stash)
+{
+ if (stash->nstates >= FONS_MAX_STATES) {
+ if (stash->handleError)
+ stash->handleError(stash->errorUptr, FONS_STATES_OVERFLOW, 0);
+ return;
+ }
+ if (stash->nstates > 0)
+ memcpy(&stash->states[stash->nstates], &stash->states[stash->nstates-1], sizeof(FONSstate));
+ stash->nstates++;
+}
+
+void fonsPopState(FONScontext* stash)
+{
+ if (stash->nstates <= 1) {
+ if (stash->handleError)
+ stash->handleError(stash->errorUptr, FONS_STATES_UNDERFLOW, 0);
+ return;
+ }
+ stash->nstates--;
+}
+
+void fonsClearState(FONScontext* stash)
+{
+ FONSstate* state = fons__getState(stash);
+ state->size = 12.0f;
+ state->color = 0xffffffff;
+ state->font = 0;
+ state->blur = 0;
+ state->spacing = 0;
+ state->align = FONS_ALIGN_LEFT | FONS_ALIGN_BASELINE;
+}
+
+static void fons__freeFont(FONSfont* font)
+{
+ if (font == NULL) return;
+ if (font->glyphs) free(font->glyphs);
+ if (font->freeData && font->data) free(font->data);
+ free(font);
+}
+
+static int fons__allocFont(FONScontext* stash)
+{
+ FONSfont* font = NULL;
+ if (stash->nfonts+1 > stash->cfonts) {
+ stash->cfonts = stash->cfonts == 0 ? 8 : stash->cfonts * 2;
+ stash->fonts = (FONSfont**)realloc(stash->fonts, sizeof(FONSfont*) * stash->cfonts);
+ if (stash->fonts == NULL)
+ return -1;
+ }
+ font = (FONSfont*)malloc(sizeof(FONSfont));
+ if (font == NULL) goto error;
+ memset(font, 0, sizeof(FONSfont));
+
+ font->glyphs = (FONSglyph*)malloc(sizeof(FONSglyph) * FONS_INIT_GLYPHS);
+ if (font->glyphs == NULL) goto error;
+ font->cglyphs = FONS_INIT_GLYPHS;
+ font->nglyphs = 0;
+
+ stash->fonts[stash->nfonts++] = font;
+ return stash->nfonts-1;
+
+error:
+ fons__freeFont(font);
+
+ return FONS_INVALID;
+}
+
+int fonsAddFont(FONScontext* stash, const char* name, const char* path, int fontIndex)
+{
+ FILE* fp = 0;
+ int dataSize = 0;
+ size_t readed;
+ unsigned char* data = NULL;
+
+ // Read in the font data.
+ fp = fopen(path, "rb");
+ if (fp == NULL) goto error;
+ fseek(fp,0,SEEK_END);
+ dataSize = (int)ftell(fp);
+ fseek(fp,0,SEEK_SET);
+ data = (unsigned char*)malloc(dataSize);
+ if (data == NULL) goto error;
+ readed = fread(data, 1, dataSize, fp);
+ fclose(fp);
+ fp = 0;
+ if (readed != (size_t)dataSize) goto error;
+
+ return fonsAddFontMem(stash, name, data, dataSize, 1, fontIndex);
+
+error:
+ if (data) free(data);
+ if (fp) fclose(fp);
+ return FONS_INVALID;
+}
+
+int fonsAddFontMem(FONScontext* stash, const char* name, unsigned char* data, int dataSize, int freeData, int fontIndex)
+{
+ int i, ascent, descent, fh, lineGap;
+ FONSfont* font;
+
+ int idx = fons__allocFont(stash);
+ if (idx == FONS_INVALID)
+ return FONS_INVALID;
+
+ font = stash->fonts[idx];
+
+ strncpy(font->name, name, sizeof(font->name));
+ font->name[sizeof(font->name)-1] = '\0';
+
+ // Init hash lookup.
+ for (i = 0; i < FONS_HASH_LUT_SIZE; ++i)
+ font->lut[i] = -1;
+
+ // Read in the font data.
+ font->dataSize = dataSize;
+ font->data = data;
+ font->freeData = (unsigned char)freeData;
+
+ // Init font
+ stash->nscratch = 0;
+ if (!fons__tt_loadFont(stash, &font->font, data, dataSize, fontIndex)) goto error;
+
+ // Store normalized line height. The real line height is got
+ // by multiplying the lineh by font size.
+ fons__tt_getFontVMetrics( &font->font, &ascent, &descent, &lineGap);
+ ascent += lineGap;
+ fh = ascent - descent;
+ font->ascender = (float)ascent / (float)fh;
+ font->descender = (float)descent / (float)fh;
+ font->lineh = font->ascender - font->descender;
+
+ return idx;
+
+error:
+ fons__freeFont(font);
+ stash->nfonts--;
+ return FONS_INVALID;
+}
+
+int fonsGetFontByName(FONScontext* s, const char* name)
+{
+ int i;
+ for (i = 0; i < s->nfonts; i++) {
+ if (strcmp(s->fonts[i]->name, name) == 0)
+ return i;
+ }
+ return FONS_INVALID;
+}
+
+
+static FONSglyph* fons__allocGlyph(FONSfont* font)
+{
+ if (font->nglyphs+1 > font->cglyphs) {
+ font->cglyphs = font->cglyphs == 0 ? 8 : font->cglyphs * 2;
+ font->glyphs = (FONSglyph*)realloc(font->glyphs, sizeof(FONSglyph) * font->cglyphs);
+ if (font->glyphs == NULL) return NULL;
+ }
+ font->nglyphs++;
+ return &font->glyphs[font->nglyphs-1];
+}
+
+
+// Based on Exponential blur, Jani Huhtanen, 2006
+
+#define APREC 16
+#define ZPREC 7
+
+static void fons__blurCols(unsigned char* dst, int w, int h, int dstStride, int alpha)
+{
+ int x, y;
+ for (y = 0; y < h; y++) {
+ int z = 0; // force zero border
+ for (x = 1; x < w; x++) {
+ z += (alpha * (((int)(dst[x]) << ZPREC) - z)) >> APREC;
+ dst[x] = (unsigned char)(z >> ZPREC);
+ }
+ dst[w-1] = 0; // force zero border
+ z = 0;
+ for (x = w-2; x >= 0; x--) {
+ z += (alpha * (((int)(dst[x]) << ZPREC) - z)) >> APREC;
+ dst[x] = (unsigned char)(z >> ZPREC);
+ }
+ dst[0] = 0; // force zero border
+ dst += dstStride;
+ }
+}
+
+static void fons__blurRows(unsigned char* dst, int w, int h, int dstStride, int alpha)
+{
+ int x, y;
+ for (x = 0; x < w; x++) {
+ int z = 0; // force zero border
+ for (y = dstStride; y < h*dstStride; y += dstStride) {
+ z += (alpha * (((int)(dst[y]) << ZPREC) - z)) >> APREC;
+ dst[y] = (unsigned char)(z >> ZPREC);
+ }
+ dst[(h-1)*dstStride] = 0; // force zero border
+ z = 0;
+ for (y = (h-2)*dstStride; y >= 0; y -= dstStride) {
+ z += (alpha * (((int)(dst[y]) << ZPREC) - z)) >> APREC;
+ dst[y] = (unsigned char)(z >> ZPREC);
+ }
+ dst[0] = 0; // force zero border
+ dst++;
+ }
+}
+
+
+static void fons__blur(FONScontext* stash, unsigned char* dst, int w, int h, int dstStride, int blur)
+{
+ int alpha;
+ float sigma;
+ (void)stash;
+
+ if (blur < 1)
+ return;
+ // Calculate the alpha such that 90% of the kernel is within the radius. (Kernel extends to infinity)
+ sigma = (float)blur * 0.57735f; // 1 / sqrt(3)
+ alpha = (int)((1<<APREC) * (1.0f - expf(-2.3f / (sigma+1.0f))));
+ fons__blurRows(dst, w, h, dstStride, alpha);
+ fons__blurCols(dst, w, h, dstStride, alpha);
+ fons__blurRows(dst, w, h, dstStride, alpha);
+ fons__blurCols(dst, w, h, dstStride, alpha);
+// fons__blurrows(dst, w, h, dstStride, alpha);
+// fons__blurcols(dst, w, h, dstStride, alpha);
+}
+
+static FONSglyph* fons__getGlyph(FONScontext* stash, FONSfont* font, unsigned int codepoint,
+ short isize, short iblur, int bitmapOption)
+{
+ int i, g, advance, lsb, x0, y0, x1, y1, gw, gh, gx, gy, x, y;
+ float scale;
+ FONSglyph* glyph = NULL;
+ unsigned int h;
+ float size = isize/10.0f;
+ int pad, added;
+ unsigned char* bdst;
+ unsigned char* dst;
+ FONSfont* renderFont = font;
+
+ if (isize < 2) return NULL;
+ if (iblur > 20) iblur = 20;
+ pad = iblur+2;
+
+ // Reset allocator.
+ stash->nscratch = 0;
+
+ // Find code point and size.
+ h = fons__hashint(codepoint) & (FONS_HASH_LUT_SIZE-1);
+ i = font->lut[h];
+ while (i != -1) {
+ if (font->glyphs[i].codepoint == codepoint && font->glyphs[i].size == isize && font->glyphs[i].blur == iblur) {
+ glyph = &font->glyphs[i];
+ if (bitmapOption == FONS_GLYPH_BITMAP_OPTIONAL || (glyph->x0 >= 0 && glyph->y0 >= 0)) {
+ return glyph;
+ }
+ // At this point, glyph exists but the bitmap data is not yet created.
+ break;
+ }
+ i = font->glyphs[i].next;
+ }
+
+ // Create a new glyph or rasterize bitmap data for a cached glyph.
+ g = fons__tt_getGlyphIndex(&font->font, codepoint);
+ // Try to find the glyph in fallback fonts.
+ if (g == 0) {
+ for (i = 0; i < font->nfallbacks; ++i) {
+ FONSfont* fallbackFont = stash->fonts[font->fallbacks[i]];
+ int fallbackIndex = fons__tt_getGlyphIndex(&fallbackFont->font, codepoint);
+ if (fallbackIndex != 0) {
+ g = fallbackIndex;
+ renderFont = fallbackFont;
+ break;
+ }
+ }
+ // It is possible that we did not find a fallback glyph.
+ // In that case the glyph index 'g' is 0, and we'll proceed below and cache empty glyph.
+ }
+ scale = fons__tt_getPixelHeightScale(&renderFont->font, size);
+ fons__tt_buildGlyphBitmap(&renderFont->font, g, size, scale, &advance, &lsb, &x0, &y0, &x1, &y1);
+ gw = x1-x0 + pad*2;
+ gh = y1-y0 + pad*2;
+
+ // Determines the spot to draw glyph in the atlas.
+ if (bitmapOption == FONS_GLYPH_BITMAP_REQUIRED) {
+ // Find free spot for the rect in the atlas
+ added = fons__atlasAddRect(stash->atlas, gw, gh, &gx, &gy);
+ if (added == 0 && stash->handleError != NULL) {
+ // Atlas is full, let the user to resize the atlas (or not), and try again.
+ stash->handleError(stash->errorUptr, FONS_ATLAS_FULL, 0);
+ added = fons__atlasAddRect(stash->atlas, gw, gh, &gx, &gy);
+ }
+ if (added == 0) return NULL;
+ } else {
+ // Negative coordinate indicates there is no bitmap data created.
+ gx = -1;
+ gy = -1;
+ }
+
+ // Init glyph.
+ if (glyph == NULL) {
+ glyph = fons__allocGlyph(font);
+ glyph->codepoint = codepoint;
+ glyph->size = isize;
+ glyph->blur = iblur;
+ glyph->next = 0;
+
+ // Insert char to hash lookup.
+ glyph->next = font->lut[h];
+ font->lut[h] = font->nglyphs-1;
+ }
+ glyph->index = g;
+ glyph->x0 = (short)gx;
+ glyph->y0 = (short)gy;
+ glyph->x1 = (short)(glyph->x0+gw);
+ glyph->y1 = (short)(glyph->y0+gh);
+ glyph->xadv = (short)(scale * advance * 10.0f);
+ glyph->xoff = (short)(x0 - pad);
+ glyph->yoff = (short)(y0 - pad);
+
+ if (bitmapOption == FONS_GLYPH_BITMAP_OPTIONAL) {
+ return glyph;
+ }
+
+ // Rasterize
+ dst = &stash->texData[(glyph->x0+pad) + (glyph->y0+pad) * stash->params.width];
+ fons__tt_renderGlyphBitmap(&renderFont->font, dst, gw-pad*2,gh-pad*2, stash->params.width, scale, scale, g);
+
+ // Make sure there is one pixel empty border.
+ dst = &stash->texData[glyph->x0 + glyph->y0 * stash->params.width];
+ for (y = 0; y < gh; y++) {
+ dst[y*stash->params.width] = 0;
+ dst[gw-1 + y*stash->params.width] = 0;
+ }
+ for (x = 0; x < gw; x++) {
+ dst[x] = 0;
+ dst[x + (gh-1)*stash->params.width] = 0;
+ }
+
+ // Debug code to color the glyph background
+/* unsigned char* fdst = &stash->texData[glyph->x0 + glyph->y0 * stash->params.width];
+ for (y = 0; y < gh; y++) {
+ for (x = 0; x < gw; x++) {
+ int a = (int)fdst[x+y*stash->params.width] + 20;
+ if (a > 255) a = 255;
+ fdst[x+y*stash->params.width] = a;
+ }
+ }*/
+
+ // Blur
+ if (iblur > 0) {
+ stash->nscratch = 0;
+ bdst = &stash->texData[glyph->x0 + glyph->y0 * stash->params.width];
+ fons__blur(stash, bdst, gw, gh, stash->params.width, iblur);
+ }
+
+ stash->dirtyRect[0] = fons__mini(stash->dirtyRect[0], glyph->x0);
+ stash->dirtyRect[1] = fons__mini(stash->dirtyRect[1], glyph->y0);
+ stash->dirtyRect[2] = fons__maxi(stash->dirtyRect[2], glyph->x1);
+ stash->dirtyRect[3] = fons__maxi(stash->dirtyRect[3], glyph->y1);
+
+ return glyph;
+}
+
+static void fons__getQuad(FONScontext* stash, FONSfont* font,
+ int prevGlyphIndex, FONSglyph* glyph,
+ float scale, float spacing, float* x, float* y, FONSquad* q)
+{
+ float rx,ry,xoff,yoff,x0,y0,x1,y1;
+
+ if (prevGlyphIndex != -1) {
+ float adv = fons__tt_getGlyphKernAdvance(&font->font, prevGlyphIndex, glyph->index) * scale;
+ *x += (int)(adv + spacing + 0.5f);
+ }
+
+ // Each glyph has 2px border to allow good interpolation,
+ // one pixel to prevent leaking, and one to allow good interpolation for rendering.
+ // Inset the texture region by one pixel for correct interpolation.
+ xoff = (short)(glyph->xoff+1);
+ yoff = (short)(glyph->yoff+1);
+ x0 = (float)(glyph->x0+1);
+ y0 = (float)(glyph->y0+1);
+ x1 = (float)(glyph->x1-1);
+ y1 = (float)(glyph->y1-1);
+
+ if (stash->params.flags & FONS_ZERO_TOPLEFT) {
+ rx = floorf(*x + xoff);
+ ry = floorf(*y + yoff);
+
+ q->x0 = rx;
+ q->y0 = ry;
+ q->x1 = rx + x1 - x0;
+ q->y1 = ry + y1 - y0;
+
+ q->s0 = x0 * stash->itw;
+ q->t0 = y0 * stash->ith;
+ q->s1 = x1 * stash->itw;
+ q->t1 = y1 * stash->ith;
+ } else {
+ rx = floorf(*x + xoff);
+ ry = floorf(*y - yoff);
+
+ q->x0 = rx;
+ q->y0 = ry;
+ q->x1 = rx + x1 - x0;
+ q->y1 = ry - y1 + y0;
+
+ q->s0 = x0 * stash->itw;
+ q->t0 = y0 * stash->ith;
+ q->s1 = x1 * stash->itw;
+ q->t1 = y1 * stash->ith;
+ }
+
+ *x += (int)(glyph->xadv / 10.0f + 0.5f);
+}
+
+static void fons__flush(FONScontext* stash)
+{
+ // Flush texture
+ if (stash->dirtyRect[0] < stash->dirtyRect[2] && stash->dirtyRect[1] < stash->dirtyRect[3]) {
+ if (stash->params.renderUpdate != NULL)
+ stash->params.renderUpdate(stash->params.userPtr, stash->dirtyRect, stash->texData);
+ // Reset dirty rect
+ stash->dirtyRect[0] = stash->params.width;
+ stash->dirtyRect[1] = stash->params.height;
+ stash->dirtyRect[2] = 0;
+ stash->dirtyRect[3] = 0;
+ }
+
+ // Flush triangles
+ if (stash->nverts > 0) {
+ if (stash->params.renderDraw != NULL)
+ stash->params.renderDraw(stash->params.userPtr, stash->verts, stash->tcoords, stash->colors, stash->nverts);
+ stash->nverts = 0;
+ }
+}
+
+static __inline void fons__vertex(FONScontext* stash, float x, float y, float s, float t, unsigned int c)
+{
+ stash->verts[stash->nverts*2+0] = x;
+ stash->verts[stash->nverts*2+1] = y;
+ stash->tcoords[stash->nverts*2+0] = s;
+ stash->tcoords[stash->nverts*2+1] = t;
+ stash->colors[stash->nverts] = c;
+ stash->nverts++;
+}
+
+static float fons__getVertAlign(FONScontext* stash, FONSfont* font, int align, short isize)
+{
+ if (stash->params.flags & FONS_ZERO_TOPLEFT) {
+ if (align & FONS_ALIGN_TOP) {
+ return font->ascender * (float)isize/10.0f;
+ } else if (align & FONS_ALIGN_MIDDLE) {
+ return (font->ascender + font->descender) / 2.0f * (float)isize/10.0f;
+ } else if (align & FONS_ALIGN_BASELINE) {
+ return 0.0f;
+ } else if (align & FONS_ALIGN_BOTTOM) {
+ return font->descender * (float)isize/10.0f;
+ }
+ } else {
+ if (align & FONS_ALIGN_TOP) {
+ return -font->ascender * (float)isize/10.0f;
+ } else if (align & FONS_ALIGN_MIDDLE) {
+ return -(font->ascender + font->descender) / 2.0f * (float)isize/10.0f;
+ } else if (align & FONS_ALIGN_BASELINE) {
+ return 0.0f;
+ } else if (align & FONS_ALIGN_BOTTOM) {
+ return -font->descender * (float)isize/10.0f;
+ }
+ }
+ return 0.0;
+}
+
+float fonsDrawText(FONScontext* stash,
+ float x, float y,
+ const char* str, const char* end)
+{
+ FONSstate* state = fons__getState(stash);
+ unsigned int codepoint;
+ unsigned int utf8state = 0;
+ FONSglyph* glyph = NULL;
+ FONSquad q;
+ int prevGlyphIndex = -1;
+ short isize = (short)(state->size*10.0f);
+ short iblur = (short)state->blur;
+ float scale;
+ FONSfont* font;
+ float width;
+
+ if (stash == NULL) return x;
+ if (state->font < 0 || state->font >= stash->nfonts) return x;
+ font = stash->fonts[state->font];
+ if (font->data == NULL) return x;
+
+ scale = fons__tt_getPixelHeightScale(&font->font, (float)isize/10.0f);
+
+ if (end == NULL)
+ end = str + strlen(str);
+
+ // Align horizontally
+ if (state->align & FONS_ALIGN_LEFT) {
+ // empty
+ } else if (state->align & FONS_ALIGN_RIGHT) {
+ width = fonsTextBounds(stash, x,y, str, end, NULL);
+ x -= width;
+ } else if (state->align & FONS_ALIGN_CENTER) {
+ width = fonsTextBounds(stash, x,y, str, end, NULL);
+ x -= width * 0.5f;
+ }
+ // Align vertically.
+ y += fons__getVertAlign(stash, font, state->align, isize);
+
+ for (; str != end; ++str) {
+ if (fons__decutf8(&utf8state, &codepoint, *(const unsigned char*)str))
+ continue;
+ glyph = fons__getGlyph(stash, font, codepoint, isize, iblur, FONS_GLYPH_BITMAP_REQUIRED);
+ if (glyph != NULL) {
+ fons__getQuad(stash, font, prevGlyphIndex, glyph, scale, state->spacing, &x, &y, &q);
+
+ if (stash->nverts+6 > FONS_VERTEX_COUNT)
+ fons__flush(stash);
+
+ fons__vertex(stash, q.x0, q.y0, q.s0, q.t0, state->color);
+ fons__vertex(stash, q.x1, q.y1, q.s1, q.t1, state->color);
+ fons__vertex(stash, q.x1, q.y0, q.s1, q.t0, state->color);
+
+ fons__vertex(stash, q.x0, q.y0, q.s0, q.t0, state->color);
+ fons__vertex(stash, q.x0, q.y1, q.s0, q.t1, state->color);
+ fons__vertex(stash, q.x1, q.y1, q.s1, q.t1, state->color);
+ }
+ prevGlyphIndex = glyph != NULL ? glyph->index : -1;
+ }
+ fons__flush(stash);
+
+ return x;
+}
+
+int fonsTextIterInit(FONScontext* stash, FONStextIter* iter,
+ float x, float y, const char* str, const char* end, int bitmapOption)
+{
+ FONSstate* state = fons__getState(stash);
+ float width;
+
+ memset(iter, 0, sizeof(*iter));
+
+ if (stash == NULL) return 0;
+ if (state->font < 0 || state->font >= stash->nfonts) return 0;
+ iter->font = stash->fonts[state->font];
+ if (iter->font->data == NULL) return 0;
+
+ iter->isize = (short)(state->size*10.0f);
+ iter->iblur = (short)state->blur;
+ iter->scale = fons__tt_getPixelHeightScale(&iter->font->font, (float)iter->isize/10.0f);
+
+ // Align horizontally
+ if (state->align & FONS_ALIGN_LEFT) {
+ // empty
+ } else if (state->align & FONS_ALIGN_RIGHT) {
+ width = fonsTextBounds(stash, x,y, str, end, NULL);
+ x -= width;
+ } else if (state->align & FONS_ALIGN_CENTER) {
+ width = fonsTextBounds(stash, x,y, str, end, NULL);
+ x -= width * 0.5f;
+ }
+ // Align vertically.
