| 1 | // |
| 2 | // Copyright (c) 2009-2013 Mikko Mononen memon@inside.org |
| 3 | // |
| 4 | // This software is provided 'as-is', without any express or implied |
| 5 | // warranty. In no event will the authors be held liable for any damages |
| 6 | // arising from the use of this software. |
| 7 | // Permission is granted to anyone to use this software for any purpose, |
| 8 | // including commercial applications, and to alter it and redistribute it |
| 9 | // freely, subject to the following restrictions: |
| 10 | // 1. The origin of this software must not be misrepresented; you must not |
| 11 | // claim that you wrote the original software. If you use this software |
| 12 | // in a product, an acknowledgment in the product documentation would be |
| 13 | // appreciated but is not required. |
| 14 | // 2. Altered source versions must be plainly marked as such, and must not be |
| 15 | // misrepresented as being the original software. |
| 16 | // 3. This notice may not be removed or altered from any source distribution. |
| 17 | // |
| 18 | #ifndef NANOVG_GL_H |
| 19 | #define NANOVG_GL_H |
| 20 | |
| 21 | #ifdef __cplusplus |
| 22 | extern "C" { |
| 23 | #endif |
| 24 | |
| 25 | // Create flags |
| 26 | |
| 27 | enum NVGcreateFlags { |
| 28 | // Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA). |
| 29 | NVG_ANTIALIAS = 1<<0, |
| 30 | // Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little |
| 31 | // slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once. |
| 32 | NVG_STENCIL_STROKES = 1<<1, |
| 33 | // Flag indicating that additional debug checks are done. |
| 34 | NVG_DEBUG = 1<<2, |
| 35 | }; |
| 36 | |
| 37 | #if defined NANOVG_GL2_IMPLEMENTATION |
| 38 | # define NANOVG_GL2 1 |
| 39 | # define NANOVG_GL_IMPLEMENTATION 1 |
| 40 | #elif defined NANOVG_GL3_IMPLEMENTATION |
| 41 | # define NANOVG_GL3 1 |
| 42 | # define NANOVG_GL_IMPLEMENTATION 1 |
| 43 | #if !defined(NANOVG_GL_NO_UNIFORMBUFFER) |
| 44 | # define NANOVG_GL_USE_UNIFORMBUFFER 1 |
| 45 | #endif |
| 46 | #elif defined NANOVG_GLES2_IMPLEMENTATION |
| 47 | # define NANOVG_GLES2 1 |
| 48 | # define NANOVG_GL_IMPLEMENTATION 1 |
| 49 | #elif defined NANOVG_GLES3_IMPLEMENTATION |
| 50 | # define NANOVG_GLES3 1 |
| 51 | # define NANOVG_GL_IMPLEMENTATION 1 |
| 52 | #endif |
| 53 | |
| 54 | #define NANOVG_GL_USE_STATE_FILTER (1) |
| 55 | |
| 56 | // Creates NanoVG contexts for different OpenGL (ES) versions. |
| 57 | // Flags should be combination of the create flags above. |
| 58 | |
| 59 | #if defined NANOVG_GL2 |
| 60 | |
| 61 | NVGcontext* nvgCreateGL2(int flags); |
| 62 | void nvgDeleteGL2(NVGcontext* ctx); |
| 63 | |
| 64 | int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags); |
| 65 | GLuint nvglImageHandleGL2(NVGcontext* ctx, int image); |
| 66 | |
| 67 | #endif |
| 68 | |
| 69 | #if defined NANOVG_GL3 |
| 70 | |
| 71 | NVGcontext* nvgCreateGL3(int flags); |
| 72 | void nvgDeleteGL3(NVGcontext* ctx); |
| 73 | |
| 74 | int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags); |
| 75 | GLuint nvglImageHandleGL3(NVGcontext* ctx, int image); |
| 76 | |
| 77 | #endif |
| 78 | |
| 79 | #if defined NANOVG_GLES2 |
| 80 | |
| 81 | NVGcontext* nvgCreateGLES2(int flags); |
| 82 | void nvgDeleteGLES2(NVGcontext* ctx); |
| 83 | |
| 84 | int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags); |
| 85 | GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image); |
| 86 | |
| 87 | #endif |
| 88 | |
| 89 | #if defined NANOVG_GLES3 |
| 90 | |
| 91 | NVGcontext* nvgCreateGLES3(int flags); |
| 92 | void nvgDeleteGLES3(NVGcontext* ctx); |
| 93 | |
| 94 | int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags); |
| 95 | GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image); |
| 96 | |
| 97 | #endif |
| 98 | |
| 99 | // These are additional flags on top of NVGimageFlags. |
| 100 | enum NVGimageFlagsGL { |
| 101 | NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle. |
| 102 | }; |
| 103 | |
| 104 | #ifdef __cplusplus |
| 105 | } |
| 106 | #endif |
| 107 | |
| 108 | #endif /* NANOVG_GL_H */ |
| 109 | |
| 110 | #ifdef NANOVG_GL_IMPLEMENTATION |
| 111 | |
| 112 | #include <stdlib.h> |
| 113 | #include <stdio.h> |
| 114 | #include <string.h> |
| 115 | #include <math.h> |
| 116 | #include "nanovg.h" |
| 117 | |
| 118 | enum GLNVGuniformLoc { |
| 119 | GLNVG_LOC_VIEWSIZE, |
| 120 | GLNVG_LOC_TEX, |
| 121 | GLNVG_LOC_FRAG, |
| 122 | GLNVG_MAX_LOCS |
| 123 | }; |
| 124 | |
| 125 | enum GLNVGshaderType { |
| 126 | NSVG_SHADER_FILLGRAD, |
| 127 | NSVG_SHADER_FILLIMG, |
| 128 | NSVG_SHADER_SIMPLE, |
| 129 | NSVG_SHADER_IMG |
| 130 | }; |
| 131 | |
| 132 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 133 | enum GLNVGuniformBindings { |
| 134 | GLNVG_FRAG_BINDING = 0, |
| 135 | }; |
| 136 | #endif |
| 137 | |
| 138 | struct GLNVGshader { |
| 139 | GLuint prog; |
| 140 | GLuint frag; |
| 141 | GLuint vert; |
| 142 | GLint loc[GLNVG_MAX_LOCS]; |
| 143 | }; |
| 144 | typedef struct GLNVGshader GLNVGshader; |
| 145 | |
| 146 | struct GLNVGtexture { |
| 147 | int id; |
| 148 | GLuint tex; |
| 149 | int width, height; |
| 150 | int type; |
| 151 | int flags; |
| 152 | }; |
| 153 | typedef struct GLNVGtexture GLNVGtexture; |
