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-rw-r--r--source/thirdparty/nanovg_gl.c1651
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diff --git a/source/thirdparty/nanovg_gl.c b/source/thirdparty/nanovg_gl.c
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--- a/source/thirdparty/nanovg_gl.c
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@@ -1,1651 +0,0 @@
-//
-// 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>
-
-#include "android.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