+ y += fons__getVertAlign(stash, iter->font, state->align, iter->isize);
+
+ if (end == NULL)
+ end = str + strlen(str);
+
+ iter->x = iter->nextx = x;
+ iter->y = iter->nexty = y;
+ iter->spacing = state->spacing;
+ iter->str = str;
+ iter->next = str;
+ iter->end = end;
+ iter->codepoint = 0;
+ iter->prevGlyphIndex = -1;
+ iter->bitmapOption = bitmapOption;
+
+ return 1;
+}
+
+int fonsTextIterNext(FONScontext* stash, FONStextIter* iter, FONSquad* quad)
+{
+ FONSglyph* glyph = NULL;
+ const char* str = iter->next;
+ iter->str = iter->next;
+
+ if (str == iter->end)
+ return 0;
+
+ for (; str != iter->end; str++) {
+ if (fons__decutf8(&iter->utf8state, &iter->codepoint, *(const unsigned char*)str))
+ continue;
+ str++;
+ // Get glyph and quad
+ iter->x = iter->nextx;
+ iter->y = iter->nexty;
+ glyph = fons__getGlyph(stash, iter->font, iter->codepoint, iter->isize, iter->iblur, iter->bitmapOption);
+ // If the iterator was initialized with FONS_GLYPH_BITMAP_OPTIONAL, then the UV coordinates of the quad will be invalid.
+ if (glyph != NULL)
+ fons__getQuad(stash, iter->font, iter->prevGlyphIndex, glyph, iter->scale, iter->spacing, &iter->nextx, &iter->nexty, quad);
+ iter->prevGlyphIndex = glyph != NULL ? glyph->index : -1;
+ break;
+ }
+ iter->next = str;
+
+ return 1;
+}
+
+void fonsDrawDebug(FONScontext* stash, float x, float y)
+{
+ int i;
+ int w = stash->params.width;
+ int h = stash->params.height;
+ float u = w == 0 ? 0 : (1.0f / w);
+ float v = h == 0 ? 0 : (1.0f / h);
+
+ if (stash->nverts+6+6 > FONS_VERTEX_COUNT)
+ fons__flush(stash);
+
+ // Draw background
+ fons__vertex(stash, x+0, y+0, u, v, 0x0fffffff);
+ fons__vertex(stash, x+w, y+h, u, v, 0x0fffffff);
+ fons__vertex(stash, x+w, y+0, u, v, 0x0fffffff);
+
+ fons__vertex(stash, x+0, y+0, u, v, 0x0fffffff);
+ fons__vertex(stash, x+0, y+h, u, v, 0x0fffffff);
+ fons__vertex(stash, x+w, y+h, u, v, 0x0fffffff);
+
+ // Draw texture
+ fons__vertex(stash, x+0, y+0, 0, 0, 0xffffffff);
+ fons__vertex(stash, x+w, y+h, 1, 1, 0xffffffff);
+ fons__vertex(stash, x+w, y+0, 1, 0, 0xffffffff);
+
+ fons__vertex(stash, x+0, y+0, 0, 0, 0xffffffff);
+ fons__vertex(stash, x+0, y+h, 0, 1, 0xffffffff);
+ fons__vertex(stash, x+w, y+h, 1, 1, 0xffffffff);
+
+ // Drawbug draw atlas
+ for (i = 0; i < stash->atlas->nnodes; i++) {
+ FONSatlasNode* n = &stash->atlas->nodes[i];
+
+ if (stash->nverts+6 > FONS_VERTEX_COUNT)
+ fons__flush(stash);
+
+ fons__vertex(stash, x+n->x+0, y+n->y+0, u, v, 0xc00000ff);
+ fons__vertex(stash, x+n->x+n->width, y+n->y+1, u, v, 0xc00000ff);
+ fons__vertex(stash, x+n->x+n->width, y+n->y+0, u, v, 0xc00000ff);
+
+ fons__vertex(stash, x+n->x+0, y+n->y+0, u, v, 0xc00000ff);
+ fons__vertex(stash, x+n->x+0, y+n->y+1, u, v, 0xc00000ff);
+ fons__vertex(stash, x+n->x+n->width, y+n->y+1, u, v, 0xc00000ff);
+ }
+
+ fons__flush(stash);
+}
+
+float fonsTextBounds(FONScontext* stash,
+ float x, float y,
+ const char* str, const char* end,
+ float* bounds)
+{
+ FONSstate* state = fons__getState(stash);
+ unsigned int codepoint;
+ unsigned int utf8state = 0;
+ FONSquad q;
+ FONSglyph* glyph = NULL;
+ int prevGlyphIndex = -1;
+ short isize = (short)(state->size*10.0f);
+ short iblur = (short)state->blur;
+ float scale;
+ FONSfont* font;
+ float startx, advance;
+ float minx, miny, maxx, maxy;
+
+ if (stash == NULL) return 0;
+ if (state->font < 0 || state->font >= stash->nfonts) return 0;
+ font = stash->fonts[state->font];
+ if (font->data == NULL) return 0;
+
+ scale = fons__tt_getPixelHeightScale(&font->font, (float)isize/10.0f);
+
+ // Align vertically.
+ y += fons__getVertAlign(stash, font, state->align, isize);
+
+ minx = maxx = x;
+ miny = maxy = y;
+ startx = x;
+
+ if (end == NULL)
+ end = str + strlen(str);
+
+ for (; str != end; ++str) {
+ if (fons__decutf8(&utf8state, &codepoint, *(const unsigned char*)str))
+ continue;
+ glyph = fons__getGlyph(stash, font, codepoint, isize, iblur, FONS_GLYPH_BITMAP_OPTIONAL);
+ if (glyph != NULL) {
+ fons__getQuad(stash, font, prevGlyphIndex, glyph, scale, state->spacing, &x, &y, &q);
+ if (q.x0 < minx) minx = q.x0;
+ if (q.x1 > maxx) maxx = q.x1;
+ if (stash->params.flags & FONS_ZERO_TOPLEFT) {
+ if (q.y0 < miny) miny = q.y0;
+ if (q.y1 > maxy) maxy = q.y1;
+ } else {
+ if (q.y1 < miny) miny = q.y1;
+ if (q.y0 > maxy) maxy = q.y0;
+ }
+ }
+ prevGlyphIndex = glyph != NULL ? glyph->index : -1;
+ }
+
+ advance = x - startx;
+
+ // Align horizontally
+ if (state->align & FONS_ALIGN_LEFT) {
+ // empty
+ } else if (state->align & FONS_ALIGN_RIGHT) {
+ minx -= advance;
+ maxx -= advance;
+ } else if (state->align & FONS_ALIGN_CENTER) {
+ minx -= advance * 0.5f;
+ maxx -= advance * 0.5f;
+ }
+
+ if (bounds) {
+ bounds[0] = minx;
+ bounds[1] = miny;
+ bounds[2] = maxx;
+ bounds[3] = maxy;
+ }
+
+ return advance;
+}
+
+void fonsVertMetrics(FONScontext* stash,
+ float* ascender, float* descender, float* lineh)
+{
+ FONSfont* font;
+ FONSstate* state = fons__getState(stash);
+ short isize;
+
+ if (stash == NULL) return;
+ if (state->font < 0 || state->font >= stash->nfonts) return;
+ font = stash->fonts[state->font];
+ isize = (short)(state->size*10.0f);
+ if (font->data == NULL) return;
+
+ if (ascender)
+ *ascender = font->ascender*isize/10.0f;
+ if (descender)
+ *descender = font->descender*isize/10.0f;
+ if (lineh)
+ *lineh = font->lineh*isize/10.0f;
+}
+
+void fonsLineBounds(FONScontext* stash, float y, float* miny, float* maxy)
+{
+ FONSfont* font;
+ FONSstate* state = fons__getState(stash);
+ short isize;
+
+ if (stash == NULL) return;
+ if (state->font < 0 || state->font >= stash->nfonts) return;
+ font = stash->fonts[state->font];
+ isize = (short)(state->size*10.0f);
+ if (font->data == NULL) return;
+
+ y += fons__getVertAlign(stash, font, state->align, isize);
+
+ if (stash->params.flags & FONS_ZERO_TOPLEFT) {
+ *miny = y - font->ascender * (float)isize/10.0f;
+ *maxy = *miny + font->lineh*isize/10.0f;
+ } else {
+ *maxy = y + font->descender * (float)isize/10.0f;
+ *miny = *maxy - font->lineh*isize/10.0f;
+ }
+}
+
+const unsigned char* fonsGetTextureData(FONScontext* stash, int* width, int* height)
+{
+ if (width != NULL)
+ *width = stash->params.width;
+ if (height != NULL)
+ *height = stash->params.height;
+ return stash->texData;
+}
+
+int fonsValidateTexture(FONScontext* stash, int* dirty)
+{
+ if (stash->dirtyRect[0] < stash->dirtyRect[2] && stash->dirtyRect[1] < stash->dirtyRect[3]) {
+ dirty[0] = stash->dirtyRect[0];
+ dirty[1] = stash->dirtyRect[1];
+ dirty[2] = stash->dirtyRect[2];
+ dirty[3] = stash->dirtyRect[3];
+ // Reset dirty rect
+ stash->dirtyRect[0] = stash->params.width;
+ stash->dirtyRect[1] = stash->params.height;
+ stash->dirtyRect[2] = 0;
+ stash->dirtyRect[3] = 0;
+ return 1;
+ }
+ return 0;
+}
+
+void fonsDeleteInternal(FONScontext* stash)
+{
+ int i;
+ if (stash == NULL) return;
+
+ if (stash->params.renderDelete)
+ stash->params.renderDelete(stash->params.userPtr);
+
+ for (i = 0; i < stash->nfonts; ++i)
+ fons__freeFont(stash->fonts[i]);
+
+ if (stash->atlas) fons__deleteAtlas(stash->atlas);
+ if (stash->fonts) free(stash->fonts);
+ if (stash->texData) free(stash->texData);
+ if (stash->scratch) free(stash->scratch);
+ fons__tt_done(stash);
+ free(stash);
+}
+
+void fonsSetErrorCallback(FONScontext* stash, void (*callback)(void* uptr, int error, int val), void* uptr)
+{
+ if (stash == NULL) return;
+ stash->handleError = callback;
+ stash->errorUptr = uptr;
+}
+
+void fonsGetAtlasSize(FONScontext* stash, int* width, int* height)
+{
+ if (stash == NULL) return;
+ *width = stash->params.width;
+ *height = stash->params.height;
+}
+
+int fonsExpandAtlas(FONScontext* stash, int width, int height)
+{
+ int i, maxy = 0;
+ unsigned char* data = NULL;
+ if (stash == NULL) return 0;
+
+ width = fons__maxi(width, stash->params.width);
+ height = fons__maxi(height, stash->params.height);
+
+ if (width == stash->params.width && height == stash->params.height)
+ return 1;
+
+ // Flush pending glyphs.
+ fons__flush(stash);
+
+ // Create new texture
+ if (stash->params.renderResize != NULL) {
+ if (stash->params.renderResize(stash->params.userPtr, width, height) == 0)
+ return 0;
+ }
+ // Copy old texture data over.
+ data = (unsigned char*)malloc(width * height);
+ if (data == NULL)
+ return 0;
+ for (i = 0; i < stash->params.height; i++) {
+ unsigned char* dst = &data[i*width];
+ unsigned char* src = &stash->texData[i*stash->params.width];
+ memcpy(dst, src, stash->params.width);
+ if (width > stash->params.width)
+ memset(dst+stash->params.width, 0, width - stash->params.width);
+ }
+ if (height > stash->params.height)
+ memset(&data[stash->params.height * width], 0, (height - stash->params.height) * width);
+
+ free(stash->texData);
+ stash->texData = data;
+
+ // Increase atlas size
+ fons__atlasExpand(stash->atlas, width, height);
+
+ // Add existing data as dirty.
+ for (i = 0; i < stash->atlas->nnodes; i++)
+ maxy = fons__maxi(maxy, stash->atlas->nodes[i].y);
+ stash->dirtyRect[0] = 0;
+ stash->dirtyRect[1] = 0;
+ stash->dirtyRect[2] = stash->params.width;
+ stash->dirtyRect[3] = maxy;
+
+ stash->params.width = width;
+ stash->params.height = height;
+ stash->itw = 1.0f/stash->params.width;
+ stash->ith = 1.0f/stash->params.height;
+
+ return 1;
+}
+
+int fonsResetAtlas(FONScontext* stash, int width, int height)
+{
+ int i, j;
+ if (stash == NULL) return 0;
+
+ // Flush pending glyphs.
+ fons__flush(stash);
+
+ // Create new texture
+ if (stash->params.renderResize != NULL) {
+ if (stash->params.renderResize(stash->params.userPtr, width, height) == 0)
+ return 0;
+ }
+
+ // Reset atlas
+ fons__atlasReset(stash->atlas, width, height);
+
+ // Clear texture data.
+ stash->texData = (unsigned char*)realloc(stash->texData, width * height);
+ if (stash->texData == NULL) return 0;
+ memset(stash->texData, 0, width * height);
+
+ // Reset dirty rect
+ stash->dirtyRect[0] = width;
+ stash->dirtyRect[1] = height;
+ stash->dirtyRect[2] = 0;
+ stash->dirtyRect[3] = 0;
+
+ // Reset cached glyphs
+ for (i = 0; i < stash->nfonts; i++) {
+ FONSfont* font = stash->fonts[i];
+ font->nglyphs = 0;
+ for (j = 0; j < FONS_HASH_LUT_SIZE; j++)
+ font->lut[j] = -1;
+ }
+
+ stash->params.width = width;
+ stash->params.height = height;
+ stash->itw = 1.0f/stash->params.width;
+ stash->ith = 1.0f/stash->params.height;
+
+ // Add white rect at 0,0 for debug drawing.
+ fons__addWhiteRect(stash, 2,2);
+
+ return 1;
+}
+
+#endif // FONTSTASH_IMPLEMENTATION
diff --git a/nanovg/nanovg.c b/nanovg/nanovg.c
new file mode 100644
index 0000000..4e110b3
--- /dev/null
+++ b/nanovg/nanovg.c
@@ -0,0 +1,2958 @@
+//
+// Copyright (c) 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.
+//
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+#include <memory.h>
+
+#include "nanovg.h"
+
+#define FONTSTASH_IMPLEMENTATION
+#include "fontstash.h"
+
+#ifndef NVG_NO_STB
+#define STB_IMAGE_IMPLEMENTATION
+#include "../stb/stb_image.h"
+#endif
+
+#ifdef _MSC_VER
+#pragma warning(disable: 4100) // unreferenced formal parameter
+#pragma warning(disable: 4127) // conditional expression is constant
+#pragma warning(disable: 4204) // nonstandard extension used : non-constant aggregate initializer
+#pragma warning(disable: 4706) // assignment within conditional expression
+#endif
+
+#define NVG_INIT_FONTIMAGE_SIZE 512
+#define NVG_MAX_FONTIMAGE_SIZE 2048
+#define NVG_MAX_FONTIMAGES 4
+
+#define NVG_INIT_COMMANDS_SIZE 256
+#define NVG_INIT_POINTS_SIZE 128
+#define NVG_INIT_PATHS_SIZE 16
+#define NVG_INIT_VERTS_SIZE 256
+
+#ifndef NVG_MAX_STATES
+#define NVG_MAX_STATES 64
+#endif
+
+#define NVG_KAPPA90 0.5522847493f // Length proportional to radius of a cubic bezier handle for 90deg arcs.