| 154 | |
| 155 | struct GLNVGblend |
| 156 | { |
| 157 | GLenum srcRGB; |
| 158 | GLenum dstRGB; |
| 159 | GLenum srcAlpha; |
| 160 | GLenum dstAlpha; |
| 161 | }; |
| 162 | typedef struct GLNVGblend GLNVGblend; |
| 163 | |
| 164 | enum GLNVGcallType { |
| 165 | GLNVG_NONE = 0, |
| 166 | GLNVG_FILL, |
| 167 | GLNVG_CONVEXFILL, |
| 168 | GLNVG_STROKE, |
| 169 | GLNVG_TRIANGLES, |
| 170 | }; |
| 171 | |
| 172 | struct GLNVGcall { |
| 173 | int type; |
| 174 | int image; |
| 175 | int pathOffset; |
| 176 | int pathCount; |
| 177 | int triangleOffset; |
| 178 | int triangleCount; |
| 179 | int uniformOffset; |
| 180 | GLNVGblend blendFunc; |
| 181 | }; |
| 182 | typedef struct GLNVGcall GLNVGcall; |
| 183 | |
| 184 | struct GLNVGpath { |
| 185 | int fillOffset; |
| 186 | int fillCount; |
| 187 | int strokeOffset; |
| 188 | int strokeCount; |
| 189 | }; |
| 190 | typedef struct GLNVGpath GLNVGpath; |
| 191 | |
| 192 | struct GLNVGfragUniforms { |
| 193 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 194 | float scissorMat[12]; // matrices are actually 3 vec4s |
| 195 | float paintMat[12]; |
| 196 | struct NVGcolor innerCol; |
| 197 | struct NVGcolor outerCol; |
| 198 | float scissorExt[2]; |
| 199 | float scissorScale[2]; |
| 200 | float extent[2]; |
| 201 | float radius; |
| 202 | float feather; |
| 203 | float strokeMult; |
| 204 | float strokeThr; |
| 205 | int texType; |
| 206 | int type; |
| 207 | #else |
| 208 | // note: after modifying layout or size of uniform array, |
| 209 | // don't forget to also update the fragment shader source! |
| 210 | #define NANOVG_GL_UNIFORMARRAY_SIZE 11 |
| 211 | union { |
| 212 | struct { |
| 213 | float scissorMat[12]; // matrices are actually 3 vec4s |
| 214 | float paintMat[12]; |
| 215 | struct NVGcolor innerCol; |
| 216 | struct NVGcolor outerCol; |
| 217 | float scissorExt[2]; |
| 218 | float scissorScale[2]; |
| 219 | float extent[2]; |
| 220 | float radius; |
| 221 | float feather; |
| 222 | float strokeMult; |
| 223 | float strokeThr; |
| 224 | float texType; |
| 225 | float type; |
| 226 | }; |
| 227 | float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4]; |
| 228 | }; |
| 229 | #endif |
| 230 | }; |
| 231 | typedef struct GLNVGfragUniforms GLNVGfragUniforms; |
| 232 | |
| 233 | struct GLNVGcontext { |
| 234 | GLNVGshader shader; |
| 235 | GLNVGtexture* textures; |
| 236 | float view[2]; |
| 237 | int ntextures; |
| 238 | int ctextures; |
| 239 | int textureId; |
| 240 | GLuint vertBuf; |
| 241 | #if defined NANOVG_GL3 |
| 242 | GLuint vertArr; |
| 243 | #endif |
| 244 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 245 | GLuint fragBuf; |
| 246 | #endif |
| 247 | int fragSize; |
| 248 | int flags; |
| 249 | |
| 250 | // Per frame buffers |
| 251 | GLNVGcall* calls; |
| 252 | int ccalls; |
| 253 | int ncalls; |
| 254 | GLNVGpath* paths; |
| 255 | int cpaths; |
| 256 | int npaths; |
| 257 | struct NVGvertex* verts; |
| 258 | int cverts; |
| 259 | int nverts; |
| 260 | unsigned char* uniforms; |
| 261 | int cuniforms; |
| 262 | int nuniforms; |
| 263 | |
| 264 | // cached state |
| 265 | #if NANOVG_GL_USE_STATE_FILTER |
| 266 | GLuint boundTexture; |
| 267 | GLuint stencilMask; |
| 268 | GLenum stencilFunc; |
| 269 | GLint stencilFuncRef; |
| 270 | GLuint stencilFuncMask; |
| 271 | GLNVGblend blendFunc; |
| 272 | #endif |
| 273 | }; |
| 274 | typedef struct GLNVGcontext GLNVGcontext; |
| 275 | |
| 276 | static int glnvg__maxi(int a, int b) { return a > b ? a : b; } |
| 277 | |
| 278 | #ifdef NANOVG_GLES2 |
| 279 | static unsigned int glnvg__nearestPow2(unsigned int num) |
| 280 | { |
| 281 | unsigned n = num > 0 ? num - 1 : 0; |
| 282 | n |= n >> 1; |
| 283 | n |= n >> 2; |
| 284 | n |= n >> 4; |
| 285 | n |= n >> 8; |
| 286 | n |= n >> 16; |
| 287 | n++; |
| 288 | return n; |
| 289 | } |
| 290 | #endif |
| 291 | |
| 292 | static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex) |
| 293 | { |
| 294 | #if NANOVG_GL_USE_STATE_FILTER |
| 295 | if (gl->boundTexture != tex) { |
| 296 | gl->boundTexture = tex; |
| 297 | glBindTexture(GL_TEXTURE_2D, tex); |
| 298 | } |
| 299 | #else |
| 300 | glBindTexture(GL_TEXTURE_2D, tex); |
| 301 | #endif |
| 302 | } |
| 303 | |
| 304 | static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask) |
| 305 | { |
| 306 | #if NANOVG_GL_USE_STATE_FILTER |
| 307 | if (gl->stencilMask != mask) { |
| 308 | gl->stencilMask = mask; |
| 309 | glStencilMask(mask); |
| 310 | } |
| 311 | #else |
| 312 | glStencilMask(mask); |
| 313 | #endif |
| 314 | } |
| 315 | |
| 316 | static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask) |
| 317 | { |
| 318 | #if NANOVG_GL_USE_STATE_FILTER |
| 319 | if ((gl->stencilFunc != func) || |
| 320 | (gl->stencilFuncRef != ref) || |
| 321 | (gl->stencilFuncMask != mask)) { |
| 322 | |
| 323 | gl->stencilFunc = func; |
| 324 | gl->stencilFuncRef = ref; |
| 325 | gl->stencilFuncMask = mask; |
| 326 | glStencilFunc(func, ref, mask); |
| 327 | } |
| 328 | #else |
| 329 | glStencilFunc(func, ref, mask); |
| 330 | #endif |
| 331 | } |
| 332 | static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend) |
| 333 | { |
| 334 | #if NANOVG_GL_USE_STATE_FILTER |
| 335 | if ((gl->blendFunc.srcRGB != blend->srcRGB) || |
| 336 | (gl->blendFunc.dstRGB != blend->dstRGB) || |
| 337 | (gl->blendFunc.srcAlpha != blend->srcAlpha) || |
| 338 | (gl->blendFunc.dstAlpha != blend->dstAlpha)) { |
| 339 | |
| 340 | gl->blendFunc = *blend; |
| 341 | glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha); |
| 342 | } |
| 343 | #else |
| 344 | glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha); |
| 345 | #endif |
| 346 | } |
| 347 | |
| 348 | static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl) |
| 349 | { |
| 350 | GLNVGtexture* tex = NULL; |
| 351 | int i; |
| 352 | |
| 353 | for (i = 0; i < gl->ntextures; i++) { |
| 354 | if (gl->textures[i].id == 0) { |
| 355 | tex = &gl->textures[i]; |
| 356 | break; |
| 357 | } |
| 358 | } |
| 359 | if (tex == NULL) { |
| 360 | if (gl->ntextures+1 > gl->ctextures) { |
| 361 | GLNVGtexture* textures; |
| 362 | int ctextures = glnvg__maxi(gl->ntextures+1, 4) + gl->ctextures/2; // 1.5x Overallocate |
| 363 | textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures); |
| 364 | if (textures == NULL) return NULL; |
| 365 | gl->textures = textures; |
| 366 | gl->ctextures = ctextures; |
| 367 | } |
| 368 | tex = &gl->textures[gl->ntextures++]; |
| 369 | } |
| 370 | |
| 371 | memset(tex, 0, sizeof(*tex)); |
| 372 | tex->id = ++gl->textureId; |
| 373 | |
| 374 | return tex; |
| 375 | } |
| 376 | |
| 377 | static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id) |
| 378 | { |
| 379 | int i; |
| 380 | for (i = 0; i < gl->ntextures; i++) |
| 381 | if (gl->textures[i].id == id) |
| 382 | return &gl->textures[i]; |
| 383 | return NULL; |
| 384 | } |
| 385 | |
| 386 | static int glnvg__deleteTexture(GLNVGcontext* gl, int id) |
| 387 | { |
| 388 | int i; |
| 389 | for (i = 0; i < gl->ntextures; i++) { |
| 390 | if (gl->textures[i].id == id) { |
| 391 | if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0) |
| 392 | glDeleteTextures(1, &gl->textures[i].tex); |
| 393 | memset(&gl->textures[i], 0, sizeof(gl->textures[i])); |
| 394 | return 1; |
| 395 | } |
| 396 | } |
| 397 | return 0; |
| 398 | } |
| 399 | |
| 400 | static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type) |
| 401 | { |
| 402 | GLchar str[512+1]; |
| 403 | GLsizei len = 0; |
| 404 | glGetShaderInfoLog(shader, 512, &len, str); |
| 405 | if (len > 512) len = 512; |
| 406 | str[len] = '\0'; |
| 407 | printf("Shader %s/%s error:\n%s\n" , name, type, str); |
| 408 | } |
| 409 | |
| 410 | static void glnvg__dumpProgramError(GLuint prog, const char* name) |
| 411 | { |
| 412 | GLchar str[512+1]; |
| 413 | GLsizei len = 0; |
| 414 | glGetProgramInfoLog(prog, 512, &len, str); |
| 415 | if (len > 512) len = 512; |
| 416 | str[len] = '\0'; |
| 417 | printf("Program %s error:\n%s\n" , name, str); |
| 418 | } |
| 419 | |
| 420 | static void glnvg__checkError(GLNVGcontext* gl, const char* str) |
| 421 | { |
| 422 | GLenum err; |
| 423 | if ((gl->flags & NVG_DEBUG) == 0) return; |
| 424 | err = glGetError(); |
| 425 | if (err != GL_NO_ERROR) { |
| 426 | printf("Error %08x after %s\n" , err, str); |
| 427 | return; |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* , const char* opts, const char* vshader, const char* fshader) |
| 432 | { |
| 433 | GLint status; |
| 434 | GLuint prog, vert, frag; |
| 435 | const char* str[3]; |
| 436 | str[0] = header; |
| 437 | str[1] = opts != NULL ? opts : "" ; |
| 438 | |
| 439 | memset(shader, 0, sizeof(*shader)); |
| 440 | |
| 441 | prog = glCreateProgram(); |
| 442 | vert = glCreateShader(GL_VERTEX_SHADER); |
| 443 | frag = glCreateShader(GL_FRAGMENT_SHADER); |
| 444 | str[2] = vshader; |
| 445 | glShaderSource(vert, 3, str, 0); |
| 446 | str[2] = fshader; |
| 447 | glShaderSource(frag, 3, str, 0); |
| 448 | |
| 449 | glCompileShader(vert); |
| 450 | glGetShaderiv(vert, GL_COMPILE_STATUS, &status); |
| 451 | if (status != GL_TRUE) { |
| 452 | glnvg__dumpShaderError(vert, name, "vert" ); |
| 453 | return 0; |
| 454 | } |
| 455 | |
| 456 | glCompileShader(frag); |
| 457 | glGetShaderiv(frag, GL_COMPILE_STATUS, &status); |
| 458 | if (status != GL_TRUE) { |
| 459 | glnvg__dumpShaderError(frag, name, "frag" ); |
| 460 | return 0; |
| 461 | } |
| 462 | |
| 463 | glAttachShader(prog, vert); |
| 464 | glAttachShader(prog, frag); |
| 465 | |
| 466 | glBindAttribLocation(prog, 0, "vertex" ); |
| 467 | glBindAttribLocation(prog, 1, "tcoord" ); |
| 468 | |
| 469 | glLinkProgram(prog); |
| 470 | glGetProgramiv(prog, GL_LINK_STATUS, &status); |
| 471 | if (status != GL_TRUE) { |
| 472 | glnvg__dumpProgramError(prog, name); |
| 473 | return 0; |
| 474 | } |
| 475 | |
| 476 | shader->prog = prog; |
| 477 | shader->vert = vert; |
| 478 | shader->frag = frag; |
| 479 | |
| 480 | return 1; |
| 481 | } |
| 482 | |
| 483 | static void glnvg__deleteShader(GLNVGshader* shader) |
| 484 | { |
| 485 | if (shader->prog != 0) |
| 486 | glDeleteProgram(shader->prog); |
| 487 | if (shader->vert != 0) |
| 488 | glDeleteShader(shader->vert); |
| 489 | if (shader->frag != 0) |
| 490 | glDeleteShader(shader->frag); |
| 491 | } |
| 492 | |
| 493 | static void glnvg__getUniforms(GLNVGshader* shader) |
| 494 | { |
| 495 | shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize" ); |