+
+#define NVG_COUNTOF(arr) (sizeof(arr) / sizeof(0[arr]))
+
+
+enum NVGcommands {
+ NVG_MOVETO = 0,
+ NVG_LINETO = 1,
+ NVG_BEZIERTO = 2,
+ NVG_CLOSE = 3,
+ NVG_WINDING = 4,
+};
+
+enum NVGpointFlags
+{
+ NVG_PT_CORNER = 0x01,
+ NVG_PT_LEFT = 0x02,
+ NVG_PT_BEVEL = 0x04,
+ NVG_PR_INNERBEVEL = 0x08,
+};
+
+struct NVGstate {
+ NVGcompositeOperationState compositeOperation;
+ int shapeAntiAlias;
+ NVGpaint fill;
+ NVGpaint stroke;
+ float strokeWidth;
+ float miterLimit;
+ int lineJoin;
+ int lineCap;
+ float alpha;
+ float xform[6];
+ NVGscissor scissor;
+ float fontSize;
+ float letterSpacing;
+ float lineHeight;
+ float fontBlur;
+ int textAlign;
+ int fontId;
+};
+typedef struct NVGstate NVGstate;
+
+struct NVGpoint {
+ float x,y;
+ float dx, dy;
+ float len;
+ float dmx, dmy;
+ unsigned char flags;
+};
+typedef struct NVGpoint NVGpoint;
+
+struct NVGpathCache {
+ NVGpoint* points;
+ int npoints;
+ int cpoints;
+ NVGpath* paths;
+ int npaths;
+ int cpaths;
+ NVGvertex* verts;
+ int nverts;
+ int cverts;
+ float bounds[4];
+};
+typedef struct NVGpathCache NVGpathCache;
+
+struct NVGcontext {
+ NVGparams params;
+ float* commands;
+ int ccommands;
+ int ncommands;
+ float commandx, commandy;
+ NVGstate states[NVG_MAX_STATES];
+ int nstates;
+ NVGpathCache* cache;
+ float tessTol;
+ float distTol;
+ float fringeWidth;
+ float devicePxRatio;
+ struct FONScontext* fs;
+ int fontImages[NVG_MAX_FONTIMAGES];
+ int fontImageIdx;
+ int drawCallCount;
+ int fillTriCount;
+ int strokeTriCount;
+ int textTriCount;
+};
+
+static float nvg__sqrtf(float a) { return sqrtf(a); }
+static float nvg__modf(float a, float b) { return fmodf(a, b); }
+static float nvg__sinf(float a) { return sinf(a); }
+static float nvg__cosf(float a) { return cosf(a); }
+static float nvg__tanf(float a) { return tanf(a); }
+static float nvg__atan2f(float a,float b) { return atan2f(a, b); }
+static float nvg__acosf(float a) { return acosf(a); }
+
+static int nvg__mini(int a, int b) { return a < b ? a : b; }
+static int nvg__maxi(int a, int b) { return a > b ? a : b; }
+static int nvg__clampi(int a, int mn, int mx) { return a < mn ? mn : (a > mx ? mx : a); }
+static float nvg__minf(float a, float b) { return a < b ? a : b; }
+static float nvg__maxf(float a, float b) { return a > b ? a : b; }
+static float nvg__absf(float a) { return a >= 0.0f ? a : -a; }
+static float nvg__signf(float a) { return a >= 0.0f ? 1.0f : -1.0f; }
+static float nvg__clampf(float a, float mn, float mx) { return a < mn ? mn : (a > mx ? mx : a); }
+static float nvg__cross(float dx0, float dy0, float dx1, float dy1) { return dx1*dy0 - dx0*dy1; }
+
+static float nvg__normalize(float *x, float* y)
+{
+ float d = nvg__sqrtf((*x)*(*x) + (*y)*(*y));
+ if (d > 1e-6f) {
+ float id = 1.0f / d;
+ *x *= id;
+ *y *= id;
+ }
+ return d;
+}
+
+
+static void nvg__deletePathCache(NVGpathCache* c)
+{
+ if (c == NULL) return;
+ if (c->points != NULL) free(c->points);
+ if (c->paths != NULL) free(c->paths);
+ if (c->verts != NULL) free(c->verts);
+ free(c);
+}
+
+static NVGpathCache* nvg__allocPathCache(void)
+{
+ NVGpathCache* c = (NVGpathCache*)malloc(sizeof(NVGpathCache));
+ if (c == NULL) goto error;
+ memset(c, 0, sizeof(NVGpathCache));
+
+ c->points = (NVGpoint*)malloc(sizeof(NVGpoint)*NVG_INIT_POINTS_SIZE);
+ if (!c->points) goto error;
+ c->npoints = 0;
+ c->cpoints = NVG_INIT_POINTS_SIZE;
+
+ c->paths = (NVGpath*)malloc(sizeof(NVGpath)*NVG_INIT_PATHS_SIZE);
+ if (!c->paths) goto error;
+ c->npaths = 0;
+ c->cpaths = NVG_INIT_PATHS_SIZE;
+
+ c->verts = (NVGvertex*)malloc(sizeof(NVGvertex)*NVG_INIT_VERTS_SIZE);
+ if (!c->verts) goto error;
+ c->nverts = 0;
+ c->cverts = NVG_INIT_VERTS_SIZE;
+
+ return c;
+error:
+ nvg__deletePathCache(c);
+ return NULL;
+}
+
+static void nvg__setDevicePixelRatio(NVGcontext* ctx, float ratio)
+{
+ ctx->tessTol = 0.25f / ratio;
+ ctx->distTol = 0.01f / ratio;
+ ctx->fringeWidth = 1.0f / ratio;
+ ctx->devicePxRatio = ratio;
+}
+
+static NVGcompositeOperationState nvg__compositeOperationState(int op)
+{
+ int sfactor, dfactor;
+
+ if (op == NVG_SOURCE_OVER)
+ {
+ sfactor = NVG_ONE;
+ dfactor = NVG_ONE_MINUS_SRC_ALPHA;
+ }
+ else if (op == NVG_SOURCE_IN)
+ {
+ sfactor = NVG_DST_ALPHA;
+ dfactor = NVG_ZERO;
+ }
+ else if (op == NVG_SOURCE_OUT)
+ {
+ sfactor = NVG_ONE_MINUS_DST_ALPHA;
+ dfactor = NVG_ZERO;
+ }
+ else if (op == NVG_ATOP)
+ {
+ sfactor = NVG_DST_ALPHA;
+ dfactor = NVG_ONE_MINUS_SRC_ALPHA;
+ }
+ else if (op == NVG_DESTINATION_OVER)
+ {
+ sfactor = NVG_ONE_MINUS_DST_ALPHA;
+ dfactor = NVG_ONE;
+ }
+ else if (op == NVG_DESTINATION_IN)
+ {
+ sfactor = NVG_ZERO;
+ dfactor = NVG_SRC_ALPHA;
+ }
+ else if (op == NVG_DESTINATION_OUT)
+ {
+ sfactor = NVG_ZERO;
+ dfactor = NVG_ONE_MINUS_SRC_ALPHA;
+ }
+ else if (op == NVG_DESTINATION_ATOP)
+ {
+ sfactor = NVG_ONE_MINUS_DST_ALPHA;
+ dfactor = NVG_SRC_ALPHA;
+ }
+ else if (op == NVG_LIGHTER)
+ {
+ sfactor = NVG_ONE;
+ dfactor = NVG_ONE;
+ }
+ else if (op == NVG_COPY)
+ {
+ sfactor = NVG_ONE;
+ dfactor = NVG_ZERO;
+ }
+ else if (op == NVG_XOR)
+ {
+ sfactor = NVG_ONE_MINUS_DST_ALPHA;
+ dfactor = NVG_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ sfactor = NVG_ONE;
+ dfactor = NVG_ZERO;
+ }
+
+ NVGcompositeOperationState state;
+ state.srcRGB = sfactor;
+ state.dstRGB = dfactor;
+ state.srcAlpha = sfactor;
+ state.dstAlpha = dfactor;
+ return state;
+}
+
+static NVGstate* nvg__getState(NVGcontext* ctx)
+{
+ return &ctx->states[ctx->nstates-1];
+}
+
+NVGcontext* nvgCreateInternal(NVGparams* params)
+{
+ FONSparams fontParams;
+ NVGcontext* ctx = (NVGcontext*)malloc(sizeof(NVGcontext));
+ int i;
+ if (ctx == NULL) goto error;
+ memset(ctx, 0, sizeof(NVGcontext));
+
+ ctx->params = *params;
+ for (i = 0; i < NVG_MAX_FONTIMAGES; i++)
+ ctx->fontImages[i] = 0;
+
+ ctx->commands = (float*)malloc(sizeof(float)*NVG_INIT_COMMANDS_SIZE);
+ if (!ctx->commands) goto error;
+ ctx->ncommands = 0;
+ ctx->ccommands = NVG_INIT_COMMANDS_SIZE;
+
+ ctx->cache = nvg__allocPathCache();
+ if (ctx->cache == NULL) goto error;
+
+ nvgSave(ctx);
+ nvgReset(ctx);
+
+ nvg__setDevicePixelRatio(ctx, 1.0f);
+
+ if (ctx->params.renderCreate(ctx->params.userPtr) == 0) goto error;
+
+ // Init font rendering
+ memset(&fontParams, 0, sizeof(fontParams));
+ fontParams.width = NVG_INIT_FONTIMAGE_SIZE;
+ fontParams.height = NVG_INIT_FONTIMAGE_SIZE;
+ fontParams.flags = FONS_ZERO_TOPLEFT;
+ fontParams.renderCreate = NULL;
+ fontParams.renderUpdate = NULL;
+ fontParams.renderDraw = NULL;
+ fontParams.renderDelete = NULL;
+ fontParams.userPtr = NULL;
+ ctx->fs = fonsCreateInternal(&fontParams);
+ if (ctx->fs == NULL) goto error;
+
+ // Create font texture
+ ctx->fontImages[0] = ctx->params.renderCreateTexture(ctx->params.userPtr, NVG_TEXTURE_ALPHA, fontParams.width, fontParams.height, 0, NULL);
+ if (ctx->fontImages[0] == 0) goto error;
+ ctx->fontImageIdx = 0;
+
+ return ctx;
+
+error:
+ nvgDeleteInternal(ctx);
+ return 0;
+}
+
+NVGparams* nvgInternalParams(NVGcontext* ctx)
+{
+ return &ctx->params;
+}
+
+void nvgDeleteInternal(NVGcontext* ctx)
+{
+ int i;
+ if (ctx == NULL) return;
+ if (ctx->commands != NULL) free(ctx->commands);
+ if (ctx->cache != NULL) nvg__deletePathCache(ctx->cache);
+
+ if (ctx->fs)
+ fonsDeleteInternal(ctx->fs);
+
+ for (i = 0; i < NVG_MAX_FONTIMAGES; i++) {
+ if (ctx->fontImages[i] != 0) {
+ nvgDeleteImage(ctx, ctx->fontImages[i]);
+ ctx->fontImages[i] = 0;
+ }
+ }
+
+ if (ctx->params.renderDelete != NULL)
+ ctx->params.renderDelete(ctx->params.userPtr);
+
+ free(ctx);
+}
+
+void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio)
+{
+/* printf("Tris: draws:%d fill:%d stroke:%d text:%d TOT:%d\n",
+ ctx->drawCallCount, ctx->fillTriCount, ctx->strokeTriCount, ctx->textTriCount,
+ ctx->fillTriCount+ctx->strokeTriCount+ctx->textTriCount);*/
+
+ ctx->nstates = 0;
+ nvgSave(ctx);
+ nvgReset(ctx);
+
+ nvg__setDevicePixelRatio(ctx, devicePixelRatio);
+
+ ctx->params.renderViewport(ctx->params.userPtr, windowWidth, windowHeight, devicePixelRatio);
+
+ ctx->drawCallCount = 0;
+ ctx->fillTriCount = 0;
+ ctx->strokeTriCount = 0;
+ ctx->textTriCount = 0;
+}
+
+void nvgCancelFrame(NVGcontext* ctx)
+{
+ ctx->params.renderCancel(ctx->params.userPtr);
+}
+
+void nvgEndFrame(NVGcontext* ctx)
+{
+ ctx->params.renderFlush(ctx->params.userPtr);
+ if (ctx->fontImageIdx != 0) {
+ int fontImage = ctx->fontImages[ctx->fontImageIdx];
+ ctx->fontImages[ctx->fontImageIdx] = 0;
+ int i, j, iw, ih;
+ // delete images that smaller than current one
+ if (fontImage == 0)
+ return;
+ nvgImageSize(ctx, fontImage, &iw, &ih);
+ for (i = j = 0; i < ctx->fontImageIdx; i++) {
+ if (ctx->fontImages[i] != 0) {
+ int nw, nh;
+ int image = ctx->fontImages[i];
+ ctx->fontImages[i] = 0;
+ nvgImageSize(ctx, image, &nw, &nh);
+ if (nw < iw || nh < ih)
+ nvgDeleteImage(ctx, image);
+ else
+ ctx->fontImages[j++] = image;
+ }
+ }
+ // make current font image to first
+ ctx->fontImages[j] = ctx->fontImages[0];
+ ctx->fontImages[0] = fontImage;
+ ctx->fontImageIdx = 0;
+ }
+}
+
+NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b)
+{
+ return nvgRGBA(r,g,b,255);
+}
+
+NVGcolor nvgRGBf(float r, float g, float b)
+{
+ return nvgRGBAf(r,g,b,1.0f);
+}
+
+NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+ NVGcolor color;
+ // Use longer initialization to suppress warning.
+ color.r = r / 255.0f;
+ color.g = g / 255.0f;
+ color.b = b / 255.0f;
+ color.a = a / 255.0f;
+ return color;
+}
+
+NVGcolor nvgRGBAf(float r, float g, float b, float a)
+{
+ NVGcolor color;
+ // Use longer initialization to suppress warning.
+ color.r = r;
+ color.g = g;
+ color.b = b;
+ color.a = a;
+ return color;
+}
+
+NVGcolor nvgTransRGBA(NVGcolor c, unsigned char a)
+{
+ c.a = a / 255.0f;
+ return c;
+}
+
+NVGcolor nvgTransRGBAf(NVGcolor c, float a)
+{
+ c.a = a;
+ return c;
+}
+
+NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u)
+{
+ int i;
+ float oneminu;
+ NVGcolor cint = {{{0}}};
+
+ u = nvg__clampf(u, 0.0f, 1.0f);
+ oneminu = 1.0f - u;
+ for( i = 0; i <4; i++ )
+ {
+ cint.rgba[i] = c0.rgba[i] * oneminu + c1.rgba[i] * u;
+ }
+
+ return cint;
+}
+
+NVGcolor nvgHSL(float h, float s, float l)
+{
+ return nvgHSLA(h,s,l,255);
+}
+
+static float nvg__hue(float h, float m1, float m2)
+{
+ if (h < 0) h += 1;
+ if (h > 1) h -= 1;
+ if (h < 1.0f/6.0f)
+ return m1 + (m2 - m1) * h * 6.0f;
+ else if (h < 3.0f/6.0f)
+ return m2;
+ else if (h < 4.0f/6.0f)
+ return m1 + (m2 - m1) * (2.0f/3.0f - h) * 6.0f;
+ return m1;
+}
+
+NVGcolor nvgHSLA(float h, float s, float l, unsigned char a)
+{
+ float m1, m2;
+ NVGcolor col;
+ h = nvg__modf(h, 1.0f);
+ if (h < 0.0f) h += 1.0f;
+ s = nvg__clampf(s, 0.0f, 1.0f);
+ l = nvg__clampf(l, 0.0f, 1.0f);
+ m2 = l <= 0.5f ? (l * (1 + s)) : (l + s - l * s);
+ m1 = 2 * l - m2;
+ col.r = nvg__clampf(nvg__hue(h + 1.0f/3.0f, m1, m2), 0.0f, 1.0f);
+ col.g = nvg__clampf(nvg__hue(h, m1, m2), 0.0f, 1.0f);
+ col.b = nvg__clampf(nvg__hue(h - 1.0f/3.0f, m1, m2), 0.0f, 1.0f);
+ col.a = a/255.0f;
+ return col;
+}
+
+void nvgTransformIdentity(float* t)
+{
+ t[0] = 1.0f; t[1] = 0.0f;
+ t[2] = 0.0f; t[3] = 1.0f;
+ t[4] = 0.0f; t[5] = 0.0f;
+}
+
+void nvgTransformTranslate(float* t, float tx, float ty)
+{
+ t[0] = 1.0f; t[1] = 0.0f;
+ t[2] = 0.0f; t[3] = 1.0f;
+ t[4] = tx; t[5] = ty;
+}
+
+void nvgTransformScale(float* t, float sx, float sy)
+{
+ t[0] = sx; t[1] = 0.0f;
+ t[2] = 0.0f; t[3] = sy;
+ t[4] = 0.0f; t[5] = 0.0f;
+}
+
+void nvgTransformRotate(float* t, float a)
+{
+ float cs = nvg__cosf(a), sn = nvg__sinf(a);
+ t[0] = cs; t[1] = sn;
+ t[2] = -sn; t[3] = cs;
+ t[4] = 0.0f; t[5] = 0.0f;
+}
+
+void nvgTransformSkewX(float* t, float a)
+{
+ t[0] = 1.0f; t[1] = 0.0f;
+ t[2] = nvg__tanf(a); t[3] = 1.0f;
+ t[4] = 0.0f; t[5] = 0.0f;
+}
+
+void nvgTransformSkewY(float* t, float a)
+{
+ t[0] = 1.0f; t[1] = nvg__tanf(a);
+ t[2] = 0.0f; t[3] = 1.0f;
+ t[4] = 0.0f; t[5] = 0.0f;
+}
+
+void nvgTransformMultiply(float* t, const float* s)
+{
+ float t0 = t[0] * s[0] + t[1] * s[2];
+ float t2 = t[2] * s[0] + t[3] * s[2];
+ float t4 = t[4] * s[0] + t[5] * s[2] + s[4];
+ t[1] = t[0] * s[1] + t[1] * s[3];
+ t[3] = t[2] * s[1] + t[3] * s[3];
+ t[5] = t[4] * s[1] + t[5] * s[3] + s[5];
+ t[0] = t0;
+ t[2] = t2;
+ t[4] = t4;
+}
+
+void nvgTransformPremultiply(float* t, const float* s)
+{
+ float s2[6];
+ memcpy(s2, s, sizeof(float)*6);
+ nvgTransformMultiply(s2, t);
+ memcpy(t, s2, sizeof(float)*6);
+}
+
+int nvgTransformInverse(float* inv, const float* t)
+{
+ double invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1];
+ if (det > -1e-6 && det < 1e-6) {
+ nvgTransformIdentity(inv);
+ return 0;
+ }
+ invdet = 1.0 / det;
+ inv[0] = (float)(t[3] * invdet);
+ inv[2] = (float)(-t[2] * invdet);
+ inv[4] = (float)(((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet);
+ inv[1] = (float)(-t[1] * invdet);
+ inv[3] = (float)(t[0] * invdet);
+ inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet);
+ return 1;
+}
+
+void nvgTransformPoint(float* dx, float* dy, const float* t, float sx, float sy)
+{
+ *dx = sx*t[0] + sy*t[2] + t[4];
+ *dy = sx*t[1] + sy*t[3] + t[5];
+}
+
+float nvgDegToRad(float deg)
+{
+ return deg / 180.0f * NVG_PI;
+}
+
+float nvgRadToDeg(float rad)
+{
+ return rad / NVG_PI * 180.0f;
+}
+
+static void nvg__setPaintColor(NVGpaint* p, NVGcolor color)
+{
+ memset(p, 0, sizeof(*p));
+ nvgTransformIdentity(p->xform);
+ p->radius = 0.0f;
+ p->feather = 1.0f;
+ p->innerColor = color;
+ p->outerColor = color;
+}
+
+
+// State handling
+void nvgSave(NVGcontext* ctx)
+{
+ if (ctx->nstates >= NVG_MAX_STATES)
+ return;
+ if (ctx->nstates > 0)
+ memcpy(&ctx->states[ctx->nstates], &ctx->states[ctx->nstates-1], sizeof(NVGstate));
+ ctx->nstates++;
+}
+
+void nvgRestore(NVGcontext* ctx)
+{
+ if (ctx->nstates <= 1)
+ return;
+ ctx->nstates--;
+}
+
+void nvgReset(NVGcontext* ctx)
+{
+ NVGstate* state = nvg__getState(ctx);
+ memset(state, 0, sizeof(*state));
+
+ nvg__setPaintColor(&state->fill, nvgRGBA(255,255,255,255));
+ nvg__setPaintColor(&state->stroke, nvgRGBA(0,0,0,255));
+ state->compositeOperation = nvg__compositeOperationState(NVG_SOURCE_OVER);
+ state->shapeAntiAlias = 1;
+ state->strokeWidth = 1.0f;
+ state->miterLimit = 10.0f;
+ state->lineCap = NVG_BUTT;
+ state->lineJoin = NVG_MITER;
+ state->alpha = 1.0f;
+ nvgTransformIdentity(state->xform);
+
+ state->scissor.extent[0] = -1.0f;
+ state->scissor.extent[1] = -1.0f;
+
+ state->fontSize = 16.0f;
+ state->letterSpacing = 0.0f;
+ state->lineHeight = 1.0f;
+ state->fontBlur = 0.0f;
+ state->textAlign = NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE;
+ state->fontId = 0;
+}
+
+// State setting
+void nvgShapeAntiAlias(NVGcontext* ctx, int enabled)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->shapeAntiAlias = enabled;
+}
+
+void nvgStrokeWidth(NVGcontext* ctx, float width)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->strokeWidth = width;
+}
+
+void nvgMiterLimit(NVGcontext* ctx, float limit)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->miterLimit = limit;
+}
+
+void nvgLineCap(NVGcontext* ctx, int cap)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->lineCap = cap;
+}
+
+void nvgLineJoin(NVGcontext* ctx, int join)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->lineJoin = join;
+}
+
+void nvgGlobalAlpha(NVGcontext* ctx, float alpha)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->alpha = alpha;
+}
+
+void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6] = { a, b, c, d, e, f };
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgResetTransform(NVGcontext* ctx)
+{
+ NVGstate* state = nvg__getState(ctx);
+ nvgTransformIdentity(state->xform);
+}
+
+void nvgTranslate(NVGcontext* ctx, float x, float y)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6];
+ nvgTransformTranslate(t, x,y);
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgRotate(NVGcontext* ctx, float angle)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6];
+ nvgTransformRotate(t, angle);
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgSkewX(NVGcontext* ctx, float angle)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6];
+ nvgTransformSkewX(t, angle);
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgSkewY(NVGcontext* ctx, float angle)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6];
+ nvgTransformSkewY(t, angle);
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgScale(NVGcontext* ctx, float x, float y)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float t[6];
+ nvgTransformScale(t, x,y);
+ nvgTransformPremultiply(state->xform, t);
+}
+
+void nvgCurrentTransform(NVGcontext* ctx, float* xform)
+{
+ NVGstate* state = nvg__getState(ctx);
+ if (xform == NULL) return;
+ memcpy(xform, state->xform, sizeof(float)*6);
+}
+
+void nvgStrokeColor(NVGcontext* ctx, NVGcolor color)
+{
+ NVGstate* state = nvg__getState(ctx);
+ nvg__setPaintColor(&state->stroke, color);
+}
+
+void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->stroke = paint;
+ nvgTransformMultiply(state->stroke.xform, state->xform);
+}
+
+void nvgFillColor(NVGcontext* ctx, NVGcolor color)
+{
+ NVGstate* state = nvg__getState(ctx);
+ nvg__setPaintColor(&state->fill, color);
+}
+
+void nvgFillPaint(NVGcontext* ctx, NVGpaint paint)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->fill = paint;
+ nvgTransformMultiply(state->fill.xform, state->xform);
+}
+
+#ifndef NVG_NO_STB
+int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags)
+{
+ int w, h, n, image;
+ unsigned char* img;
+ stbi_set_unpremultiply_on_load(1);
+ stbi_convert_iphone_png_to_rgb(1);
+ img = stbi_load(filename, &w, &h, &n, 4);
+ if (img == NULL) {
+// printf("Failed to load %s - %s\n", filename, stbi_failure_reason());
+ return 0;
+ }
+ image = nvgCreateImageRGBA(ctx, w, h, imageFlags, img);
+ stbi_image_free(img);
+ return image;
+}
+
+int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata)
+{
+ int w, h, n, image;
+ unsigned char* img = stbi_load_from_memory(data, ndata, &w, &h, &n, 4);
+ if (img == NULL) {
+// printf("Failed to load %s - %s\n", filename, stbi_failure_reason());
+ return 0;
+ }
+ image = nvgCreateImageRGBA(ctx, w, h, imageFlags, img);
+ stbi_image_free(img);
+ return image;
+}
+#endif
+
+int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data)
+{
+ return ctx->params.renderCreateTexture(ctx->params.userPtr, NVG_TEXTURE_RGBA, w, h, imageFlags, data);
+}
+
+int nvgCreateImageAlpha(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data)
+{
+ return ctx->params.renderCreateTexture(ctx->params.userPtr, NVG_TEXTURE_ALPHA, w, h, imageFlags, data);
+}
+
+void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data)
+{
+ int w, h;
+ ctx->params.renderGetTextureSize(ctx->params.userPtr, image, &w, &h);
+ ctx->params.renderUpdateTexture(ctx->params.userPtr, image, 0,0, w,h, data);
+}
+
+void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h)
+{
+ ctx->params.renderGetTextureSize(ctx->params.userPtr, image, w, h);
+}
+
+void nvgDeleteImage(NVGcontext* ctx, int image)
+{
+ ctx->params.renderDeleteTexture(ctx->params.userPtr, image);
+}
+
+NVGpaint nvgLinearGradient(NVGcontext* ctx,
+ float sx, float sy, float ex, float ey,
+ NVGcolor icol, NVGcolor ocol)
+{
+ NVGpaint p;
+ float dx, dy, d;
+ const float large = 1e5;
+ NVG_NOTUSED(ctx);
+ memset(&p, 0, sizeof(p));
+
+ // Calculate transform aligned to the line
+ dx = ex - sx;
+ dy = ey - sy;
+ d = sqrtf(dx*dx + dy*dy);
+ if (d > 0.0001f) {
+ dx /= d;
+ dy /= d;
+ } else {
+ dx = 0;
+ dy = 1;
+ }
+
+ p.xform[0] = dy; p.xform[1] = -dx;
+ p.xform[2] = dx; p.xform[3] = dy;
+ p.xform[4] = sx - dx*large; p.xform[5] = sy - dy*large;
+
+ p.extent[0] = large;
+ p.extent[1] = large + d*0.5f;
+
+ p.radius = 0.0f;
+
+ p.feather = nvg__maxf(1.0f, d);
+
+ p.innerColor = icol;
+ p.outerColor = ocol;
+
+ return p;
+}
+
+NVGpaint nvgRadialGradient(NVGcontext* ctx,
+ float cx, float cy, float inr, float outr,
+ NVGcolor icol, NVGcolor ocol)
+{
+ NVGpaint p;
+ float r = (inr+outr)*0.5f;
+ float f = (outr-inr);
+ NVG_NOTUSED(ctx);
+ memset(&p, 0, sizeof(p));
+
+ nvgTransformIdentity(p.xform);
+ p.xform[4] = cx;
+ p.xform[5] = cy;
+
+ p.extent[0] = r;
+ p.extent[1] = r;
+
+ p.radius = r;
+
+ p.feather = nvg__maxf(1.0f, f);
+
+ p.innerColor = icol;
+ p.outerColor = ocol;
+
+ return p;
+}
+
+NVGpaint nvgBoxGradient(NVGcontext* ctx,
+ float x, float y, float w, float h, float r, float f,
+ NVGcolor icol, NVGcolor ocol)
+{
+ NVGpaint p;
+ NVG_NOTUSED(ctx);
+ memset(&p, 0, sizeof(p));
+
+ nvgTransformIdentity(p.xform);
+ p.xform[4] = x+w*0.5f;
+ p.xform[5] = y+h*0.5f;
+
+ p.extent[0] = w*0.5f;
+ p.extent[1] = h*0.5f;
+
+ p.radius = r;
+
+ p.feather = nvg__maxf(1.0f, f);
+
+ p.innerColor = icol;
+ p.outerColor = ocol;
+
+ return p;
+}
+
+
+NVGpaint nvgImagePattern(NVGcontext* ctx,
+ float cx, float cy, float w, float h, float angle,
+ int image, float alpha)
+{
+ NVGpaint p;
+ NVG_NOTUSED(ctx);
+ memset(&p, 0, sizeof(p));
+
+ nvgTransformRotate(p.xform, angle);
+ p.xform[4] = cx;
+ p.xform[5] = cy;
+
+ p.extent[0] = w;
+ p.extent[1] = h;
+
+ p.image = image;
+
+ p.innerColor = p.outerColor = nvgRGBAf(1,1,1,alpha);
+
+ return p;
+}
+
+// Scissoring
+void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h)
+{
+ NVGstate* state = nvg__getState(ctx);
+
+ w = nvg__maxf(0.0f, w);
+ h = nvg__maxf(0.0f, h);
+
+ nvgTransformIdentity(state->scissor.xform);
+ state->scissor.xform[4] = x+w*0.5f;
+ state->scissor.xform[5] = y+h*0.5f;
+ nvgTransformMultiply(state->scissor.xform, state->xform);
+
+ state->scissor.extent[0] = w*0.5f;
+ state->scissor.extent[1] = h*0.5f;
+}
+
+static void nvg__isectRects(float* dst,
+ float ax, float ay, float aw, float ah,
+ float bx, float by, float bw, float bh)
+{
+ float minx = nvg__maxf(ax, bx);
+ float miny = nvg__maxf(ay, by);
+ float maxx = nvg__minf(ax+aw, bx+bw);
+ float maxy = nvg__minf(ay+ah, by+bh);
+ dst[0] = minx;
+ dst[1] = miny;
+ dst[2] = nvg__maxf(0.0f, maxx - minx);
+ dst[3] = nvg__maxf(0.0f, maxy - miny);
+}
+
+void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float pxform[6], invxorm[6];
+ float rect[4];
+ float ex, ey, tex, tey;
+
+ // If no previous scissor has been set, set the scissor as current scissor.