| 496 | shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex" ); |
| 497 | |
| 498 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 499 | shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag" ); |
| 500 | #else |
| 501 | shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag" ); |
| 502 | #endif |
| 503 | } |
| 504 | |
| 505 | static int glnvg__renderCreate(void* uptr) |
| 506 | { |
| 507 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 508 | int align = 4; |
| 509 | |
| 510 | // TODO: mediump float may not be enough for GLES2 in iOS. |
| 511 | // see the following discussion: https://github.com/memononen/nanovg/issues/46 |
| 512 | static const char* = |
| 513 | #if defined NANOVG_GL2 |
| 514 | "#define NANOVG_GL2 1\n" |
| 515 | #elif defined NANOVG_GL3 |
| 516 | "#version 150 core\n" |
| 517 | "#define NANOVG_GL3 1\n" |
| 518 | #elif defined NANOVG_GLES2 |
| 519 | "#version 100\n" |
| 520 | "#define NANOVG_GL2 1\n" |
| 521 | #elif defined NANOVG_GLES3 |
| 522 | "#version 300 es\n" |
| 523 | "#define NANOVG_GL3 1\n" |
| 524 | #endif |
| 525 | |
| 526 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 527 | "#define USE_UNIFORMBUFFER 1\n" |
| 528 | #else |
| 529 | "#define UNIFORMARRAY_SIZE 11\n" |
| 530 | #endif |
| 531 | "\n" ; |
| 532 | |
| 533 | static const char* fillVertShader = |
| 534 | "#ifdef NANOVG_GL3\n" |
| 535 | " uniform vec2 viewSize;\n" |
| 536 | " in vec2 vertex;\n" |
| 537 | " in vec2 tcoord;\n" |
| 538 | " out vec2 ftcoord;\n" |
| 539 | " out vec2 fpos;\n" |
| 540 | "#else\n" |
| 541 | " uniform vec2 viewSize;\n" |
| 542 | " attribute vec2 vertex;\n" |
| 543 | " attribute vec2 tcoord;\n" |
| 544 | " varying vec2 ftcoord;\n" |
| 545 | " varying vec2 fpos;\n" |
| 546 | "#endif\n" |
| 547 | "void main(void) {\n" |
| 548 | " ftcoord = tcoord;\n" |
| 549 | " fpos = vertex;\n" |
| 550 | " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n" |
| 551 | "}\n" ; |
| 552 | |
| 553 | static const char* fillFragShader = |
| 554 | "#ifdef GL_ES\n" |
| 555 | "#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n" |
| 556 | " precision highp float;\n" |
| 557 | "#else\n" |
| 558 | " precision mediump float;\n" |
| 559 | "#endif\n" |
| 560 | "#endif\n" |
| 561 | "#ifdef NANOVG_GL3\n" |
| 562 | "#ifdef USE_UNIFORMBUFFER\n" |
| 563 | " layout(std140) uniform frag {\n" |
| 564 | " mat3 scissorMat;\n" |
| 565 | " mat3 paintMat;\n" |
| 566 | " vec4 innerCol;\n" |
| 567 | " vec4 outerCol;\n" |
| 568 | " vec2 scissorExt;\n" |
| 569 | " vec2 scissorScale;\n" |
| 570 | " vec2 extent;\n" |
| 571 | " float radius;\n" |
| 572 | " float feather;\n" |
| 573 | " float strokeMult;\n" |
| 574 | " float strokeThr;\n" |
| 575 | " int texType;\n" |
| 576 | " int type;\n" |
| 577 | " };\n" |
| 578 | "#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER |
| 579 | " uniform vec4 frag[UNIFORMARRAY_SIZE];\n" |
| 580 | "#endif\n" |
| 581 | " uniform sampler2D tex;\n" |
| 582 | " in vec2 ftcoord;\n" |
| 583 | " in vec2 fpos;\n" |
| 584 | " out vec4 outColor;\n" |
| 585 | "#else\n" // !NANOVG_GL3 |
| 586 | " uniform vec4 frag[UNIFORMARRAY_SIZE];\n" |
| 587 | " uniform sampler2D tex;\n" |
| 588 | " varying vec2 ftcoord;\n" |
| 589 | " varying vec2 fpos;\n" |
| 590 | "#endif\n" |
| 591 | "#ifndef USE_UNIFORMBUFFER\n" |
| 592 | " #define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n" |
| 593 | " #define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n" |
| 594 | " #define innerCol frag[6]\n" |
| 595 | " #define outerCol frag[7]\n" |
| 596 | " #define scissorExt frag[8].xy\n" |
| 597 | " #define scissorScale frag[8].zw\n" |
| 598 | " #define extent frag[9].xy\n" |
| 599 | " #define radius frag[9].z\n" |
| 600 | " #define feather frag[9].w\n" |
| 601 | " #define strokeMult frag[10].x\n" |
| 602 | " #define strokeThr frag[10].y\n" |
| 603 | " #define texType int(frag[10].z)\n" |
| 604 | " #define type int(frag[10].w)\n" |
| 605 | "#endif\n" |
| 606 | "\n" |
| 607 | "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" |
| 608 | " vec2 ext2 = ext - vec2(rad,rad);\n" |
| 609 | " vec2 d = abs(pt) - ext2;\n" |
| 610 | " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" |
| 611 | "}\n" |
| 612 | "\n" |
| 613 | "// Scissoring\n" |
| 614 | "float scissorMask(vec2 p) {\n" |
| 615 | " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" |
| 616 | " sc = vec2(0.5,0.5) - sc * scissorScale;\n" |
| 617 | " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" |
| 618 | "}\n" |
| 619 | "#ifdef EDGE_AA\n" |
| 620 | "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" |
| 621 | "float strokeMask() {\n" |
| 622 | " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n" |
| 623 | "}\n" |
| 624 | "#endif\n" |
| 625 | "\n" |
| 626 | "void main(void) {\n" |
| 627 | " vec4 result;\n" |
| 628 | " float scissor = scissorMask(fpos);\n" |
| 629 | "#ifdef EDGE_AA\n" |
| 630 | " float strokeAlpha = strokeMask();\n" |
| 631 | " if (strokeAlpha < strokeThr) discard;\n" |
| 632 | "#else\n" |
| 633 | " float strokeAlpha = 1.0;\n" |
| 634 | "#endif\n" |
| 635 | " if (type == 0) { // Gradient\n" |
| 636 | " // Calculate gradient color using box gradient\n" |
| 637 | " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" |