+ if (state->scissor.extent[0] < 0) {
+ nvgScissor(ctx, x, y, w, h);
+ return;
+ }
+
+ // Transform the current scissor rect into current transform space.
+ // If there is difference in rotation, this will be approximation.
+ memcpy(pxform, state->scissor.xform, sizeof(float)*6);
+ ex = state->scissor.extent[0];
+ ey = state->scissor.extent[1];
+ nvgTransformInverse(invxorm, state->xform);
+ nvgTransformMultiply(pxform, invxorm);
+ tex = ex*nvg__absf(pxform[0]) + ey*nvg__absf(pxform[2]);
+ tey = ex*nvg__absf(pxform[1]) + ey*nvg__absf(pxform[3]);
+
+ // Intersect rects.
+ nvg__isectRects(rect, pxform[4]-tex,pxform[5]-tey,tex*2,tey*2, x,y,w,h);
+
+ nvgScissor(ctx, rect[0], rect[1], rect[2], rect[3]);
+}
+
+void nvgResetScissor(NVGcontext* ctx)
+{
+ NVGstate* state = nvg__getState(ctx);
+ memset(state->scissor.xform, 0, sizeof(state->scissor.xform));
+ state->scissor.extent[0] = -1.0f;
+ state->scissor.extent[1] = -1.0f;
+}
+
+// Global composite operation.
+void nvgGlobalCompositeOperation(NVGcontext* ctx, int op)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->compositeOperation = nvg__compositeOperationState(op);
+}
+
+void nvgGlobalCompositeBlendFunc(NVGcontext* ctx, int sfactor, int dfactor)
+{
+ nvgGlobalCompositeBlendFuncSeparate(ctx, sfactor, dfactor, sfactor, dfactor);
+}
+
+void nvgGlobalCompositeBlendFuncSeparate(NVGcontext* ctx, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
+{
+ NVGcompositeOperationState op;
+ op.srcRGB = srcRGB;
+ op.dstRGB = dstRGB;
+ op.srcAlpha = srcAlpha;
+ op.dstAlpha = dstAlpha;
+
+ NVGstate* state = nvg__getState(ctx);
+ state->compositeOperation = op;
+}
+
+static int nvg__ptEquals(float x1, float y1, float x2, float y2, float tol)
+{
+ float dx = x2 - x1;
+ float dy = y2 - y1;
+ return dx*dx + dy*dy < tol*tol;
+}
+
+static float nvg__distPtSeg(float x, float y, float px, float py, float qx, float qy)
+{
+ float pqx, pqy, dx, dy, d, t;
+ pqx = qx-px;
+ pqy = qy-py;
+ dx = x-px;
+ dy = y-py;
+ d = pqx*pqx + pqy*pqy;
+ t = pqx*dx + pqy*dy;
+ if (d > 0) t /= d;
+ if (t < 0) t = 0;
+ else if (t > 1) t = 1;
+ dx = px + t*pqx - x;
+ dy = py + t*pqy - y;
+ return dx*dx + dy*dy;
+}
+
+static void nvg__appendCommands(NVGcontext* ctx, float* vals, int nvals)
+{
+ NVGstate* state = nvg__getState(ctx);
+ int i;
+
+ if (ctx->ncommands+nvals > ctx->ccommands) {
+ float* commands;
+ int ccommands = ctx->ncommands+nvals + ctx->ccommands/2;
+ commands = (float*)realloc(ctx->commands, sizeof(float)*ccommands);
+ if (commands == NULL) return;
+ ctx->commands = commands;
+ ctx->ccommands = ccommands;
+ }
+
+ if ((int)vals[0] != NVG_CLOSE && (int)vals[0] != NVG_WINDING) {
+ ctx->commandx = vals[nvals-2];
+ ctx->commandy = vals[nvals-1];
+ }
+
+ // transform commands
+ i = 0;
+ while (i < nvals) {
+ int cmd = (int)vals[i];
+ switch (cmd) {
+ case NVG_MOVETO:
+ nvgTransformPoint(&vals[i+1],&vals[i+2], state->xform, vals[i+1],vals[i+2]);
+ i += 3;
+ break;
+ case NVG_LINETO:
+ nvgTransformPoint(&vals[i+1],&vals[i+2], state->xform, vals[i+1],vals[i+2]);
+ i += 3;
+ break;
+ case NVG_BEZIERTO:
+ nvgTransformPoint(&vals[i+1],&vals[i+2], state->xform, vals[i+1],vals[i+2]);
+ nvgTransformPoint(&vals[i+3],&vals[i+4], state->xform, vals[i+3],vals[i+4]);
+ nvgTransformPoint(&vals[i+5],&vals[i+6], state->xform, vals[i+5],vals[i+6]);
+ i += 7;
+ break;
+ case NVG_CLOSE:
+ i++;
+ break;
+ case NVG_WINDING:
+ i += 2;
+ break;
+ default:
+ i++;
+ }
+ }
+
+ memcpy(&ctx->commands[ctx->ncommands], vals, nvals*sizeof(float));
+
+ ctx->ncommands += nvals;
+}
+
+
+static void nvg__clearPathCache(NVGcontext* ctx)
+{
+ ctx->cache->npoints = 0;
+ ctx->cache->npaths = 0;
+}
+
+static NVGpath* nvg__lastPath(NVGcontext* ctx)
+{
+ if (ctx->cache->npaths > 0)
+ return &ctx->cache->paths[ctx->cache->npaths-1];
+ return NULL;
+}
+
+static void nvg__addPath(NVGcontext* ctx)
+{
+ NVGpath* path;
+ if (ctx->cache->npaths+1 > ctx->cache->cpaths) {
+ NVGpath* paths;
+ int cpaths = ctx->cache->npaths+1 + ctx->cache->cpaths/2;
+ paths = (NVGpath*)realloc(ctx->cache->paths, sizeof(NVGpath)*cpaths);
+ if (paths == NULL) return;
+ ctx->cache->paths = paths;
+ ctx->cache->cpaths = cpaths;
+ }
+ path = &ctx->cache->paths[ctx->cache->npaths];
+ memset(path, 0, sizeof(*path));
+ path->first = ctx->cache->npoints;
+ path->winding = NVG_CCW;
+
+ ctx->cache->npaths++;
+}
+
+static NVGpoint* nvg__lastPoint(NVGcontext* ctx)
+{
+ if (ctx->cache->npoints > 0)
+ return &ctx->cache->points[ctx->cache->npoints-1];
+ return NULL;
+}
+
+static void nvg__addPoint(NVGcontext* ctx, float x, float y, int flags)
+{
+ NVGpath* path = nvg__lastPath(ctx);
+ NVGpoint* pt;
+ if (path == NULL) return;
+
+ if (path->count > 0 && ctx->cache->npoints > 0) {
+ pt = nvg__lastPoint(ctx);
+ if (nvg__ptEquals(pt->x,pt->y, x,y, ctx->distTol)) {
+ pt->flags |= flags;
+ return;
+ }
+ }
+
+ if (ctx->cache->npoints+1 > ctx->cache->cpoints) {
+ NVGpoint* points;
+ int cpoints = ctx->cache->npoints+1 + ctx->cache->cpoints/2;
+ points = (NVGpoint*)realloc(ctx->cache->points, sizeof(NVGpoint)*cpoints);
+ if (points == NULL) return;
+ ctx->cache->points = points;
+ ctx->cache->cpoints = cpoints;
+ }
+
+ pt = &ctx->cache->points[ctx->cache->npoints];
+ memset(pt, 0, sizeof(*pt));
+ pt->x = x;
+ pt->y = y;
+ pt->flags = (unsigned char)flags;
+
+ ctx->cache->npoints++;
+ path->count++;
+}
+
+static void nvg__closePath(NVGcontext* ctx)
+{
+ NVGpath* path = nvg__lastPath(ctx);
+ if (path == NULL) return;
+ path->closed = 1;
+}
+
+static void nvg__pathWinding(NVGcontext* ctx, int winding)
+{
+ NVGpath* path = nvg__lastPath(ctx);
+ if (path == NULL) return;
+ path->winding = winding;
+}
+
+static float nvg__getAverageScale(float *t)
+{
+ float sx = sqrtf(t[0]*t[0] + t[2]*t[2]);
+ float sy = sqrtf(t[1]*t[1] + t[3]*t[3]);
+ return (sx + sy) * 0.5f;
+}
+
+static NVGvertex* nvg__allocTempVerts(NVGcontext* ctx, int nverts)
+{
+ if (nverts > ctx->cache->cverts) {
+ NVGvertex* verts;
+ int cverts = (nverts + 0xff) & ~0xff; // Round up to prevent allocations when things change just slightly.
+ verts = (NVGvertex*)realloc(ctx->cache->verts, sizeof(NVGvertex)*cverts);
+ if (verts == NULL) return NULL;
+ ctx->cache->verts = verts;
+ ctx->cache->cverts = cverts;
+ }
+
+ return ctx->cache->verts;
+}
+
+static float nvg__triarea2(float ax, float ay, float bx, float by, float cx, float cy)
+{
+ float abx = bx - ax;
+ float aby = by - ay;
+ float acx = cx - ax;
+ float acy = cy - ay;
+ return acx*aby - abx*acy;
+}
+
+static float nvg__polyArea(NVGpoint* pts, int npts)
+{
+ int i;
+ float area = 0;
+ for (i = 2; i < npts; i++) {
+ NVGpoint* a = &pts[0];
+ NVGpoint* b = &pts[i-1];
+ NVGpoint* c = &pts[i];
+ area += nvg__triarea2(a->x,a->y, b->x,b->y, c->x,c->y);
+ }
+ return area * 0.5f;
+}
+
+static void nvg__polyReverse(NVGpoint* pts, int npts)
+{
+ NVGpoint tmp;
+ int i = 0, j = npts-1;
+ while (i < j) {
+ tmp = pts[i];
+ pts[i] = pts[j];
+ pts[j] = tmp;
+ i++;
+ j--;
+ }
+}
+
+
+static void nvg__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 nvg__tesselateBezier(NVGcontext* ctx,
+ float x1, float y1, float x2, float y2,
+ float x3, float y3, float x4, float y4,
+ int level, int type)
+{
+ float x12,y12,x23,y23,x34,y34,x123,y123,x234,y234,x1234,y1234;
+ float dx,dy,d2,d3;
+
+ if (level > 10) return;
+
+ x12 = (x1+x2)*0.5f;
+ y12 = (y1+y2)*0.5f;
+ x23 = (x2+x3)*0.5f;
+ y23 = (y2+y3)*0.5f;
+ x34 = (x3+x4)*0.5f;
+ y34 = (y3+y4)*0.5f;
+ x123 = (x12+x23)*0.5f;
+ y123 = (y12+y23)*0.5f;
+
+ dx = x4 - x1;
+ dy = y4 - y1;
+ d2 = nvg__absf(((x2 - x4) * dy - (y2 - y4) * dx));
+ d3 = nvg__absf(((x3 - x4) * dy - (y3 - y4) * dx));
+
+ if ((d2 + d3)*(d2 + d3) < ctx->tessTol * (dx*dx + dy*dy)) {
+ nvg__addPoint(ctx, x4, y4, type);
+ return;
+ }
+
+/* if (nvg__absf(x1+x3-x2-x2) + nvg__absf(y1+y3-y2-y2) + nvg__absf(x2+x4-x3-x3) + nvg__absf(y2+y4-y3-y3) < ctx->tessTol) {
+ nvg__addPoint(ctx, x4, y4, type);
+ return;
+ }*/
+
+ x234 = (x23+x34)*0.5f;
+ y234 = (y23+y34)*0.5f;
+ x1234 = (x123+x234)*0.5f;
+ y1234 = (y123+y234)*0.5f;
+
+ nvg__tesselateBezier(ctx, x1,y1, x12,y12, x123,y123, x1234,y1234, level+1, 0);
+ nvg__tesselateBezier(ctx, x1234,y1234, x234,y234, x34,y34, x4,y4, level+1, type);
+}
+
+static void nvg__flattenPaths(NVGcontext* ctx)
+{
+ NVGpathCache* cache = ctx->cache;
+// NVGstate* state = nvg__getState(ctx);
+ NVGpoint* last;
+ NVGpoint* p0;
+ NVGpoint* p1;
+ NVGpoint* pts;
+ NVGpath* path;
+ int i, j;
+ float* cp1;
+ float* cp2;
+ float* p;
+ float area;
+
+ if (cache->npaths > 0)
+ return;
+
+ // Flatten
+ i = 0;
+ while (i < ctx->ncommands) {
+ int cmd = (int)ctx->commands[i];
+ switch (cmd) {
+ case NVG_MOVETO:
+ nvg__addPath(ctx);
+ p = &ctx->commands[i+1];
+ nvg__addPoint(ctx, p[0], p[1], NVG_PT_CORNER);
+ i += 3;
+ break;
+ case NVG_LINETO:
+ p = &ctx->commands[i+1];
+ nvg__addPoint(ctx, p[0], p[1], NVG_PT_CORNER);
+ i += 3;
+ break;
+ case NVG_BEZIERTO:
+ last = nvg__lastPoint(ctx);
+ if (last != NULL) {
+ cp1 = &ctx->commands[i+1];
+ cp2 = &ctx->commands[i+3];
+ p = &ctx->commands[i+5];
+ nvg__tesselateBezier(ctx, last->x,last->y, cp1[0],cp1[1], cp2[0],cp2[1], p[0],p[1], 0, NVG_PT_CORNER);
+ }
+ i += 7;
+ break;
+ case NVG_CLOSE:
+ nvg__closePath(ctx);
+ i++;
+ break;
+ case NVG_WINDING:
+ nvg__pathWinding(ctx, (int)ctx->commands[i+1]);
+ i += 2;
+ break;
+ default:
+ i++;
+ }
+ }
+
+ cache->bounds[0] = cache->bounds[1] = 1e6f;
+ cache->bounds[2] = cache->bounds[3] = -1e6f;
+
+ // Calculate the direction and length of line segments.
+ for (j = 0; j < cache->npaths; j++) {
+ path = &cache->paths[j];
+ pts = &cache->points[path->first];
+
+ // If the first and last points are the same, remove the last, mark as closed path.
+ p0 = &pts[path->count-1];
+ p1 = &pts[0];
+ if (nvg__ptEquals(p0->x,p0->y, p1->x,p1->y, ctx->distTol)) {
+ path->count--;
+ p0 = &pts[path->count-1];
+ path->closed = 1;
+ }
+
+ // Enforce winding.
+ if (path->count > 2) {
+ area = nvg__polyArea(pts, path->count);
+ if (path->winding == NVG_CCW && area < 0.0f)
+ nvg__polyReverse(pts, path->count);
+ if (path->winding == NVG_CW && area > 0.0f)
+ nvg__polyReverse(pts, path->count);
+ }
+
+ for(i = 0; i < path->count; i++) {
+ // Calculate segment direction and length
+ p0->dx = p1->x - p0->x;
+ p0->dy = p1->y - p0->y;
+ p0->len = nvg__normalize(&p0->dx, &p0->dy);
+ // Update bounds
+ cache->bounds[0] = nvg__minf(cache->bounds[0], p0->x);
+ cache->bounds[1] = nvg__minf(cache->bounds[1], p0->y);
+ cache->bounds[2] = nvg__maxf(cache->bounds[2], p0->x);
+ cache->bounds[3] = nvg__maxf(cache->bounds[3], p0->y);
+ // Advance
+ p0 = p1++;
+ }
+ }
+}
+
+static int nvg__curveDivs(float r, float arc, float tol)
+{
+ float da = acosf(r / (r + tol)) * 2.0f;
+ return nvg__maxi(2, (int)ceilf(arc / da));
+}
+
+static void nvg__chooseBevel(int bevel, NVGpoint* p0, NVGpoint* p1, float w,
+ float* x0, float* y0, float* x1, float* y1)
+{
+ if (bevel) {
+ *x0 = p1->x + p0->dy * w;
+ *y0 = p1->y - p0->dx * w;
+ *x1 = p1->x + p1->dy * w;
+ *y1 = p1->y - p1->dx * w;
+ } else {
+ *x0 = p1->x + p1->dmx * w;
+ *y0 = p1->y + p1->dmy * w;
+ *x1 = p1->x + p1->dmx * w;
+ *y1 = p1->y + p1->dmy * w;
+ }
+}
+
+static NVGvertex* nvg__roundJoin(NVGvertex* dst, NVGpoint* p0, NVGpoint* p1,
+ float lw, float rw, float lu, float ru, int ncap,
+ float fringe)
+{
+ int i, n;
+ float dlx0 = p0->dy;
+ float dly0 = -p0->dx;
+ float dlx1 = p1->dy;
+ float dly1 = -p1->dx;
+ NVG_NOTUSED(fringe);
+
+ if (p1->flags & NVG_PT_LEFT) {
+ float lx0,ly0,lx1,ly1,a0,a1;
+ nvg__chooseBevel(p1->flags & NVG_PR_INNERBEVEL, p0, p1, lw, &lx0,&ly0, &lx1,&ly1);
+ a0 = atan2f(-dly0, -dlx0);
+ a1 = atan2f(-dly1, -dlx1);
+ if (a1 > a0) a1 -= NVG_PI*2;
+
+ nvg__vset(dst, lx0, ly0, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx0*rw, p1->y - dly0*rw, ru,1); dst++;
+
+ n = nvg__clampi((int)ceilf(((a0 - a1) / NVG_PI) * ncap), 2, ncap);
+ for (i = 0; i < n; i++) {
+ float u = i/(float)(n-1);
+ float a = a0 + u*(a1-a0);
+ float rx = p1->x + cosf(a) * rw;
+ float ry = p1->y + sinf(a) * rw;
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+ nvg__vset(dst, rx, ry, ru,1); dst++;
+ }
+
+ nvg__vset(dst, lx1, ly1, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx1*rw, p1->y - dly1*rw, ru,1); dst++;
+
+ } else {
+ float rx0,ry0,rx1,ry1,a0,a1;
+ nvg__chooseBevel(p1->flags & NVG_PR_INNERBEVEL, p0, p1, -rw, &rx0,&ry0, &rx1,&ry1);
+ a0 = atan2f(dly0, dlx0);
+ a1 = atan2f(dly1, dlx1);
+ if (a1 < a0) a1 += NVG_PI*2;
+
+ nvg__vset(dst, p1->x + dlx0*rw, p1->y + dly0*rw, lu,1); dst++;
+ nvg__vset(dst, rx0, ry0, ru,1); dst++;
+
+ n = nvg__clampi((int)ceilf(((a1 - a0) / NVG_PI) * ncap), 2, ncap);
+ for (i = 0; i < n; i++) {
+ float u = i/(float)(n-1);
+ float a = a0 + u*(a1-a0);
+ float lx = p1->x + cosf(a) * lw;
+ float ly = p1->y + sinf(a) * lw;
+ nvg__vset(dst, lx, ly, lu,1); dst++;
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+ }
+
+ nvg__vset(dst, p1->x + dlx1*rw, p1->y + dly1*rw, lu,1); dst++;
+ nvg__vset(dst, rx1, ry1, ru,1); dst++;
+
+ }
+ return dst;
+}
+
+static NVGvertex* nvg__bevelJoin(NVGvertex* dst, NVGpoint* p0, NVGpoint* p1,
+ float lw, float rw, float lu, float ru, float fringe)
+{
+ float rx0,ry0,rx1,ry1;
+ float lx0,ly0,lx1,ly1;
+ float dlx0 = p0->dy;
+ float dly0 = -p0->dx;
+ float dlx1 = p1->dy;
+ float dly1 = -p1->dx;
+ NVG_NOTUSED(fringe);
+
+ if (p1->flags & NVG_PT_LEFT) {
+ nvg__chooseBevel(p1->flags & NVG_PR_INNERBEVEL, p0, p1, lw, &lx0,&ly0, &lx1,&ly1);
+
+ nvg__vset(dst, lx0, ly0, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx0*rw, p1->y - dly0*rw, ru,1); dst++;
+
+ if (p1->flags & NVG_PT_BEVEL) {
+ nvg__vset(dst, lx0, ly0, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx0*rw, p1->y - dly0*rw, ru,1); dst++;
+
+ nvg__vset(dst, lx1, ly1, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx1*rw, p1->y - dly1*rw, ru,1); dst++;
+ } else {
+ rx0 = p1->x - p1->dmx * rw;
+ ry0 = p1->y - p1->dmy * rw;
+
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+ nvg__vset(dst, p1->x - dlx0*rw, p1->y - dly0*rw, ru,1); dst++;
+
+ nvg__vset(dst, rx0, ry0, ru,1); dst++;
+ nvg__vset(dst, rx0, ry0, ru,1); dst++;
+
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+ nvg__vset(dst, p1->x - dlx1*rw, p1->y - dly1*rw, ru,1); dst++;
+ }
+
+ nvg__vset(dst, lx1, ly1, lu,1); dst++;
+ nvg__vset(dst, p1->x - dlx1*rw, p1->y - dly1*rw, ru,1); dst++;
+
+ } else {
+ nvg__chooseBevel(p1->flags & NVG_PR_INNERBEVEL, p0, p1, -rw, &rx0,&ry0, &rx1,&ry1);
+
+ nvg__vset(dst, p1->x + dlx0*lw, p1->y + dly0*lw, lu,1); dst++;
+ nvg__vset(dst, rx0, ry0, ru,1); dst++;
+
+ if (p1->flags & NVG_PT_BEVEL) {
+ nvg__vset(dst, p1->x + dlx0*lw, p1->y + dly0*lw, lu,1); dst++;
+ nvg__vset(dst, rx0, ry0, ru,1); dst++;
+
+ nvg__vset(dst, p1->x + dlx1*lw, p1->y + dly1*lw, lu,1); dst++;
+ nvg__vset(dst, rx1, ry1, ru,1); dst++;
+ } else {
+ lx0 = p1->x + p1->dmx * lw;
+ ly0 = p1->y + p1->dmy * lw;
+
+ nvg__vset(dst, p1->x + dlx0*lw, p1->y + dly0*lw, lu,1); dst++;
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+
+ nvg__vset(dst, lx0, ly0, lu,1); dst++;
+ nvg__vset(dst, lx0, ly0, lu,1); dst++;
+
+ nvg__vset(dst, p1->x + dlx1*lw, p1->y + dly1*lw, lu,1); dst++;
+ nvg__vset(dst, p1->x, p1->y, 0.5f,1); dst++;
+ }
+
+ nvg__vset(dst, p1->x + dlx1*lw, p1->y + dly1*lw, lu,1); dst++;
+ nvg__vset(dst, rx1, ry1, ru,1); dst++;
+ }
+
+ return dst;
+}
+
+static NVGvertex* nvg__buttCapStart(NVGvertex* dst, NVGpoint* p,
+ float dx, float dy, float w, float d,
+ float aa, float u0, float u1)
+{
+ float px = p->x - dx*d;
+ float py = p->y - dy*d;
+ float dlx = dy;
+ float dly = -dx;
+ nvg__vset(dst, px + dlx*w - dx*aa, py + dly*w - dy*aa, u0,0); dst++;
+ nvg__vset(dst, px - dlx*w - dx*aa, py - dly*w - dy*aa, u1,0); dst++;
+ nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
+ nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
+ return dst;
+}
+
+static NVGvertex* nvg__buttCapEnd(NVGvertex* dst, NVGpoint* p,
+ float dx, float dy, float w, float d,
+ float aa, float u0, float u1)
+{
+ float px = p->x + dx*d;
+ float py = p->y + dy*d;
+ float dlx = dy;
+ float dly = -dx;
+ nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
+ nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
+ nvg__vset(dst, px + dlx*w + dx*aa, py + dly*w + dy*aa, u0,0); dst++;
+ nvg__vset(dst, px - dlx*w + dx*aa, py - dly*w + dy*aa, u1,0); dst++;
+ return dst;
+}
+
+
+static NVGvertex* nvg__roundCapStart(NVGvertex* dst, NVGpoint* p,
+ float dx, float dy, float w, int ncap,
+ float aa, float u0, float u1)
+{
+ int i;
+ float px = p->x;
+ float py = p->y;
+ float dlx = dy;
+ float dly = -dx;
+ NVG_NOTUSED(aa);
+ for (i = 0; i < ncap; i++) {
+ float a = i/(float)(ncap-1)*NVG_PI;
+ float ax = cosf(a) * w, ay = sinf(a) * w;
+ nvg__vset(dst, px - dlx*ax - dx*ay, py - dly*ax - dy*ay, u0,1); dst++;
+ nvg__vset(dst, px, py, 0.5f,1); dst++;
+ }
+ nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
+ nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
+ return dst;
+}
+
+static NVGvertex* nvg__roundCapEnd(NVGvertex* dst, NVGpoint* p,
+ float dx, float dy, float w, int ncap,
+ float aa, float u0, float u1)
+{
+ int i;
+ float px = p->x;
+ float py = p->y;
+ float dlx = dy;
+ float dly = -dx;
+ NVG_NOTUSED(aa);
+ nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
+ nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
+ for (i = 0; i < ncap; i++) {
+ float a = i/(float)(ncap-1)*NVG_PI;
+ float ax = cosf(a) * w, ay = sinf(a) * w;
+ nvg__vset(dst, px, py, 0.5f,1); dst++;
+ nvg__vset(dst, px - dlx*ax + dx*ay, py - dly*ax + dy*ay, u0,1); dst++;
+ }
+ return dst;
+}
+
+
+static void nvg__calculateJoins(NVGcontext* ctx, float w, int lineJoin, float miterLimit)
+{
+ NVGpathCache* cache = ctx->cache;
+ int i, j;
+ float iw = 0.0f;
+
+ if (w > 0.0f) iw = 1.0f / w;
+
+ // Calculate which joins needs extra vertices to append, and gather vertex count.
+ for (i = 0; i < cache->npaths; i++) {
+ NVGpath* path = &cache->paths[i];
+ NVGpoint* pts = &cache->points[path->first];
+ NVGpoint* p0 = &pts[path->count-1];
+ NVGpoint* p1 = &pts[0];
+ int nleft = 0;
+
+ path->nbevel = 0;
+
+ for (j = 0; j < path->count; j++) {
+ float dlx0, dly0, dlx1, dly1, dmr2, cross, limit;
+ dlx0 = p0->dy;
+ dly0 = -p0->dx;
+ dlx1 = p1->dy;
+ dly1 = -p1->dx;
+ // Calculate extrusions
+ p1->dmx = (dlx0 + dlx1) * 0.5f;
+ p1->dmy = (dly0 + dly1) * 0.5f;
+ dmr2 = p1->dmx*p1->dmx + p1->dmy*p1->dmy;
+ if (dmr2 > 0.000001f) {
+ float scale = 1.0f / dmr2;
+ if (scale > 600.0f) {
+ scale = 600.0f;
+ }
+ p1->dmx *= scale;
+ p1->dmy *= scale;
+ }
+
+ // Clear flags, but keep the corner.
+ p1->flags = (p1->flags & NVG_PT_CORNER) ? NVG_PT_CORNER : 0;
+
+ // Keep track of left turns.
+ cross = p1->dx * p0->dy - p0->dx * p1->dy;
+ if (cross > 0.0f) {
+ nleft++;
+ p1->flags |= NVG_PT_LEFT;
+ }
+
+ // Calculate if we should use bevel or miter for inner join.
+ limit = nvg__maxf(1.01f, nvg__minf(p0->len, p1->len) * iw);
+ if ((dmr2 * limit*limit) < 1.0f)
+ p1->flags |= NVG_PR_INNERBEVEL;
+
+ // Check to see if the corner needs to be beveled.
+ if (p1->flags & NVG_PT_CORNER) {
+ if ((dmr2 * miterLimit*miterLimit) < 1.0f || lineJoin == NVG_BEVEL || lineJoin == NVG_ROUND) {
+ p1->flags |= NVG_PT_BEVEL;
+ }
+ }
+
+ if ((p1->flags & (NVG_PT_BEVEL | NVG_PR_INNERBEVEL)) != 0)
+ path->nbevel++;
+
+ p0 = p1++;
+ }
+
+ path->convex = (nleft == path->count) ? 1 : 0;
+ }
+}
+
+
+static int nvg__expandStroke(NVGcontext* ctx, float w, float fringe, int lineCap, int lineJoin, float miterLimit)
+{
+ NVGpathCache* cache = ctx->cache;
+ NVGvertex* verts;
+ NVGvertex* dst;
+ int cverts, i, j;
+ float aa = fringe;//ctx->fringeWidth;
+ float u0 = 0.0f, u1 = 1.0f;
+ int ncap = nvg__curveDivs(w, NVG_PI, ctx->tessTol); // Calculate divisions per half circle.
+
+ w += aa * 0.5f;
+
+ // Disable the gradient used for antialiasing when antialiasing is not used.
+ if (aa == 0.0f) {
+ u0 = 0.5f;
+ u1 = 0.5f;
+ }
+
+ nvg__calculateJoins(ctx, w, lineJoin, miterLimit);
+
+ // Calculate max vertex usage.
+ cverts = 0;
+ for (i = 0; i < cache->npaths; i++) {
+ NVGpath* path = &cache->paths[i];
+ int loop = (path->closed == 0) ? 0 : 1;
+ if (lineJoin == NVG_ROUND)
+ cverts += (path->count + path->nbevel*(ncap+2) + 1) * 2; // plus one for loop
+ else
+ cverts += (path->count + path->nbevel*5 + 1) * 2; // plus one for loop
+ if (loop == 0) {
+ // space for caps
+ if (lineCap == NVG_ROUND) {
+ cverts += (ncap*2 + 2)*2;
+ } else {
+ cverts += (3+3)*2;
+ }
+ }
+ }
+
+ verts = nvg__allocTempVerts(ctx, cverts);
+ if (verts == NULL) return 0;
+
+ for (i = 0; i < cache->npaths; i++) {
+ NVGpath* path = &cache->paths[i];
+ NVGpoint* pts = &cache->points[path->first];
+ NVGpoint* p0;
+ NVGpoint* p1;
+ int s, e, loop;
+ float dx, dy;
+
+ path->fill = 0;
+ path->nfill = 0;
+
+ // Calculate fringe or stroke
+ loop = (path->closed == 0) ? 0 : 1;
+ dst = verts;
+ path->stroke = dst;
+
+ if (loop) {
+ // Looping
+ p0 = &pts[path->count-1];
+ p1 = &pts[0];
+ s = 0;
+ e = path->count;
+ } else {
+ // Add cap
+ p0 = &pts[0];
+ p1 = &pts[1];
+ s = 1;
+ e = path->count-1;
+ }
+
+ if (loop == 0) {
+ // Add cap
+ dx = p1->x - p0->x;
+ dy = p1->y - p0->y;
+ nvg__normalize(&dx, &dy);
+ if (lineCap == NVG_BUTT)
+ dst = nvg__buttCapStart(dst, p0, dx, dy, w, -aa*0.5f, aa, u0, u1);
+ else if (lineCap == NVG_BUTT || lineCap == NVG_SQUARE)
+ dst = nvg__buttCapStart(dst, p0, dx, dy, w, w-aa, aa, u0, u1);
+ else if (lineCap == NVG_ROUND)
+ dst = nvg__roundCapStart(dst, p0, dx, dy, w, ncap, aa, u0, u1);
+ }
+
+ for (j = s; j < e; ++j) {
+ if ((p1->flags & (NVG_PT_BEVEL | NVG_PR_INNERBEVEL)) != 0) {
+ if (lineJoin == NVG_ROUND) {
+ dst = nvg__roundJoin(dst, p0, p1, w, w, u0, u1, ncap, aa);
+ } else {
+ dst = nvg__bevelJoin(dst, p0, p1, w, w, u0, u1, aa);
+ }
+ } else {
+ nvg__vset(dst, p1->x + (p1->dmx * w), p1->y + (p1->dmy * w), u0,1); dst++;
+ nvg__vset(dst, p1->x - (p1->dmx * w), p1->y - (p1->dmy * w), u1,1); dst++;
+ }
+ p0 = p1++;
+ }
+
+ if (loop) {
+ // Loop it
+ nvg__vset(dst, verts[0].x, verts[0].y, u0,1); dst++;
+ nvg__vset(dst, verts[1].x, verts[1].y, u1,1); dst++;
+ } else {
+ // Add cap
+ dx = p1->x - p0->x;
+ dy = p1->y - p0->y;
+ nvg__normalize(&dx, &dy);
+ if (lineCap == NVG_BUTT)
+ dst = nvg__buttCapEnd(dst, p1, dx, dy, w, -aa*0.5f, aa, u0, u1);
+ else if (lineCap == NVG_BUTT || lineCap == NVG_SQUARE)
+ dst = nvg__buttCapEnd(dst, p1, dx, dy, w, w-aa, aa, u0, u1);
+ else if (lineCap == NVG_ROUND)
+ dst = nvg__roundCapEnd(dst, p1, dx, dy, w, ncap, aa, u0, u1);
+ }
+
+ path->nstroke = (int)(dst - verts);
+
+ verts = dst;
+ }
+
+ return 1;
+}
+
+static int nvg__expandFill(NVGcontext* ctx, float w, int lineJoin, float miterLimit)
+{
+ NVGpathCache* cache = ctx->cache;
+ NVGvertex* verts;
+ NVGvertex* dst;
+ int cverts, convex, i, j;
+ float aa = ctx->fringeWidth;
+ int fringe = w > 0.0f;
+
+ nvg__calculateJoins(ctx, w, lineJoin, miterLimit);
+
+ // Calculate max vertex usage.
+ cverts = 0;
+ for (i = 0; i < cache->npaths; i++) {
+ NVGpath* path = &cache->paths[i];
+ cverts += path->count + path->nbevel + 1;
+ if (fringe)
+ cverts += (path->count + path->nbevel*5 + 1) * 2; // plus one for loop
+ }
+
+ verts = nvg__allocTempVerts(ctx, cverts);
+ if (verts == NULL) return 0;
+
+ convex = cache->npaths == 1 && cache->paths[0].convex;
+
+ for (i = 0; i < cache->npaths; i++) {
+ NVGpath* path = &cache->paths[i];
+ NVGpoint* pts = &cache->points[path->first];
+ NVGpoint* p0;
+ NVGpoint* p1;
+ float rw, lw, woff;
+ float ru, lu;
+
+ // Calculate shape vertices.
+ woff = 0.5f*aa;
+ dst = verts;
+ path->fill = dst;
+
+ if (fringe) {
+ // Looping
+ p0 = &pts[path->count-1];
+ p1 = &pts[0];
+ for (j = 0; j < path->count; ++j) {
+ if (p1->flags & NVG_PT_BEVEL) {
+ float dlx0 = p0->dy;
+ float dly0 = -p0->dx;
+ float dlx1 = p1->dy;
+ float dly1 = -p1->dx;
+ if (p1->flags & NVG_PT_LEFT) {
+ float lx = p1->x + p1->dmx * woff;
+ float ly = p1->y + p1->dmy * woff;
+ nvg__vset(dst, lx, ly, 0.5f,1); dst++;
+ } else {
+ float lx0 = p1->x + dlx0 * woff;
+ float ly0 = p1->y + dly0 * woff;
+ float lx1 = p1->x + dlx1 * woff;
+ float ly1 = p1->y + dly1 * woff;
+ nvg__vset(dst, lx0, ly0, 0.5f,1); dst++;
+ nvg__vset(dst, lx1, ly1, 0.5f,1); dst++;
+ }
+ } else {
+ nvg__vset(dst, p1->x + (p1->dmx * woff), p1->y + (p1->dmy * woff), 0.5f,1); dst++;
+ }
+ p0 = p1++;
+ }
+ } else {
+ for (j = 0; j < path->count; ++j) {
+ nvg__vset(dst, pts[j].x, pts[j].y, 0.5f,1);
+ dst++;
+ }
+ }
+
+ path->nfill = (int)(dst - verts);
+ verts = dst;
+
+ // Calculate fringe
+ if (fringe) {
+ lw = w + woff;
+ rw = w - woff;
+ lu = 0;
+ ru = 1;
+ dst = verts;
+ path->stroke = dst;
+
+ // Create only half a fringe for convex shapes so that
+ // the shape can be rendered without stenciling.
+ if (convex) {
+ lw = woff; // This should generate the same vertex as fill inset above.
+ lu = 0.5f; // Set outline fade at middle.
+ }
+
+ // Looping
+ p0 = &pts[path->count-1];
+ p1 = &pts[0];
+
+ for (j = 0; j < path->count; ++j) {
+ if ((p1->flags & (NVG_PT_BEVEL | NVG_PR_INNERBEVEL)) != 0) {
+ dst = nvg__bevelJoin(dst, p0, p1, lw, rw, lu, ru, ctx->fringeWidth);
+ } else {
+ nvg__vset(dst, p1->x + (p1->dmx * lw), p1->y + (p1->dmy * lw), lu,1); dst++;
+ nvg__vset(dst, p1->x - (p1->dmx * rw), p1->y - (p1->dmy * rw), ru,1); dst++;
+ }
+ p0 = p1++;
+ }
+
+ // Loop it
+ nvg__vset(dst, verts[0].x, verts[0].y, lu,1); dst++;
+ nvg__vset(dst, verts[1].x, verts[1].y, ru,1); dst++;
+
+ path->nstroke = (int)(dst - verts);
+ verts = dst;
+ } else {
+ path->stroke = NULL;
+ path->nstroke = 0;
+ }
+ }
+
+ return 1;
+}
+
+
+// Draw
+void nvgBeginPath(NVGcontext* ctx)
+{
+ ctx->ncommands = 0;
+ nvg__clearPathCache(ctx);
+}
+
+void nvgMoveTo(NVGcontext* ctx, float x, float y)
+{
+ float vals[] = { NVG_MOVETO, x, y };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgLineTo(NVGcontext* ctx, float x, float y)
+{
+ float vals[] = { NVG_LINETO, x, y };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y)
+{
+ float vals[] = { NVG_BEZIERTO, c1x, c1y, c2x, c2y, x, y };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y)
+{
+ float x0 = ctx->commandx;
+ float y0 = ctx->commandy;
+ float vals[] = { NVG_BEZIERTO,
+ x0 + 2.0f/3.0f*(cx - x0), y0 + 2.0f/3.0f*(cy - y0),
+ x + 2.0f/3.0f*(cx - x), y + 2.0f/3.0f*(cy - y),
+ x, y };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius)
+{
+ float x0 = ctx->commandx;
+ float y0 = ctx->commandy;
+ float dx0,dy0, dx1,dy1, a, d, cx,cy, a0,a1;
+ int dir;
+
+ if (ctx->ncommands == 0) {
+ return;
+ }
+
+ // Handle degenerate cases.
+ if (nvg__ptEquals(x0,y0, x1,y1, ctx->distTol) ||
+ nvg__ptEquals(x1,y1, x2,y2, ctx->distTol) ||
+ nvg__distPtSeg(x1,y1, x0,y0, x2,y2) < ctx->distTol*ctx->distTol ||
+ radius < ctx->distTol) {
+ nvgLineTo(ctx, x1,y1);
+ return;
+ }
+
+ // Calculate tangential circle to lines (x0,y0)-(x1,y1) and (x1,y1)-(x2,y2).