| 638 | " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" |
| 639 | " vec4 color = mix(innerCol,outerCol,d);\n" |
| 640 | " // Combine alpha\n" |
| 641 | " color *= strokeAlpha * scissor;\n" |
| 642 | " result = color;\n" |
| 643 | " } else if (type == 1) { // Image\n" |
| 644 | " // Calculate color fron texture\n" |
| 645 | " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" |
| 646 | "#ifdef NANOVG_GL3\n" |
| 647 | " vec4 color = texture(tex, pt);\n" |
| 648 | "#else\n" |
| 649 | " vec4 color = texture2D(tex, pt);\n" |
| 650 | "#endif\n" |
| 651 | " if (texType == 1) color = vec4(color.xyz*color.w,color.w);" |
| 652 | " if (texType == 2) color = vec4(color.x);" |
| 653 | " // Apply color tint and alpha.\n" |
| 654 | " color *= innerCol;\n" |
| 655 | " // Combine alpha\n" |
| 656 | " color *= strokeAlpha * scissor;\n" |
| 657 | " result = color;\n" |
| 658 | " } else if (type == 2) { // Stencil fill\n" |
| 659 | " result = vec4(1,1,1,1);\n" |
| 660 | " } else if (type == 3) { // Textured tris\n" |
| 661 | "#ifdef NANOVG_GL3\n" |
| 662 | " vec4 color = texture(tex, ftcoord);\n" |
| 663 | "#else\n" |
| 664 | " vec4 color = texture2D(tex, ftcoord);\n" |
| 665 | "#endif\n" |
| 666 | " if (texType == 1) color = vec4(color.xyz*color.w,color.w);" |
| 667 | " if (texType == 2) color = vec4(color.x);" |
| 668 | " color *= scissor;\n" |
| 669 | " result = color * innerCol;\n" |
| 670 | " }\n" |
| 671 | "#ifdef NANOVG_GL3\n" |
| 672 | " outColor = result;\n" |
| 673 | "#else\n" |
| 674 | " gl_FragColor = result;\n" |
| 675 | "#endif\n" |
| 676 | "}\n" ; |
| 677 | |
| 678 | glnvg__checkError(gl, "init" ); |
| 679 | |
| 680 | if (gl->flags & NVG_ANTIALIAS) { |
| 681 | if (glnvg__createShader(&gl->shader, "shader" , shaderHeader, "#define EDGE_AA 1\n" , fillVertShader, fillFragShader) == 0) |
| 682 | return 0; |
| 683 | } else { |
| 684 | if (glnvg__createShader(&gl->shader, "shader" , shaderHeader, NULL, fillVertShader, fillFragShader) == 0) |
| 685 | return 0; |
| 686 | } |
| 687 | |
| 688 | glnvg__checkError(gl, "uniform locations" ); |
| 689 | glnvg__getUniforms(&gl->shader); |
| 690 | |
| 691 | // Create dynamic vertex array |
| 692 | #if defined NANOVG_GL3 |
| 693 | glGenVertexArrays(1, &gl->vertArr); |
| 694 | #endif |
| 695 | glGenBuffers(1, &gl->vertBuf); |
| 696 | |
| 697 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 698 | // Create UBOs |
| 699 | glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING); |
| 700 | glGenBuffers(1, &gl->fragBuf); |
| 701 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align); |
| 702 | #endif |
| 703 | gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align; |
| 704 | |
| 705 | glnvg__checkError(gl, "create done" ); |
| 706 | |
| 707 | glFinish(); |
| 708 | |
| 709 | return 1; |
| 710 | } |
| 711 | |
| 712 | static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data) |
| 713 | { |
| 714 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 715 | GLNVGtexture* tex = glnvg__allocTexture(gl); |
| 716 | |
| 717 | if (tex == NULL) return 0; |
| 718 | |
| 719 | #ifdef NANOVG_GLES2 |
| 720 | // Check for non-power of 2. |
| 721 | if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) { |
| 722 | // No repeat |
| 723 | if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) { |
| 724 | printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n" , w, h); |
| 725 | imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY); |
| 726 | } |
| 727 | // No mips. |
| 728 | if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) { |
| 729 | printf("Mip-maps is not support for non power-of-two textures (%d x %d)\n" , w, h); |
| 730 | imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS; |
| 731 | } |
| 732 | } |
| 733 | #endif |
| 734 | |
| 735 | glGenTextures(1, &tex->tex); |
| 736 | tex->width = w; |
| 737 | tex->height = h; |
| 738 | tex->type = type; |
| 739 | tex->flags = imageFlags; |
| 740 | glnvg__bindTexture(gl, tex->tex); |
| 741 | |
| 742 | glPixelStorei(GL_UNPACK_ALIGNMENT,1); |
| 743 | #ifndef NANOVG_GLES2 |
| 744 | glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); |
| 745 | glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
| 746 | glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); |
| 747 | #endif |
| 748 | |
| 749 | #if defined (NANOVG_GL2) |
| 750 | // GL 1.4 and later has support for generating mipmaps using a tex parameter. |
| 751 | if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) { |
| 752 | glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
| 753 | } |
| 754 | #endif |
| 755 | |
| 756 | if (type == NVG_TEXTURE_RGBA) |
| 757 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); |
| 758 | else |
| 759 | #if defined(NANOVG_GLES2) || defined (NANOVG_GL2) |
| 760 | glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); |
| 761 | #elif defined(NANOVG_GLES3) |
| 762 | glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data); |
| 763 | #else |
| 764 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data); |
| 765 | #endif |
| 766 | |
| 767 | if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) { |
| 768 | if (imageFlags & NVG_IMAGE_NEAREST) { |