+ dx0 = x0-x1;
+ dy0 = y0-y1;
+ dx1 = x2-x1;
+ dy1 = y2-y1;
+ nvg__normalize(&dx0,&dy0);
+ nvg__normalize(&dx1,&dy1);
+ a = nvg__acosf(dx0*dx1 + dy0*dy1);
+ d = radius / nvg__tanf(a/2.0f);
+
+// printf("a=%f° d=%f\n", a/NVG_PI*180.0f, d);
+
+ if (d > 10000.0f) {
+ nvgLineTo(ctx, x1,y1);
+ return;
+ }
+
+ if (nvg__cross(dx0,dy0, dx1,dy1) > 0.0f) {
+ cx = x1 + dx0*d + dy0*radius;
+ cy = y1 + dy0*d + -dx0*radius;
+ a0 = nvg__atan2f(dx0, -dy0);
+ a1 = nvg__atan2f(-dx1, dy1);
+ dir = NVG_CW;
+// printf("CW c=(%f, %f) a0=%f° a1=%f°\n", cx, cy, a0/NVG_PI*180.0f, a1/NVG_PI*180.0f);
+ } else {
+ cx = x1 + dx0*d + -dy0*radius;
+ cy = y1 + dy0*d + dx0*radius;
+ a0 = nvg__atan2f(-dx0, dy0);
+ a1 = nvg__atan2f(dx1, -dy1);
+ dir = NVG_CCW;
+// printf("CCW c=(%f, %f) a0=%f° a1=%f°\n", cx, cy, a0/NVG_PI*180.0f, a1/NVG_PI*180.0f);
+ }
+
+ nvgArc(ctx, cx, cy, radius, a0, a1, dir);
+}
+
+void nvgClosePath(NVGcontext* ctx)
+{
+ float vals[] = { NVG_CLOSE };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgPathWinding(NVGcontext* ctx, int dir)
+{
+ float vals[] = { NVG_WINDING, (float)dir };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgBarc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir, int join)
+{
+ float a = 0, da = 0, hda = 0, kappa = 0;
+ float dx = 0, dy = 0, x = 0, y = 0, tanx = 0, tany = 0;
+ float px = 0, py = 0, ptanx = 0, ptany = 0;
+ float vals[3 + 5*7 + 100];
+ int i, ndivs, nvals;
+ int move = join && ctx->ncommands > 0 ? NVG_LINETO : NVG_MOVETO;
+
+ // Clamp angles
+ da = a1 - a0;
+ if (dir == NVG_CW) {
+ if (nvg__absf(da) >= NVG_PI*2) {
+ da = NVG_PI*2;
+ } else {
+ while (da < 0.0f) da += NVG_PI*2;
+ }
+ } else {
+ if (nvg__absf(da) >= NVG_PI*2) {
+ da = -NVG_PI*2;
+ } else {
+ while (da > 0.0f) da -= NVG_PI*2;
+ }
+ }
+
+ // Split arc into max 90 degree segments.
+ ndivs = nvg__maxi(1, nvg__mini((int)(nvg__absf(da) / (NVG_PI*0.5f) + 0.5f), 5));
+ hda = (da / (float)ndivs) / 2.0f;
+ kappa = nvg__absf(4.0f / 3.0f * (1.0f - nvg__cosf(hda)) / nvg__sinf(hda));
+
+ if (dir == NVG_CCW)
+ kappa = -kappa;
+
+ nvals = 0;
+ for (i = 0; i <= ndivs; i++) {
+ a = a0 + da * (i/(float)ndivs);
+ dx = nvg__cosf(a);
+ dy = nvg__sinf(a);
+ x = cx + dx*r;
+ y = cy + dy*r;
+ tanx = -dy*r*kappa;
+ tany = dx*r*kappa;
+
+ if (i == 0) {
+ vals[nvals++] = (float)move;
+ vals[nvals++] = x;
+ vals[nvals++] = y;
+ } else {
+ vals[nvals++] = NVG_BEZIERTO;
+ vals[nvals++] = px+ptanx;
+ vals[nvals++] = py+ptany;
+ vals[nvals++] = x-tanx;
+ vals[nvals++] = y-tany;
+ vals[nvals++] = x;
+ vals[nvals++] = y;
+ }
+ px = x;
+ py = y;
+ ptanx = tanx;
+ ptany = tany;
+ }
+
+ nvg__appendCommands(ctx, vals, nvals);
+}
+
+void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir)
+{
+ nvgBarc(ctx, cx, cy, r, a0, a1, dir, 1);
+}
+
+void nvgRect(NVGcontext* ctx, float x, float y, float w, float h)
+{
+ float vals[] = {
+ NVG_MOVETO, x,y,
+ NVG_LINETO, x,y+h,
+ NVG_LINETO, x+w,y+h,
+ NVG_LINETO, x+w,y,
+ NVG_CLOSE
+ };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r)
+{
+ nvgRoundedRectVarying(ctx, x, y, w, h, r, r, r, r);
+}
+
+void nvgRoundedRectVarying(NVGcontext* ctx, float x, float y, float w, float h, float radTopLeft, float radTopRight, float radBottomRight, float radBottomLeft)
+{
+ if(radTopLeft < 0.1f && radTopRight < 0.1f && radBottomRight < 0.1f && radBottomLeft < 0.1f) {
+ nvgRect(ctx, x, y, w, h);
+ return;
+ } else {
+ float halfw = nvg__absf(w)*0.5f;
+ float halfh = nvg__absf(h)*0.5f;
+ float rxBL = nvg__minf(radBottomLeft, halfw) * nvg__signf(w), ryBL = nvg__minf(radBottomLeft, halfh) * nvg__signf(h);
+ float rxBR = nvg__minf(radBottomRight, halfw) * nvg__signf(w), ryBR = nvg__minf(radBottomRight, halfh) * nvg__signf(h);
+ float rxTR = nvg__minf(radTopRight, halfw) * nvg__signf(w), ryTR = nvg__minf(radTopRight, halfh) * nvg__signf(h);
+ float rxTL = nvg__minf(radTopLeft, halfw) * nvg__signf(w), ryTL = nvg__minf(radTopLeft, halfh) * nvg__signf(h);
+ float vals[] = {
+ NVG_MOVETO, x, y + ryTL,
+ NVG_LINETO, x, y + h - ryBL,
+ NVG_BEZIERTO, x, y + h - ryBL*(1 - NVG_KAPPA90), x + rxBL*(1 - NVG_KAPPA90), y + h, x + rxBL, y + h,
+ NVG_LINETO, x + w - rxBR, y + h,
+ NVG_BEZIERTO, x + w - rxBR*(1 - NVG_KAPPA90), y + h, x + w, y + h - ryBR*(1 - NVG_KAPPA90), x + w, y + h - ryBR,
+ NVG_LINETO, x + w, y + ryTR,
+ NVG_BEZIERTO, x + w, y + ryTR*(1 - NVG_KAPPA90), x + w - rxTR*(1 - NVG_KAPPA90), y, x + w - rxTR, y,
+ NVG_LINETO, x + rxTL, y,
+ NVG_BEZIERTO, x + rxTL*(1 - NVG_KAPPA90), y, x, y + ryTL*(1 - NVG_KAPPA90), x, y + ryTL,
+ NVG_CLOSE
+ };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+ }
+}
+
+void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry)
+{
+ float vals[] = {
+ NVG_MOVETO, cx-rx, cy,
+ NVG_BEZIERTO, cx-rx, cy+ry*NVG_KAPPA90, cx-rx*NVG_KAPPA90, cy+ry, cx, cy+ry,
+ NVG_BEZIERTO, cx+rx*NVG_KAPPA90, cy+ry, cx+rx, cy+ry*NVG_KAPPA90, cx+rx, cy,
+ NVG_BEZIERTO, cx+rx, cy-ry*NVG_KAPPA90, cx+rx*NVG_KAPPA90, cy-ry, cx, cy-ry,
+ NVG_BEZIERTO, cx-rx*NVG_KAPPA90, cy-ry, cx-rx, cy-ry*NVG_KAPPA90, cx-rx, cy,
+ NVG_CLOSE
+ };
+ nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
+}
+
+void nvgCircle(NVGcontext* ctx, float cx, float cy, float r)
+{
+ nvgEllipse(ctx, cx,cy, r,r);
+}
+
+void nvgDebugDumpPathCache(NVGcontext* ctx)
+{
+ const NVGpath* path;
+ int i, j;
+
+ printf("Dumping %d cached paths\n", ctx->cache->npaths);
+ for (i = 0; i < ctx->cache->npaths; i++) {
+ path = &ctx->cache->paths[i];
+ printf(" - Path %d\n", i);
+ if (path->nfill) {
+ printf(" - fill: %d\n", path->nfill);
+ for (j = 0; j < path->nfill; j++)
+ printf("%f\t%f\n", path->fill[j].x, path->fill[j].y);
+ }
+ if (path->nstroke) {
+ printf(" - stroke: %d\n", path->nstroke);
+ for (j = 0; j < path->nstroke; j++)
+ printf("%f\t%f\n", path->stroke[j].x, path->stroke[j].y);
+ }
+ }
+}
+
+void nvgFill(NVGcontext* ctx)
+{
+ NVGstate* state = nvg__getState(ctx);
+ const NVGpath* path;
+ NVGpaint fillPaint = state->fill;
+ int i;
+
+ nvg__flattenPaths(ctx);
+ if (ctx->params.edgeAntiAlias && state->shapeAntiAlias)
+ nvg__expandFill(ctx, ctx->fringeWidth, NVG_MITER, 2.4f);
+ else
+ nvg__expandFill(ctx, 0.0f, NVG_MITER, 2.4f);
+
+ // Apply global alpha
+ fillPaint.innerColor.a *= state->alpha;
+ fillPaint.outerColor.a *= state->alpha;
+
+ ctx->params.renderFill(ctx->params.userPtr, &fillPaint, state->compositeOperation, &state->scissor, ctx->fringeWidth,
+ ctx->cache->bounds, ctx->cache->paths, ctx->cache->npaths);
+
+ // Count triangles
+ for (i = 0; i < ctx->cache->npaths; i++) {
+ path = &ctx->cache->paths[i];
+ ctx->fillTriCount += path->nfill-2;
+ ctx->fillTriCount += path->nstroke-2;
+ ctx->drawCallCount += 2;
+ }
+}
+
+void nvgStroke(NVGcontext* ctx)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float scale = nvg__getAverageScale(state->xform);
+ float strokeWidth = nvg__clampf(state->strokeWidth * scale, 0.0f, 200.0f);
+ NVGpaint strokePaint = state->stroke;
+ const NVGpath* path;
+ int i;
+
+
+ if (strokeWidth < ctx->fringeWidth) {
+ // If the stroke width is less than pixel size, use alpha to emulate coverage.
+ // Since coverage is area, scale by alpha*alpha.
+ float alpha = nvg__clampf(strokeWidth / ctx->fringeWidth, 0.0f, 1.0f);
+ strokePaint.innerColor.a *= alpha*alpha;
+ strokePaint.outerColor.a *= alpha*alpha;
+ strokeWidth = ctx->fringeWidth;
+ }
+
+ // Apply global alpha
+ strokePaint.innerColor.a *= state->alpha;
+ strokePaint.outerColor.a *= state->alpha;
+
+ nvg__flattenPaths(ctx);
+
+ if (ctx->params.edgeAntiAlias && state->shapeAntiAlias)
+ nvg__expandStroke(ctx, strokeWidth*0.5f, ctx->fringeWidth, state->lineCap, state->lineJoin, state->miterLimit);
+ else
+ nvg__expandStroke(ctx, strokeWidth*0.5f, 0.0f, state->lineCap, state->lineJoin, state->miterLimit);
+
+ ctx->params.renderStroke(ctx->params.userPtr, &strokePaint, state->compositeOperation, &state->scissor, ctx->fringeWidth,
+ strokeWidth, ctx->cache->paths, ctx->cache->npaths);
+
+ // Count triangles
+ for (i = 0; i < ctx->cache->npaths; i++) {
+ path = &ctx->cache->paths[i];
+ ctx->strokeTriCount += path->nstroke-2;
+ ctx->drawCallCount++;
+ }
+}
+
+// Add fonts
+int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename)
+{
+ return fonsAddFont(ctx->fs, name, filename, 0);
+}
+
+int nvgCreateFontAtIndex(NVGcontext* ctx, const char* name, const char* filename, const int fontIndex)
+{
+ return fonsAddFont(ctx->fs, name, filename, fontIndex);
+}
+
+int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData)
+{
+ return fonsAddFontMem(ctx->fs, name, data, ndata, freeData, 0);
+}
+
+int nvgCreateFontMemAtIndex(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData, const int fontIndex)
+{
+ return fonsAddFontMem(ctx->fs, name, data, ndata, freeData, fontIndex);
+}
+
+int nvgFindFont(NVGcontext* ctx, const char* name)
+{
+ if (name == NULL) return -1;
+ return fonsGetFontByName(ctx->fs, name);
+}
+
+
+int nvgAddFallbackFontId(NVGcontext* ctx, int baseFont, int fallbackFont)
+{
+ if(baseFont == -1 || fallbackFont == -1) return 0;
+ return fonsAddFallbackFont(ctx->fs, baseFont, fallbackFont);
+}
+
+int nvgAddFallbackFont(NVGcontext* ctx, const char* baseFont, const char* fallbackFont)
+{
+ return nvgAddFallbackFontId(ctx, nvgFindFont(ctx, baseFont), nvgFindFont(ctx, fallbackFont));
+}
+
+void nvgResetFallbackFontsId(NVGcontext* ctx, int baseFont)
+{
+ fonsResetFallbackFont(ctx->fs, baseFont);
+}
+
+void nvgResetFallbackFonts(NVGcontext* ctx, const char* baseFont)
+{
+ nvgResetFallbackFontsId(ctx, nvgFindFont(ctx, baseFont));
+}
+
+// State setting
+void nvgFontSize(NVGcontext* ctx, float size)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->fontSize = size;
+}
+
+void nvgFontBlur(NVGcontext* ctx, float blur)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->fontBlur = blur;
+}
+
+void nvgTextLetterSpacing(NVGcontext* ctx, float spacing)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->letterSpacing = spacing;
+}
+
+void nvgTextLineHeight(NVGcontext* ctx, float lineHeight)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->lineHeight = lineHeight;
+}
+
+void nvgTextAlign(NVGcontext* ctx, int align)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->textAlign = align;
+}
+
+void nvgFontFaceId(NVGcontext* ctx, int font)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->fontId = font;
+}
+
+void nvgFontFace(NVGcontext* ctx, const char* font)
+{
+ NVGstate* state = nvg__getState(ctx);
+ state->fontId = fonsGetFontByName(ctx->fs, font);
+}
+
+static float nvg__quantize(float a, float d)
+{
+ return ((int)(a / d + 0.5f)) * d;
+}
+
+static float nvg__getFontScale(NVGstate* state)
+{
+ return nvg__minf(nvg__quantize(nvg__getAverageScale(state->xform), 0.01f), 4.0f);
+}
+
+static void nvg__flushTextTexture(NVGcontext* ctx)
+{
+ int dirty[4];
+
+ if (fonsValidateTexture(ctx->fs, dirty)) {
+ int fontImage = ctx->fontImages[ctx->fontImageIdx];
+ // Update texture
+ if (fontImage != 0) {
+ int iw, ih;
+ const unsigned char* data = fonsGetTextureData(ctx->fs, &iw, &ih);
+ int x = dirty[0];
+ int y = dirty[1];
+ int w = dirty[2] - dirty[0];
+ int h = dirty[3] - dirty[1];
+ ctx->params.renderUpdateTexture(ctx->params.userPtr, fontImage, x,y, w,h, data);
+ }
+ }
+}
+
+static int nvg__allocTextAtlas(NVGcontext* ctx)
+{
+ int iw, ih;
+ nvg__flushTextTexture(ctx);
+ if (ctx->fontImageIdx >= NVG_MAX_FONTIMAGES-1)
+ return 0;
+ // if next fontImage already have a texture
+ if (ctx->fontImages[ctx->fontImageIdx+1] != 0)
+ nvgImageSize(ctx, ctx->fontImages[ctx->fontImageIdx+1], &iw, &ih);
+ else { // calculate the new font image size and create it.
+ nvgImageSize(ctx, ctx->fontImages[ctx->fontImageIdx], &iw, &ih);
+ if (iw > ih)
+ ih *= 2;
+ else
+ iw *= 2;
+ if (iw > NVG_MAX_FONTIMAGE_SIZE || ih > NVG_MAX_FONTIMAGE_SIZE)
+ iw = ih = NVG_MAX_FONTIMAGE_SIZE;
+ ctx->fontImages[ctx->fontImageIdx+1] = ctx->params.renderCreateTexture(ctx->params.userPtr, NVG_TEXTURE_ALPHA, iw, ih, 0, NULL);
+ }
+ ++ctx->fontImageIdx;
+ fonsResetAtlas(ctx->fs, iw, ih);
+ return 1;
+}
+
+static void nvg__renderText(NVGcontext* ctx, NVGvertex* verts, int nverts)
+{
+ NVGstate* state = nvg__getState(ctx);
+ NVGpaint paint = state->fill;
+
+ // Render triangles.
+ paint.image = ctx->fontImages[ctx->fontImageIdx];
+
+ // Apply global alpha
+ paint.innerColor.a *= state->alpha;
+ paint.outerColor.a *= state->alpha;
+
+ ctx->params.renderTriangles(ctx->params.userPtr, &paint, state->compositeOperation, &state->scissor, verts, nverts, ctx->fringeWidth);
+
+ ctx->drawCallCount++;
+ ctx->textTriCount += nverts/3;
+}
+
+static int nvg__isTransformFlipped(const float *xform)
+{
+ float det = xform[0] * xform[3] - xform[2] * xform[1];
+ return( det < 0);
+}
+
+float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end)
+{
+ NVGstate* state = nvg__getState(ctx);
+ FONStextIter iter, prevIter;
+ FONSquad q;
+ NVGvertex* verts;
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+ int cverts = 0;
+ int nverts = 0;
+ int isFlipped = nvg__isTransformFlipped(state->xform);
+
+ if (end == NULL)
+ end = string + strlen(string);
+
+ if (state->fontId == FONS_INVALID) return x;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+
+ cverts = nvg__maxi(2, (int)(end - string)) * 6; // conservative estimate.
+ verts = nvg__allocTempVerts(ctx, cverts);
+ if (verts == NULL) return x;
+
+ fonsTextIterInit(ctx->fs, &iter, x*scale, y*scale, string, end, FONS_GLYPH_BITMAP_REQUIRED);
+ prevIter = iter;
+ while (fonsTextIterNext(ctx->fs, &iter, &q)) {
+ float c[4*2];
+ if (iter.prevGlyphIndex == -1) { // can not retrieve glyph?
+ if (nverts != 0) {
+ nvg__renderText(ctx, verts, nverts);
+ nverts = 0;
+ }
+ if (!nvg__allocTextAtlas(ctx))
+ break; // no memory :(
+ iter = prevIter;
+ fonsTextIterNext(ctx->fs, &iter, &q); // try again
+ if (iter.prevGlyphIndex == -1) // still can not find glyph?
+ break;
+ }
+ prevIter = iter;
+ if(isFlipped) {
+ float tmp;
+
+ tmp = q.y0; q.y0 = q.y1; q.y1 = tmp;
+ tmp = q.t0; q.t0 = q.t1; q.t1 = tmp;
+ }
+ // Transform corners.
+ nvgTransformPoint(&c[0],&c[1], state->xform, q.x0*invscale, q.y0*invscale);
+ nvgTransformPoint(&c[2],&c[3], state->xform, q.x1*invscale, q.y0*invscale);
+ nvgTransformPoint(&c[4],&c[5], state->xform, q.x1*invscale, q.y1*invscale);
+ nvgTransformPoint(&c[6],&c[7], state->xform, q.x0*invscale, q.y1*invscale);
+ // Create triangles
+ if (nverts+6 <= cverts) {
+ nvg__vset(&verts[nverts], c[0], c[1], q.s0, q.t0); nverts++;
+ nvg__vset(&verts[nverts], c[4], c[5], q.s1, q.t1); nverts++;
+ nvg__vset(&verts[nverts], c[2], c[3], q.s1, q.t0); nverts++;
+ nvg__vset(&verts[nverts], c[0], c[1], q.s0, q.t0); nverts++;
+ nvg__vset(&verts[nverts], c[6], c[7], q.s0, q.t1); nverts++;
+ nvg__vset(&verts[nverts], c[4], c[5], q.s1, q.t1); nverts++;
+ }
+ }
+
+ // TODO: add back-end bit to do this just once per frame.
+ nvg__flushTextTexture(ctx);
+
+ nvg__renderText(ctx, verts, nverts);
+
+ return iter.nextx / scale;
+}
+
+void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end)
+{
+ NVGstate* state = nvg__getState(ctx);
+ NVGtextRow rows[2];
+ int nrows = 0, i;
+ int oldAlign = state->textAlign;
+ int haling = state->textAlign & (NVG_ALIGN_LEFT | NVG_ALIGN_CENTER | NVG_ALIGN_RIGHT);
+ int valign = state->textAlign & (NVG_ALIGN_TOP | NVG_ALIGN_MIDDLE | NVG_ALIGN_BOTTOM | NVG_ALIGN_BASELINE);
+ float lineh = 0;
+
+ if (state->fontId == FONS_INVALID) return;
+
+ nvgTextMetrics(ctx, NULL, NULL, &lineh);
+
+ state->textAlign = NVG_ALIGN_LEFT | valign;
+
+ while ((nrows = nvgTextBreakLines(ctx, string, end, breakRowWidth, rows, 2))) {
+ for (i = 0; i < nrows; i++) {
+ NVGtextRow* row = &rows[i];
+ if (haling & NVG_ALIGN_LEFT)
+ nvgText(ctx, x, y, row->start, row->end);
+ else if (haling & NVG_ALIGN_CENTER)
+ nvgText(ctx, x + breakRowWidth*0.5f - row->width*0.5f, y, row->start, row->end);
+ else if (haling & NVG_ALIGN_RIGHT)
+ nvgText(ctx, x + breakRowWidth - row->width, y, row->start, row->end);
+ y += lineh * state->lineHeight;
+ }
+ string = rows[nrows-1].next;
+ }
+
+ state->textAlign = oldAlign;
+}
+
+int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+ FONStextIter iter, prevIter;
+ FONSquad q;
+ int npos = 0;
+
+ if (state->fontId == FONS_INVALID) return 0;
+
+ if (end == NULL)
+ end = string + strlen(string);
+
+ if (string == end)
+ return 0;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+
+ fonsTextIterInit(ctx->fs, &iter, x*scale, y*scale, string, end, FONS_GLYPH_BITMAP_OPTIONAL);
+ prevIter = iter;
+ while (fonsTextIterNext(ctx->fs, &iter, &q)) {
+ if (iter.prevGlyphIndex < 0 && nvg__allocTextAtlas(ctx)) { // can not retrieve glyph?