| 769 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| 770 | } else { |
| 771 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 772 | } |
| 773 | } else { |
| 774 | if (imageFlags & NVG_IMAGE_NEAREST) { |
| 775 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 776 | } else { |
| 777 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 778 | } |
| 779 | } |
| 780 | |
| 781 | if (imageFlags & NVG_IMAGE_NEAREST) { |
| 782 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 783 | } else { |
| 784 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 785 | } |
| 786 | |
| 787 | if (imageFlags & NVG_IMAGE_REPEATX) |
| 788 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 789 | else |
| 790 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 791 | |
| 792 | if (imageFlags & NVG_IMAGE_REPEATY) |
| 793 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 794 | else |
| 795 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 796 | |
| 797 | glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
| 798 | #ifndef NANOVG_GLES2 |
| 799 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| 800 | glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
| 801 | glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); |
| 802 | #endif |
| 803 | |
| 804 | // The new way to build mipmaps on GLES and GL3 |
| 805 | #if !defined(NANOVG_GL2) |
| 806 | if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) { |
| 807 | glGenerateMipmap(GL_TEXTURE_2D); |
| 808 | } |
| 809 | #endif |
| 810 | |
| 811 | glnvg__checkError(gl, "create tex" ); |
| 812 | glnvg__bindTexture(gl, 0); |
| 813 | |
| 814 | return tex->id; |
| 815 | } |
| 816 | |
| 817 | |
| 818 | static int glnvg__renderDeleteTexture(void* uptr, int image) |
| 819 | { |
| 820 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 821 | return glnvg__deleteTexture(gl, image); |
| 822 | } |
| 823 | |
| 824 | static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data) |
| 825 | { |
| 826 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 827 | GLNVGtexture* tex = glnvg__findTexture(gl, image); |
| 828 | |
| 829 | if (tex == NULL) return 0; |
| 830 | glnvg__bindTexture(gl, tex->tex); |
| 831 | |
| 832 | glPixelStorei(GL_UNPACK_ALIGNMENT,1); |
| 833 | |
| 834 | #ifndef NANOVG_GLES2 |
| 835 | glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); |
| 836 | glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); |
| 837 | glPixelStorei(GL_UNPACK_SKIP_ROWS, y); |
| 838 | #else |
| 839 | // No support for all of skip, need to update a whole row at a time. |
| 840 | if (tex->type == NVG_TEXTURE_RGBA) |
| 841 | data += y*tex->width*4; |
| 842 | else |
| 843 | data += y*tex->width; |
| 844 | x = 0; |
| 845 | w = tex->width; |
| 846 | #endif |
| 847 | |
| 848 | if (tex->type == NVG_TEXTURE_RGBA) |
| 849 | glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data); |
| 850 | else |
| 851 | #if defined(NANOVG_GLES2) || defined(NANOVG_GL2) |
| 852 | glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); |
| 853 | #else |
| 854 | glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data); |
| 855 | #endif |
| 856 | |
| 857 | glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
| 858 | #ifndef NANOVG_GLES2 |
| 859 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| 860 | glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
| 861 | glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); |
| 862 | #endif |
| 863 | |
| 864 | glnvg__bindTexture(gl, 0); |
| 865 | |
| 866 | return 1; |
| 867 | } |
| 868 | |
| 869 | static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h) |
| 870 | { |
| 871 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 872 | GLNVGtexture* tex = glnvg__findTexture(gl, image); |
| 873 | if (tex == NULL) return 0; |
| 874 | *w = tex->width; |
| 875 | *h = tex->height; |
| 876 | return 1; |
| 877 | } |
| 878 | |
| 879 | static void glnvg__xformToMat3x4(float* m3, float* t) |
| 880 | { |
| 881 | m3[0] = t[0]; |
| 882 | m3[1] = t[1]; |
| 883 | m3[2] = 0.0f; |
| 884 | m3[3] = 0.0f; |
| 885 | m3[4] = t[2]; |
| 886 | m3[5] = t[3]; |
| 887 | m3[6] = 0.0f; |
| 888 | m3[7] = 0.0f; |
| 889 | m3[8] = t[4]; |
| 890 | m3[9] = t[5]; |
| 891 | m3[10] = 1.0f; |
| 892 | m3[11] = 0.0f; |
| 893 | } |
| 894 | |
| 895 | static NVGcolor glnvg__premulColor(NVGcolor c) |
| 896 | { |
| 897 | c.r *= c.a; |
| 898 | c.g *= c.a; |
| 899 | c.b *= c.a; |
| 900 | return c; |
| 901 | } |
| 902 | |
| 903 | static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint, |
| 904 | NVGscissor* scissor, float width, float fringe, float strokeThr) |
| 905 | { |
| 906 | GLNVGtexture* tex = NULL; |
| 907 | float invxform[6]; |
| 908 | |
| 909 | memset(frag, 0, sizeof(*frag)); |
| 910 | |
| 911 | frag->innerCol = glnvg__premulColor(paint->innerColor); |
| 912 | frag->outerCol = glnvg__premulColor(paint->outerColor); |
| 913 | |
| 914 | if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) { |
| 915 | memset(frag->scissorMat, 0, sizeof(frag->scissorMat)); |
| 916 | frag->scissorExt[0] = 1.0f; |
| 917 | frag->scissorExt[1] = 1.0f; |
| 918 | frag->scissorScale[0] = 1.0f; |
| 919 | frag->scissorScale[1] = 1.0f; |
| 920 | } else { |
| 921 | nvgTransformInverse(invxform, scissor->xform); |