+ iter = prevIter;
+ fonsTextIterNext(ctx->fs, &iter, &q); // try again
+ }
+ prevIter = iter;
+ positions[npos].str = iter.str;
+ positions[npos].x = iter.x * invscale;
+ positions[npos].minx = nvg__minf(iter.x, q.x0) * invscale;
+ positions[npos].maxx = nvg__maxf(iter.nextx, q.x1) * invscale;
+ npos++;
+ if (npos >= maxPositions)
+ break;
+ }
+
+ return npos;
+}
+
+enum NVGcodepointType {
+ NVG_SPACE,
+ NVG_NEWLINE,
+ NVG_CHAR,
+ NVG_CJK_CHAR,
+};
+
+int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+ FONStextIter iter, prevIter;
+ FONSquad q;
+ int nrows = 0;
+ float rowStartX = 0;
+ float rowWidth = 0;
+ float rowMinX = 0;
+ float rowMaxX = 0;
+ const char* rowStart = NULL;
+ const char* rowEnd = NULL;
+ const char* wordStart = NULL;
+ float wordStartX = 0;
+ float wordMinX = 0;
+ const char* breakEnd = NULL;
+ float breakWidth = 0;
+ float breakMaxX = 0;
+ int type = NVG_SPACE, ptype = NVG_SPACE;
+ unsigned int pcodepoint = 0;
+
+ if (maxRows == 0) return 0;
+ if (state->fontId == FONS_INVALID) return 0;
+
+ if (end == NULL)
+ end = string + strlen(string);
+
+ if (string == end) return 0;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+
+ breakRowWidth *= scale;
+
+ fonsTextIterInit(ctx->fs, &iter, 0, 0, string, end, FONS_GLYPH_BITMAP_OPTIONAL);
+ prevIter = iter;
+ while (fonsTextIterNext(ctx->fs, &iter, &q)) {
+ if (iter.prevGlyphIndex < 0 && nvg__allocTextAtlas(ctx)) { // can not retrieve glyph?
+ iter = prevIter;
+ fonsTextIterNext(ctx->fs, &iter, &q); // try again
+ }
+ prevIter = iter;
+ switch (iter.codepoint) {
+ case 9: // \t
+ case 11: // \v
+ case 12: // \f
+ case 32: // space
+ case 0x00a0: // NBSP
+ type = NVG_SPACE;
+ break;
+ case 10: // \n
+ type = pcodepoint == 13 ? NVG_SPACE : NVG_NEWLINE;
+ break;
+ case 13: // \r
+ type = pcodepoint == 10 ? NVG_SPACE : NVG_NEWLINE;
+ break;
+ case 0x0085: // NEL
+ type = NVG_NEWLINE;
+ break;
+ default:
+ if ((iter.codepoint >= 0x4E00 && iter.codepoint <= 0x9FFF) ||
+ (iter.codepoint >= 0x3000 && iter.codepoint <= 0x30FF) ||
+ (iter.codepoint >= 0xFF00 && iter.codepoint <= 0xFFEF) ||
+ (iter.codepoint >= 0x1100 && iter.codepoint <= 0x11FF) ||
+ (iter.codepoint >= 0x3130 && iter.codepoint <= 0x318F) ||
+ (iter.codepoint >= 0xAC00 && iter.codepoint <= 0xD7AF))
+ type = NVG_CJK_CHAR;
+ else
+ type = NVG_CHAR;
+ break;
+ }
+
+ if (type == NVG_NEWLINE) {
+ // Always handle new lines.
+ rows[nrows].start = rowStart != NULL ? rowStart : iter.str;
+ rows[nrows].end = rowEnd != NULL ? rowEnd : iter.str;
+ rows[nrows].width = rowWidth * invscale;
+ rows[nrows].minx = rowMinX * invscale;
+ rows[nrows].maxx = rowMaxX * invscale;
+ rows[nrows].next = iter.next;
+ nrows++;
+ if (nrows >= maxRows)
+ return nrows;
+ // Set null break point
+ breakEnd = rowStart;
+ breakWidth = 0.0;
+ breakMaxX = 0.0;
+ // Indicate to skip the white space at the beginning of the row.
+ rowStart = NULL;
+ rowEnd = NULL;
+ rowWidth = 0;
+ rowMinX = rowMaxX = 0;
+ } else {
+ if (rowStart == NULL) {
+ // Skip white space until the beginning of the line
+ if (type == NVG_CHAR || type == NVG_CJK_CHAR) {
+ // The current char is the row so far
+ rowStartX = iter.x;
+ rowStart = iter.str;
+ rowEnd = iter.next;
+ rowWidth = iter.nextx - rowStartX;
+ rowMinX = q.x0 - rowStartX;
+ rowMaxX = q.x1 - rowStartX;
+ wordStart = iter.str;
+ wordStartX = iter.x;
+ wordMinX = q.x0 - rowStartX;
+ // Set null break point
+ breakEnd = rowStart;
+ breakWidth = 0.0;
+ breakMaxX = 0.0;
+ }
+ } else {
+ float nextWidth = iter.nextx - rowStartX;
+
+ // track last non-white space character
+ if (type == NVG_CHAR || type == NVG_CJK_CHAR) {
+ rowEnd = iter.next;
+ rowWidth = iter.nextx - rowStartX;
+ rowMaxX = q.x1 - rowStartX;
+ }
+ // track last end of a word
+ if (((ptype == NVG_CHAR || ptype == NVG_CJK_CHAR) && type == NVG_SPACE) || type == NVG_CJK_CHAR) {
+ breakEnd = iter.str;
+ breakWidth = rowWidth;
+ breakMaxX = rowMaxX;
+ }
+ // track last beginning of a word
+ if ((ptype == NVG_SPACE && (type == NVG_CHAR || type == NVG_CJK_CHAR)) || type == NVG_CJK_CHAR) {
+ wordStart = iter.str;
+ wordStartX = iter.x;
+ wordMinX = q.x0;
+ }
+
+ // Break to new line when a character is beyond break width.
+ if ((type == NVG_CHAR || type == NVG_CJK_CHAR) && nextWidth > breakRowWidth) {
+ // The run length is too long, need to break to new line.
+ if (breakEnd == rowStart) {
+ // The current word is longer than the row length, just break it from here.
+ rows[nrows].start = rowStart;
+ rows[nrows].end = iter.str;
+ rows[nrows].width = rowWidth * invscale;
+ rows[nrows].minx = rowMinX * invscale;
+ rows[nrows].maxx = rowMaxX * invscale;
+ rows[nrows].next = iter.str;
+ nrows++;
+ if (nrows >= maxRows)
+ return nrows;
+ rowStartX = iter.x;
+ rowStart = iter.str;
+ rowEnd = iter.next;
+ rowWidth = iter.nextx - rowStartX;
+ rowMinX = q.x0 - rowStartX;
+ rowMaxX = q.x1 - rowStartX;
+ wordStart = iter.str;
+ wordStartX = iter.x;
+ wordMinX = q.x0 - rowStartX;
+ } else {
+ // Break the line from the end of the last word, and start new line from the beginning of the new.
+ rows[nrows].start = rowStart;
+ rows[nrows].end = breakEnd;
+ rows[nrows].width = breakWidth * invscale;
+ rows[nrows].minx = rowMinX * invscale;
+ rows[nrows].maxx = breakMaxX * invscale;
+ rows[nrows].next = wordStart;
+ nrows++;
+ if (nrows >= maxRows)
+ return nrows;
+ // Update row
+ rowStartX = wordStartX;
+ rowStart = wordStart;
+ rowEnd = iter.next;
+ rowWidth = iter.nextx - rowStartX;
+ rowMinX = wordMinX - rowStartX;
+ rowMaxX = q.x1 - rowStartX;
+ }
+ // Set null break point
+ breakEnd = rowStart;
+ breakWidth = 0.0;
+ breakMaxX = 0.0;
+ }
+ }
+ }
+
+ pcodepoint = iter.codepoint;
+ ptype = type;
+ }
+
+ // Break the line from the end of the last word, and start new line from the beginning of the new.
+ if (rowStart != NULL) {
+ rows[nrows].start = rowStart;
+ rows[nrows].end = rowEnd;
+ rows[nrows].width = rowWidth * invscale;
+ rows[nrows].minx = rowMinX * invscale;
+ rows[nrows].maxx = rowMaxX * invscale;
+ rows[nrows].next = end;
+ nrows++;
+ }
+
+ return nrows;
+}
+
+float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+ float width;
+
+ if (state->fontId == FONS_INVALID) return 0;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+
+ width = fonsTextBounds(ctx->fs, x*scale, y*scale, string, end, bounds);
+ if (bounds != NULL) {
+ // Use line bounds for height.
+ fonsLineBounds(ctx->fs, y*scale, &bounds[1], &bounds[3]);
+ bounds[0] *= invscale;
+ bounds[1] *= invscale;
+ bounds[2] *= invscale;
+ bounds[3] *= invscale;
+ }
+ return width * invscale;
+}
+
+void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds)
+{
+ NVGstate* state = nvg__getState(ctx);
+ NVGtextRow rows[2];
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+ int nrows = 0, i;
+ int oldAlign = state->textAlign;
+ int haling = state->textAlign & (NVG_ALIGN_LEFT | NVG_ALIGN_CENTER | NVG_ALIGN_RIGHT);
+ int valign = state->textAlign & (NVG_ALIGN_TOP | NVG_ALIGN_MIDDLE | NVG_ALIGN_BOTTOM | NVG_ALIGN_BASELINE);
+ float lineh = 0, rminy = 0, rmaxy = 0;
+ float minx, miny, maxx, maxy;
+
+ if (state->fontId == FONS_INVALID) {
+ if (bounds != NULL)
+ bounds[0] = bounds[1] = bounds[2] = bounds[3] = 0.0f;
+ return;
+ }
+
+ nvgTextMetrics(ctx, NULL, NULL, &lineh);
+
+ state->textAlign = NVG_ALIGN_LEFT | valign;
+
+ minx = maxx = x;
+ miny = maxy = y;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+ fonsLineBounds(ctx->fs, 0, &rminy, &rmaxy);
+ rminy *= invscale;
+ rmaxy *= invscale;
+
+ while ((nrows = nvgTextBreakLines(ctx, string, end, breakRowWidth, rows, 2))) {
+ for (i = 0; i < nrows; i++) {
+ NVGtextRow* row = &rows[i];
+ float rminx, rmaxx, dx = 0;
+ // Horizontal bounds
+ if (haling & NVG_ALIGN_LEFT)
+ dx = 0;
+ else if (haling & NVG_ALIGN_CENTER)
+ dx = breakRowWidth*0.5f - row->width*0.5f;
+ else if (haling & NVG_ALIGN_RIGHT)
+ dx = breakRowWidth - row->width;
+ rminx = x + row->minx + dx;
+ rmaxx = x + row->maxx + dx;
+ minx = nvg__minf(minx, rminx);
+ maxx = nvg__maxf(maxx, rmaxx);
+ // Vertical bounds.
+ miny = nvg__minf(miny, y + rminy);
+ maxy = nvg__maxf(maxy, y + rmaxy);
+
+ y += lineh * state->lineHeight;
+ }
+ string = rows[nrows-1].next;
+ }
+
+ state->textAlign = oldAlign;
+
+ if (bounds != NULL) {
+ bounds[0] = minx;
+ bounds[1] = miny;
+ bounds[2] = maxx;
+ bounds[3] = maxy;
+ }
+}
+
+void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh)
+{
+ NVGstate* state = nvg__getState(ctx);
+ float scale = nvg__getFontScale(state) * ctx->devicePxRatio;
+ float invscale = 1.0f / scale;
+
+ if (state->fontId == FONS_INVALID) return;
+
+ fonsSetSize(ctx->fs, state->fontSize*scale);
+ fonsSetSpacing(ctx->fs, state->letterSpacing*scale);
+ fonsSetBlur(ctx->fs, state->fontBlur*scale);
+ fonsSetAlign(ctx->fs, state->textAlign);
+ fonsSetFont(ctx->fs, state->fontId);
+
+ fonsVertMetrics(ctx->fs, ascender, descender, lineh);
+ if (ascender != NULL)
+ *ascender *= invscale;
+ if (descender != NULL)
+ *descender *= invscale;
+ if (lineh != NULL)
+ *lineh *= invscale;
+}
+// vim: ft=c nu noet ts=4
diff --git a/nanovg/nanovg.h b/nanovg/nanovg.h
new file mode 100644
index 0000000..f32a175
--- /dev/null
+++ b/nanovg/nanovg.h
@@ -0,0 +1,708 @@
+//
+// Copyright (c) 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_H_F380EB38_CDA3_11EA_AF53_BBD96082A0CB
+#define NANOVG_H_F380EB38_CDA3_11EA_AF53_BBD96082A0CB
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define NVG_PI 3.14159265358979323846264338327f
+
+#ifdef _MSC_VER
+#pragma warning(push)
+#pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union
+#endif
+
+typedef struct NVGcontext NVGcontext;
+
+struct NVGcolor {
+ union {
+ float rgba[4];
+ struct {
+ float r,g,b,a;
+ };
+ };
+};
+typedef struct NVGcolor NVGcolor;
+
+struct NVGpaint {
+ float xform[6];
+ float extent[2];
+ float radius;
+ float feather;
+ NVGcolor innerColor;
+ NVGcolor outerColor;
+ int image;
+};
+typedef struct NVGpaint NVGpaint;
+
+enum NVGwinding {
+ NVG_CCW = 1, // Winding for solid shapes
+ NVG_CW = 2, // Winding for holes
+};
+
+enum NVGsolidity {
+ NVG_SOLID = 1, // CCW
+ NVG_HOLE = 2, // CW
+};
+
+enum NVGlineCap {
+ NVG_BUTT,
+ NVG_ROUND,
+ NVG_SQUARE,
+ NVG_BEVEL,
+ NVG_MITER,
+};
+
+enum NVGalign {
+ // Horizontal align
+ NVG_ALIGN_LEFT = 1<<0, // Default, align text horizontally to left.
+ NVG_ALIGN_CENTER = 1<<1, // Align text horizontally to center.
+ NVG_ALIGN_RIGHT = 1<<2, // Align text horizontally to right.
+ // Vertical align
+ NVG_ALIGN_TOP = 1<<3, // Align text vertically to top.
+ NVG_ALIGN_MIDDLE = 1<<4, // Align text vertically to middle.
+ NVG_ALIGN_BOTTOM = 1<<5, // Align text vertically to bottom.
+ NVG_ALIGN_BASELINE = 1<<6, // Default, align text vertically to baseline.
+};
+
+enum NVGblendFactor {
+ NVG_ZERO = 1<<0,
+ NVG_ONE = 1<<1,
+ NVG_SRC_COLOR = 1<<2,
+ NVG_ONE_MINUS_SRC_COLOR = 1<<3,
+ NVG_DST_COLOR = 1<<4,
+ NVG_ONE_MINUS_DST_COLOR = 1<<5,
+ NVG_SRC_ALPHA = 1<<6,
+ NVG_ONE_MINUS_SRC_ALPHA = 1<<7,
+ NVG_DST_ALPHA = 1<<8,
+ NVG_ONE_MINUS_DST_ALPHA = 1<<9,
+ NVG_SRC_ALPHA_SATURATE = 1<<10,
+};
+
+enum NVGcompositeOperation {
+ NVG_SOURCE_OVER,
+ NVG_SOURCE_IN,
+ NVG_SOURCE_OUT,
+ NVG_ATOP,
+ NVG_DESTINATION_OVER,
+ NVG_DESTINATION_IN,
+ NVG_DESTINATION_OUT,
+ NVG_DESTINATION_ATOP,
+ NVG_LIGHTER,
+ NVG_COPY,
+ NVG_XOR,
+};
+
+struct NVGcompositeOperationState {
+ int srcRGB;
+ int dstRGB;
+ int srcAlpha;
+ int dstAlpha;
+};
+typedef struct NVGcompositeOperationState NVGcompositeOperationState;
+
+struct NVGglyphPosition {
+ const char* str; // Position of the glyph in the input string.
+ float x; // The x-coordinate of the logical glyph position.
+ float minx, maxx; // The bounds of the glyph shape.
+};
+typedef struct NVGglyphPosition NVGglyphPosition;
+
+struct NVGtextRow {
+ const char* start; // Pointer to the input text where the row starts.
+ const char* end; // Pointer to the input text where the row ends (one past the last character).
+ const char* next; // Pointer to the beginning of the next row.
+ float width; // Logical width of the row.
+ float minx, maxx; // Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending.
+};
+typedef struct NVGtextRow NVGtextRow;
+
+enum NVGimageFlags {
+ NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image.
+ NVG_IMAGE_REPEATX = 1<<1, // Repeat image in X direction.
+ NVG_IMAGE_REPEATY = 1<<2, // Repeat image in Y direction.
+ NVG_IMAGE_FLIPY = 1<<3, // Flips (inverses) image in Y direction when rendered.
+ NVG_IMAGE_PREMULTIPLIED = 1<<4, // Image data has premultiplied alpha.
+ NVG_IMAGE_NEAREST = 1<<5, // Image interpolation is Nearest instead Linear
+};
+
+// Begin drawing a new frame
+// Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame()
+// nvgBeginFrame() defines the size of the window to render to in relation currently
+// set viewport (i.e. glViewport on GL backends). Device pixel ration allows to
+// control the rendering on Hi-DPI devices.
+// For example, GLFW returns two dimension for an opened window: window size and
+// frame buffer size. In that case you would set windowWidth/Height to the window size
+// devicePixelRatio to: frameBufferWidth / windowWidth.
+void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio);
+
+// Cancels drawing the current frame.
+void nvgCancelFrame(NVGcontext* ctx);
+
+// Ends drawing flushing remaining render state.
+void nvgEndFrame(NVGcontext* ctx);
+
+//
+// Composite operation
+//
+// The composite operations in NanoVG are modeled after HTML Canvas API, and
+// the blend func is based on OpenGL (see corresponding manuals for more info).
+// The colors in the blending state have premultiplied alpha.
+
+// Sets the composite operation. The op parameter should be one of NVGcompositeOperation.
+void nvgGlobalCompositeOperation(NVGcontext* ctx, int op);
+
+// Sets the composite operation with custom pixel arithmetic. The parameters should be one of NVGblendFactor.
+void nvgGlobalCompositeBlendFunc(NVGcontext* ctx, int sfactor, int dfactor);
+
+// Sets the composite operation with custom pixel arithmetic for RGB and alpha components separately. The parameters should be one of NVGblendFactor.
+void nvgGlobalCompositeBlendFuncSeparate(NVGcontext* ctx, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);
+
+//
+// Color utils
+//
+// Colors in NanoVG are stored as unsigned ints in ABGR format.
+
+// Returns a color value from red, green, blue values. Alpha will be set to 255 (1.0f).
+NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b);
+
+// Returns a color value from red, green, blue values. Alpha will be set to 1.0f.
+NVGcolor nvgRGBf(float r, float g, float b);
+
+
+// Returns a color value from red, green, blue and alpha values.
+NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+
+// Returns a color value from red, green, blue and alpha values.
+NVGcolor nvgRGBAf(float r, float g, float b, float a);
+
+
+// Linearly interpolates from color c0 to c1, and returns resulting color value.
+NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u);
+
+// Sets transparency of a color value.
+NVGcolor nvgTransRGBA(NVGcolor c0, unsigned char a);
+
+// Sets transparency of a color value.
+NVGcolor nvgTransRGBAf(NVGcolor c0, float a);
+
+// Returns color value specified by hue, saturation and lightness.
+// HSL values are all in range [0..1], alpha will be set to 255.
+NVGcolor nvgHSL(float h, float s, float l);
+
+// Returns color value specified by hue, saturation and lightness and alpha.
+// HSL values are all in range [0..1], alpha in range [0..255]
+NVGcolor nvgHSLA(float h, float s, float l, unsigned char a);
+
+//
+// State Handling
+//
+// NanoVG contains state which represents how paths will be rendered.
+// The state contains transform, fill and stroke styles, text and font styles,
+// and scissor clipping.
+
+// Pushes and saves the current render state into a state stack.
+// A matching nvgRestore() must be used to restore the state.
+void nvgSave(NVGcontext* ctx);
+
+// Pops and restores current render state.
+void nvgRestore(NVGcontext* ctx);
+
+// Resets current render state to default values. Does not affect the render state stack.
+void nvgReset(NVGcontext* ctx);
+
+//
+// Render styles
+//
+// Fill and stroke render style can be either a solid color or a paint which is a gradient or a pattern.
+// Solid color is simply defined as a color value, different kinds of paints can be created
+// using nvgLinearGradient(), nvgBoxGradient(), nvgRadialGradient() and nvgImagePattern().
+//
+// Current render style can be saved and restored using nvgSave() and nvgRestore().
+
+// Sets whether to draw antialias for nvgStroke() and nvgFill(). It's enabled by default.