| 922 | glnvg__xformToMat3x4(frag->scissorMat, invxform); |
| 923 | frag->scissorExt[0] = scissor->extent[0]; |
| 924 | frag->scissorExt[1] = scissor->extent[1]; |
| 925 | frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe; |
| 926 | frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe; |
| 927 | } |
| 928 | |
| 929 | memcpy(frag->extent, paint->extent, sizeof(frag->extent)); |
| 930 | frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe; |
| 931 | frag->strokeThr = strokeThr; |
| 932 | |
| 933 | if (paint->image != 0) { |
| 934 | tex = glnvg__findTexture(gl, paint->image); |
| 935 | if (tex == NULL) return 0; |
| 936 | if ((tex->flags & NVG_IMAGE_FLIPY) != 0) { |
| 937 | float m1[6], m2[6]; |
| 938 | nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f); |
| 939 | nvgTransformMultiply(m1, paint->xform); |
| 940 | nvgTransformScale(m2, 1.0f, -1.0f); |
| 941 | nvgTransformMultiply(m2, m1); |
| 942 | nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f); |
| 943 | nvgTransformMultiply(m1, m2); |
| 944 | nvgTransformInverse(invxform, m1); |
| 945 | } else { |
| 946 | nvgTransformInverse(invxform, paint->xform); |
| 947 | } |
| 948 | frag->type = NSVG_SHADER_FILLIMG; |
| 949 | |
| 950 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 951 | if (tex->type == NVG_TEXTURE_RGBA) |
| 952 | frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1; |
| 953 | else |
| 954 | frag->texType = 2; |
| 955 | #else |
| 956 | if (tex->type == NVG_TEXTURE_RGBA) |
| 957 | frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f; |
| 958 | else |
| 959 | frag->texType = 2.0f; |
| 960 | #endif |
| 961 | // printf("frag->texType = %d\n", frag->texType); |
| 962 | } else { |
| 963 | frag->type = NSVG_SHADER_FILLGRAD; |
| 964 | frag->radius = paint->radius; |
| 965 | frag->feather = paint->feather; |
| 966 | nvgTransformInverse(invxform, paint->xform); |
| 967 | } |
| 968 | |
| 969 | glnvg__xformToMat3x4(frag->paintMat, invxform); |
| 970 | |
| 971 | return 1; |
| 972 | } |
| 973 | |
| 974 | static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i); |
| 975 | |
| 976 | static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image) |
| 977 | { |
| 978 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 979 | glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms)); |
| 980 | #else |
| 981 | GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset); |
| 982 | glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0])); |
| 983 | #endif |
| 984 | |
| 985 | if (image != 0) { |
| 986 | GLNVGtexture* tex = glnvg__findTexture(gl, image); |
| 987 | glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0); |
| 988 | glnvg__checkError(gl, "tex paint tex" ); |
| 989 | } else { |
| 990 | glnvg__bindTexture(gl, 0); |
| 991 | } |
| 992 | } |
| 993 | |
| 994 | static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio) |
| 995 | { |
| 996 | NVG_NOTUSED(devicePixelRatio); |
| 997 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 998 | gl->view[0] = width; |
| 999 | gl->view[1] = height; |
| 1000 | } |
| 1001 | |
| 1002 | static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call) |
| 1003 | { |
| 1004 | GLNVGpath* paths = &gl->paths[call->pathOffset]; |
| 1005 | int i, npaths = call->pathCount; |
| 1006 | |
| 1007 | // Draw shapes |
| 1008 | glEnable(GL_STENCIL_TEST); |
| 1009 | glnvg__stencilMask(gl, 0xff); |
| 1010 | glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff); |
| 1011 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 1012 | |
| 1013 | // set bindpoint for solid loc |
| 1014 | glnvg__setUniforms(gl, call->uniformOffset, 0); |
| 1015 | glnvg__checkError(gl, "fill simple" ); |
| 1016 | |
| 1017 | glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); |
| 1018 | glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); |
| 1019 | glDisable(GL_CULL_FACE); |
| 1020 | for (i = 0; i < npaths; i++) |
| 1021 | glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); |
| 1022 | glEnable(GL_CULL_FACE); |
| 1023 | |
| 1024 | // Draw anti-aliased pixels |
| 1025 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 1026 | |
| 1027 | glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image); |
| 1028 | glnvg__checkError(gl, "fill fill" ); |
| 1029 | |
| 1030 | if (gl->flags & NVG_ANTIALIAS) { |
| 1031 | glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff); |
| 1032 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| 1033 | // Draw fringes |
| 1034 | for (i = 0; i < npaths; i++) |
| 1035 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1036 | } |
| 1037 | |
| 1038 | // Draw fill |
| 1039 | glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff); |
| 1040 | glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); |
| 1041 | glDrawArrays(GL_TRIANGLE_STRIP, call->triangleOffset, call->triangleCount); |
| 1042 | |
| 1043 | glDisable(GL_STENCIL_TEST); |
| 1044 | } |
| 1045 | |
| 1046 | static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call) |
| 1047 | { |
| 1048 | GLNVGpath* paths = &gl->paths[call->pathOffset]; |
| 1049 | int i, npaths = call->pathCount; |
| 1050 | |
| 1051 | glnvg__setUniforms(gl, call->uniformOffset, call->image); |