+void nvgShapeAntiAlias(NVGcontext* ctx, int enabled);
+
+// Sets current stroke style to a solid color.
+void nvgStrokeColor(NVGcontext* ctx, NVGcolor color);
+
+// Sets current stroke style to a paint, which can be a one of the gradients or a pattern.
+void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint);
+
+// Sets current fill style to a solid color.
+void nvgFillColor(NVGcontext* ctx, NVGcolor color);
+
+// Sets current fill style to a paint, which can be a one of the gradients or a pattern.
+void nvgFillPaint(NVGcontext* ctx, NVGpaint paint);
+
+// Sets the miter limit of the stroke style.
+// Miter limit controls when a sharp corner is beveled.
+void nvgMiterLimit(NVGcontext* ctx, float limit);
+
+// Sets the stroke width of the stroke style.
+void nvgStrokeWidth(NVGcontext* ctx, float size);
+
+// Sets how the end of the line (cap) is drawn,
+// Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE.
+void nvgLineCap(NVGcontext* ctx, int cap);
+
+// Sets how sharp path corners are drawn.
+// Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL.
+void nvgLineJoin(NVGcontext* ctx, int join);
+
+// Sets the transparency applied to all rendered shapes.
+// Already transparent paths will get proportionally more transparent as well.
+void nvgGlobalAlpha(NVGcontext* ctx, float alpha);
+
+//
+// Transforms
+//
+// The paths, gradients, patterns and scissor region are transformed by an transformation
+// matrix at the time when they are passed to the API.
+// The current transformation matrix is a affine matrix:
+// [sx kx tx]
+// [ky sy ty]
+// [ 0 0 1]
+// Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation.
+// The last row is assumed to be 0,0,1 and is not stored.
+//
+// Apart from nvgResetTransform(), each transformation function first creates
+// specific transformation matrix and pre-multiplies the current transformation by it.
+//
+// Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore().
+
+// Resets current transform to a identity matrix.
+void nvgResetTransform(NVGcontext* ctx);
+
+// Premultiplies current coordinate system by specified matrix.
+// The parameters are interpreted as matrix as follows:
+// [a c e]
+// [b d f]
+// [0 0 1]
+void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f);
+
+// Translates current coordinate system.
+void nvgTranslate(NVGcontext* ctx, float x, float y);
+
+// Rotates current coordinate system. Angle is specified in radians.
+void nvgRotate(NVGcontext* ctx, float angle);
+
+// Skews the current coordinate system along X axis. Angle is specified in radians.
+void nvgSkewX(NVGcontext* ctx, float angle);
+
+// Skews the current coordinate system along Y axis. Angle is specified in radians.
+void nvgSkewY(NVGcontext* ctx, float angle);
+
+// Scales the current coordinate system.
+void nvgScale(NVGcontext* ctx, float x, float y);
+
+// Stores the top part (a-f) of the current transformation matrix in to the specified buffer.
+// [a c e]
+// [b d f]
+// [0 0 1]
+// There should be space for 6 floats in the return buffer for the values a-f.
+void nvgCurrentTransform(NVGcontext* ctx, float* xform);
+
+
+// The following functions can be used to make calculations on 2x3 transformation matrices.
+// A 2x3 matrix is represented as float[6].
+
+// Sets the transform to identity matrix.
+void nvgTransformIdentity(float* dst);
+
+// Sets the transform to translation matrix matrix.
+void nvgTransformTranslate(float* dst, float tx, float ty);
+
+// Sets the transform to scale matrix.
+void nvgTransformScale(float* dst, float sx, float sy);
+
+// Sets the transform to rotate matrix. Angle is specified in radians.
+void nvgTransformRotate(float* dst, float a);
+
+// Sets the transform to skew-x matrix. Angle is specified in radians.
+void nvgTransformSkewX(float* dst, float a);
+
+// Sets the transform to skew-y matrix. Angle is specified in radians.
+void nvgTransformSkewY(float* dst, float a);
+
+// Sets the transform to the result of multiplication of two transforms, of A = A*B.
+void nvgTransformMultiply(float* dst, const float* src);
+
+// Sets the transform to the result of multiplication of two transforms, of A = B*A.
+void nvgTransformPremultiply(float* dst, const float* src);
+
+// Sets the destination to inverse of specified transform.
+// Returns 1 if the inverse could be calculated, else 0.
+int nvgTransformInverse(float* dst, const float* src);
+
+// Transform a point by given transform.
+void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy);
+
+// Converts degrees to radians and vice versa.
+float nvgDegToRad(float deg);
+float nvgRadToDeg(float rad);
+
+//
+// Images
+//
+// NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering.
+// In addition you can upload your own image. The image loading is provided by stb_image.
+// The parameter imageFlags is combination of flags defined in NVGimageFlags.
+
+// Creates image by loading it from the disk from specified file name.
+// Returns handle to the image.
+int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags);
+
+// Creates image by loading it from the specified chunk of memory.
+// Returns handle to the image.
+int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata);
+
+// Creates image from specified image data.
+// Returns handle to the image.
+int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data);
+
+int nvgCreateImageAlpha(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data);
+
+// Updates image data specified by image handle.
+void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data);
+
+// Returns the dimensions of a created image.
+void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h);
+
+// Deletes created image.
+void nvgDeleteImage(NVGcontext* ctx, int image);
+
+//
+// Paints
+//
+// NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern.
+// These can be used as paints for strokes and fills.
+
+// Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates
+// of the linear gradient, icol specifies the start color and ocol the end color.
+// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
+NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float ey,
+ NVGcolor icol, NVGcolor ocol);
+
+// Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
+// drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
+// (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
+// the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
+// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
+NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h,
+ float r, float f, NVGcolor icol, NVGcolor ocol);
+
+// Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify
+// the inner and outer radius of the gradient, icol specifies the start color and ocol the end color.
+// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
+NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr,
+ NVGcolor icol, NVGcolor ocol);
+
+// Creates and returns an image pattern. Parameters (ox,oy) specify the left-top location of the image pattern,
+// (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render.
+// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
+NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey,
+ float angle, int image, float alpha);
+
+//
+// Scissoring
+//
+// Scissoring allows you to clip the rendering into a rectangle. This is useful for various
+// user interface cases like rendering a text edit or a timeline.
+
+// Sets the current scissor rectangle.
+// The scissor rectangle is transformed by the current transform.
+void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h);
+
+// Intersects current scissor rectangle with the specified rectangle.
+// The scissor rectangle is transformed by the current transform.
+// Note: in case the rotation of previous scissor rect differs from
+// the current one, the intersection will be done between the specified
+// rectangle and the previous scissor rectangle transformed in the current
+// transform space. The resulting shape is always rectangle.
+void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h);
+
+// Reset and disables scissoring.
+void nvgResetScissor(NVGcontext* ctx);
+
+//
+// Paths
+//
+// Drawing a new shape starts with nvgBeginPath(), it clears all the currently defined paths.
+// Then you define one or more paths and sub-paths which describe the shape. The are functions
+// to draw common shapes like rectangles and circles, and lower level step-by-step functions,
+// which allow to define a path curve by curve.
+//
+// NanoVG uses even-odd fill rule to draw the shapes. Solid shapes should have counter clockwise
+// winding and holes should have counter clockwise order. To specify winding of a path you can
+// call nvgPathWinding(). This is useful especially for the common shapes, which are drawn CCW.
+//
+// Finally you can fill the path using current fill style by calling nvgFill(), and stroke it
+// with current stroke style by calling nvgStroke().
+//
+// The curve segments and sub-paths are transformed by the current transform.
+
+// Clears the current path and sub-paths.
+void nvgBeginPath(NVGcontext* ctx);
+
+// Starts new sub-path with specified point as first point.
+void nvgMoveTo(NVGcontext* ctx, float x, float y);
+
+// Adds line segment from the last point in the path to the specified point.
+void nvgLineTo(NVGcontext* ctx, float x, float y);
+
+// Adds cubic bezier segment from last point in the path via two control points to the specified point.
+void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y);
+
+// Adds quadratic bezier segment from last point in the path via a control point to the specified point.
+void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y);
+
+// Adds an arc segment at the corner defined by the last path point, and two specified points.
+void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius);
+
+// Closes current sub-path with a line segment.
+void nvgClosePath(NVGcontext* ctx);
+
+// Sets the current sub-path winding, see NVGwinding and NVGsolidity.
+void nvgPathWinding(NVGcontext* ctx, int dir);
+
+// Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r,
+// and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW).
+// Angles are specified in radians.
+void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir);
+
+void nvgBarc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir, int join);
+
+// Creates new rectangle shaped sub-path.
+void nvgRect(NVGcontext* ctx, float x, float y, float w, float h);
+
+// Creates new rounded rectangle shaped sub-path.
+void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r);
+
+// Creates new rounded rectangle shaped sub-path with varying radii for each corner.
+void nvgRoundedRectVarying(NVGcontext* ctx, float x, float y, float w, float h, float radTopLeft, float radTopRight, float radBottomRight, float radBottomLeft);
+
+// Creates new ellipse shaped sub-path.
+void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry);
+
+// Creates new circle shaped sub-path.
+void nvgCircle(NVGcontext* ctx, float cx, float cy, float r);
+
+// Fills the current path with current fill style.
+void nvgFill(NVGcontext* ctx);
+
+// Fills the current path with current stroke style.
+void nvgStroke(NVGcontext* ctx);
+
+
+//
+// Text
+//
+// NanoVG allows you to load .ttf files and use the font to render text.
+//
+// The appearance of the text can be defined by setting the current text style
+// and by specifying the fill color. Common text and font settings such as
+// font size, letter spacing and text align are supported. Font blur allows you
+// to create simple text effects such as drop shadows.
+//
+// At render time the font face can be set based on the font handles or name.
+//
+// Font measure functions return values in local space, the calculations are
+// carried in the same resolution as the final rendering. This is done because
+// the text glyph positions are snapped to the nearest pixels sharp rendering.
+//
+// The local space means that values are not rotated or scale as per the current
+// transformation. For example if you set font size to 12, which would mean that
+// line height is 16, then regardless of the current scaling and rotation, the
+// returned line height is always 16. Some measures may vary because of the scaling
+// since aforementioned pixel snapping.
+//
+// While this may sound a little odd, the setup allows you to always render the
+// same way regardless of scaling. I.e. following works regardless of scaling:
+//
+// const char* txt = "Text me up.";
+// nvgTextBounds(vg, x,y, txt, NULL, bounds);
+// nvgBeginPath(vg);
+// nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]);
+// nvgFill(vg);
+//
+// Note: currently only solid color fill is supported for text.
+
+// Creates font by loading it from the disk from specified file name.
+// Returns handle to the font.
+int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename);
+
+// fontIndex specifies which font face to load from a .ttf/.ttc file.
+int nvgCreateFontAtIndex(NVGcontext* ctx, const char* name, const char* filename, const int fontIndex);
+
+// Creates font by loading it from the specified memory chunk.
+// Returns handle to the font.
+int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData);
+
+// fontIndex specifies which font face to load from a .ttf/.ttc file.
+int nvgCreateFontMemAtIndex(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData, const int fontIndex);
+
+// Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found.
+int nvgFindFont(NVGcontext* ctx, const char* name);
+
+// Adds a fallback font by handle.
+int nvgAddFallbackFontId(NVGcontext* ctx, int baseFont, int fallbackFont);
+
+// Adds a fallback font by name.
+int nvgAddFallbackFont(NVGcontext* ctx, const char* baseFont, const char* fallbackFont);
+
+// Resets fallback fonts by handle.
+void nvgResetFallbackFontsId(NVGcontext* ctx, int baseFont);
+
+// Resets fallback fonts by name.
+void nvgResetFallbackFonts(NVGcontext* ctx, const char* baseFont);
+
+// Sets the font size of current text style.
+void nvgFontSize(NVGcontext* ctx, float size);
+
+// Sets the blur of current text style.
+void nvgFontBlur(NVGcontext* ctx, float blur);
+
+// Sets the letter spacing of current text style.
+void nvgTextLetterSpacing(NVGcontext* ctx, float spacing);
+
+// Sets the proportional line height of current text style. The line height is specified as multiple of font size.
+void nvgTextLineHeight(NVGcontext* ctx, float lineHeight);
+
+// Sets the text align of current text style, see NVGalign for options.
+void nvgTextAlign(NVGcontext* ctx, int align);
+
+// Sets the font face based on specified id of current text style.
+void nvgFontFaceId(NVGcontext* ctx, int font);
+
+// Sets the font face based on specified name of current text style.
+void nvgFontFace(NVGcontext* ctx, const char* font);
+
+// Draws text string at specified location. If end is specified only the sub-string up to the end is drawn.
+float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end);
+
+// Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn.
+// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
+// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
+void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end);
+
+// Measures the specified text string. Parameter bounds should be a pointer to float[4],
+// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
+// Returns the horizontal advance of the measured text (i.e. where the next character should drawn).
+// Measured values are returned in local coordinate space.
+float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds);
+
+// Measures the specified multi-text string. Parameter bounds should be a pointer to float[4],
+// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
+// Measured values are returned in local coordinate space.
+void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds);
+
+// Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used.
+// Measured values are returned in local coordinate space.
+int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions);
+
+// Returns the vertical metrics based on the current text style.
+// Measured values are returned in local coordinate space.
+void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh);
+
+// Breaks the specified text into lines. If end is specified only the sub-string will be used.
+// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
+// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
+int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows);
+
+//
+// Internal Render API
+//
+enum NVGtexture {
+ NVG_TEXTURE_ALPHA = 0x01,
+ NVG_TEXTURE_RGBA = 0x02,
+};
+
+struct NVGscissor {
+ float xform[6];
+ float extent[2];
+};
+typedef struct NVGscissor NVGscissor;
+
+struct NVGvertex {
+ float x,y,u,v;
+};
+typedef struct NVGvertex NVGvertex;
+
+struct NVGpath {
+ int first;
+ int count;
+ unsigned char closed;
+ int nbevel;
+ NVGvertex* fill;
+ int nfill;
+ NVGvertex* stroke;
+ int nstroke;
+ int winding;
+ int convex;
+};
+typedef struct NVGpath NVGpath;
+
+struct NVGparams {
+ void* userPtr;
+ int edgeAntiAlias;
+ int (*renderCreate)(void* uptr);
+ int (*renderCreateTexture)(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
+ int (*renderDeleteTexture)(void* uptr, int image);
+ int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
+ int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
+ void (*renderViewport)(void* uptr, float width, float height, float devicePixelRatio);
+ void (*renderCancel)(void* uptr);
+ void (*renderFlush)(void* uptr);
+ void (*renderFill)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
+ void (*renderStroke)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths);
+ void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, const NVGvertex* verts, int nverts, float fringe);
+ void (*renderDelete)(void* uptr);
+};
+typedef struct NVGparams NVGparams;
+
+// Constructor and destructor, called by the render back-end.
+NVGcontext* nvgCreateInternal(NVGparams* params);
+void nvgDeleteInternal(NVGcontext* ctx);
+
+NVGparams* nvgInternalParams(NVGcontext* ctx);
+
+// Debug function to dump cached path data.
+void nvgDebugDumpPathCache(NVGcontext* ctx);
+
+#if defined(__ANDROID__)
+#include <stdio.h>
+#include <android/asset_manager.h>
+void nvgSetAndroidAssetManager(AAssetManager * manager);
+FILE * android_fopen(const char* fname, const char* mode);
+#endif
+
+#ifdef _MSC_VER
+#pragma warning(pop)
+#endif
+
+#define NVG_NOTUSED(v) for (;;) { (void)(1 ? (void)0 : ( (void)(v) ) ); break; }
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // NANOVG_H_F380EB38_CDA3_11EA_AF53_BBD96082A0CB
diff --git a/nanovg/nanovg_gl.c b/nanovg/nanovg_gl.c
new file mode 100644
index 0000000..9970842
--- /dev/null
+++ b/nanovg/nanovg_gl.c
@@ -0,0 +1,1649 @@
+//
+// 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.
+//
+
+#if defined(NANOVG_GL2) + defined(NANOVG_GL3) + defined(NANOVG_GLES2) + defined(NANOVG_GLES3) != 1
+#error Define exactly one of NANOVG_GL2, NANOVG_GL3, NANOVG_GLES2, NANOVG_GLES3
+#endif
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#ifdef NANOVG_USE_GLEW
+# include <GL/glew.h>
+static int glew_initialized = 0;
+#endif
+
+#ifdef NANOVG_GLES2
+# include <GLES2/gl2.h>
+# include <GLES2/gl2ext.h>
+#endif
+
+#ifdef NANOVG_GLES3
+# include <GLES3/gl3.h>
+#endif
+
+#if defined(NANOVG_GL2) || defined(NANOVG_GL3)
+#include <GL/gl.h>
+#endif
+
+#include "nanovg_gl.h"
+
+#if defined NANOVG_GL2
+//# define NANOVG_GL2 1
+#elif defined NANOVG_GL3
+//# define NANOVG_GL3 1
+# define NANOVG_GL_USE_UNIFORMBUFFER 1
+#elif defined NANOVG_GLES2
+//# define NANOVG_GLES2 1
+#elif defined NANOVG_GLES3
+//# define NANOVG_GLES3 1
+#endif
+
+#define NANOVG_GL_USE_STATE_FILTER (1)
+
+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;
+
+#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
+{
+ #ifdef NANOVG_USE_GLEW
+ if (!glew_initialized) {
+ if (glewInit() == GLEW_OK) {
+ glew_initialized = 1;
+ } else {
+ printf("Failed to initialize GLEW");
+ // GLEW generates GL error because it calls glGetString(GL_EXTENSIONS), we'll consume it here.
+ glGetError();
+ }
+ }
+ #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, unsigned int textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GL3
+int nvglCreateImageFromHandleGL3(NVGcontext* ctx, unsigned int textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES2
+int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, unsigned int textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES3
+int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, unsigned int 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
+unsigned int nvglImageHandleGL2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GL3
+unsigned int nvglImageHandleGL3(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES2
+unsigned int nvglImageHandleGLES2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES3
+unsigned int nvglImageHandleGLES3(NVGcontext* ctx, int image)
+#endif
+{
+ GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
+ GLNVGtexture* tex = glnvg__findTexture(gl, image);
+ return tex->tex;
+}
+
+#if defined NANOVG_GL2
+const NanoVG_GL_Functions_VTable NanoVG_GL2_Functions_VTable = {
+ .name = "GL2",
+ .createContext = &nvgCreateGL2,
+ .deleteContext = &nvgDeleteGL2,
+ .createImageFromHandle = &nvglCreateImageFromHandleGL2,
+ .getImageHandle = &nvglImageHandleGL2,
+};
+#elif defined NANOVG_GL3
+const NanoVG_GL_Functions_VTable NanoVG_GL3_Functions_VTable = {
+ .name = "GL3",
+ .createContext = &nvgCreateGL3,
+ .deleteContext = &nvgDeleteGL3,
+ .createImageFromHandle = &nvglCreateImageFromHandleGL3,
+ .getImageHandle = &nvglImageHandleGL3,
+};
+#elif defined NANOVG_GLES2
+const NanoVG_GL_Functions_VTable NanoVG_GLES2_Functions_VTable = {
+ .name = "GLES2",
+ .createContext = &nvgCreateGLES2,
+ .deleteContext = &nvgDeleteGLES2,
+ .createImageFromHandle = &nvglCreateImageFromHandleGLES2,
+ .getImageHandle = &nvglImageHandleGLES2,
+};
+#elif defined NANOVG_GLES3
+const NanoVG_GL_Functions_VTable NanoVG_GLES3_Functions_VTable = {
+ .name = "GLES2",
+ .createContext = &nvgCreateGLES3,
+ .deleteContext = &nvgDeleteGLES3,
+ .createImageFromHandle = &nvglCreateImageFromHandleGLES3,
+ .getImageHandle = &nvglImageHandleGLES3,
+};
+#endif
diff --git a/nanovg/nanovg_gl.h b/nanovg/nanovg_gl.h
new file mode 100644
index 0000000..9f90d8f
--- /dev/null
+++ b/nanovg/nanovg_gl.h
@@ -0,0 +1,92 @@
+//
+// 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_F380EF20_CDA3_11EA_AF55_D3B6DB88CFCC
+#define NANOVG_GL_H_F380EF20_CDA3_11EA_AF55_D3B6DB88CFCC
+
+#include "nanovg.h"
+
+#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,
+};
+
+// Define VTable with pointers to the functions for a each OpenGL (ES) version.
+
+typedef struct {
+ const char *name;
+ NVGcontext* (*createContext)(int flags);
+ void (*deleteContext) (NVGcontext* ctx);
+ int (*createImageFromHandle) (NVGcontext* ctx, unsigned int textureId, int w, int h, int flags);
+ unsigned int (*getImageHandle) (NVGcontext* ctx, int image);
+} NanoVG_GL_Functions_VTable;
+
+// Create NanoVG contexts for different OpenGL (ES) versions.
+
+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);
+
+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);
+
+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);
+
+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);
+
+// These are additional flags on top of NVGimageFlags.
+enum NVGimageFlagsGL {
+ NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle.
+};
+
+// Create VTables for different OpenGL (ES) versions.
+
+extern const NanoVG_GL_Functions_VTable NanoVG_GL2_Functions_VTable;
+extern const NanoVG_GL_Functions_VTable NanoVG_GL3_Functions_VTable;
+extern const NanoVG_GL_Functions_VTable NanoVG_GLES2_Functions_VTable;
+extern const NanoVG_GL_Functions_VTable NanoVG_GLES3_Functions_VTable;
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // NANOVG_GL_H_F380EF20_CDA3_11EA_AF55_D3B6DB88CFCC