| 1052 | glnvg__checkError(gl, "convex fill" ); |
| 1053 | |
| 1054 | for (i = 0; i < npaths; i++) { |
| 1055 | glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); |
| 1056 | // Draw fringes |
| 1057 | if (paths[i].strokeCount > 0) { |
| 1058 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1059 | } |
| 1060 | } |
| 1061 | } |
| 1062 | |
| 1063 | static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call) |
| 1064 | { |
| 1065 | GLNVGpath* paths = &gl->paths[call->pathOffset]; |
| 1066 | int npaths = call->pathCount, i; |
| 1067 | |
| 1068 | if (gl->flags & NVG_STENCIL_STROKES) { |
| 1069 | |
| 1070 | glEnable(GL_STENCIL_TEST); |
| 1071 | glnvg__stencilMask(gl, 0xff); |
| 1072 | |
| 1073 | // Fill the stroke base without overlap |
| 1074 | glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff); |
| 1075 | glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); |
| 1076 | glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image); |
| 1077 | glnvg__checkError(gl, "stroke fill 0" ); |
| 1078 | for (i = 0; i < npaths; i++) |
| 1079 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1080 | |
| 1081 | // Draw anti-aliased pixels. |
| 1082 | glnvg__setUniforms(gl, call->uniformOffset, call->image); |
| 1083 | glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff); |
| 1084 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| 1085 | for (i = 0; i < npaths; i++) |
| 1086 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1087 | |
| 1088 | // Clear stencil buffer. |
| 1089 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 1090 | glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff); |
| 1091 | glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); |
| 1092 | glnvg__checkError(gl, "stroke fill 1" ); |
| 1093 | for (i = 0; i < npaths; i++) |
| 1094 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1095 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 1096 | |
| 1097 | glDisable(GL_STENCIL_TEST); |
| 1098 | |
| 1099 | // glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f); |
| 1100 | |
| 1101 | } else { |
| 1102 | glnvg__setUniforms(gl, call->uniformOffset, call->image); |
| 1103 | glnvg__checkError(gl, "stroke fill" ); |
| 1104 | // Draw Strokes |
| 1105 | for (i = 0; i < npaths; i++) |
| 1106 | glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
| 1107 | } |
| 1108 | } |
| 1109 | |
| 1110 | static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call) |
| 1111 | { |
| 1112 | glnvg__setUniforms(gl, call->uniformOffset, call->image); |
| 1113 | glnvg__checkError(gl, "triangles fill" ); |
| 1114 | |
| 1115 | glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount); |
| 1116 | } |
| 1117 | |
| 1118 | static void glnvg__renderCancel(void* uptr) { |
| 1119 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1120 | gl->nverts = 0; |
| 1121 | gl->npaths = 0; |
| 1122 | gl->ncalls = 0; |
| 1123 | gl->nuniforms = 0; |
| 1124 | } |
| 1125 | |
| 1126 | static GLenum glnvg_convertBlendFuncFactor(int factor) |
| 1127 | { |
| 1128 | if (factor == NVG_ZERO) |
| 1129 | return GL_ZERO; |
| 1130 | if (factor == NVG_ONE) |
| 1131 | return GL_ONE; |
| 1132 | if (factor == NVG_SRC_COLOR) |
| 1133 | return GL_SRC_COLOR; |
| 1134 | if (factor == NVG_ONE_MINUS_SRC_COLOR) |
| 1135 | return GL_ONE_MINUS_SRC_COLOR; |
| 1136 | if (factor == NVG_DST_COLOR) |
| 1137 | return GL_DST_COLOR; |
| 1138 | if (factor == NVG_ONE_MINUS_DST_COLOR) |
| 1139 | return GL_ONE_MINUS_DST_COLOR; |
| 1140 | if (factor == NVG_SRC_ALPHA) |
| 1141 | return GL_SRC_ALPHA; |
| 1142 | if (factor == NVG_ONE_MINUS_SRC_ALPHA) |
| 1143 | return GL_ONE_MINUS_SRC_ALPHA; |
| 1144 | if (factor == NVG_DST_ALPHA) |
| 1145 | return GL_DST_ALPHA; |
| 1146 | if (factor == NVG_ONE_MINUS_DST_ALPHA) |
| 1147 | return GL_ONE_MINUS_DST_ALPHA; |
| 1148 | if (factor == NVG_SRC_ALPHA_SATURATE) |
| 1149 | return GL_SRC_ALPHA_SATURATE; |
| 1150 | return GL_INVALID_ENUM; |
| 1151 | } |
| 1152 | |
| 1153 | static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op) |
| 1154 | { |
| 1155 | GLNVGblend blend; |
| 1156 | blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB); |
| 1157 | blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB); |
| 1158 | blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha); |
| 1159 | blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha); |
| 1160 | if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM) |
| 1161 | { |
| 1162 | blend.srcRGB = GL_ONE; |
| 1163 | blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA; |
| 1164 | blend.srcAlpha = GL_ONE; |
| 1165 | blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| 1166 | } |
| 1167 | return blend; |
| 1168 | } |
| 1169 | |
| 1170 | static void glnvg__renderFlush(void* uptr) |
| 1171 | { |
| 1172 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1173 | int i; |
| 1174 | |
| 1175 | if (gl->ncalls > 0) { |
| 1176 | |
| 1177 | // Setup require GL state. |
| 1178 | glUseProgram(gl->shader.prog); |
| 1179 | |
| 1180 | glEnable(GL_CULL_FACE); |
| 1181 | glCullFace(GL_BACK); |
| 1182 | glFrontFace(GL_CCW); |
| 1183 | glEnable(GL_BLEND); |
| 1184 | glDisable(GL_DEPTH_TEST); |
| 1185 | glDisable(GL_SCISSOR_TEST); |
| 1186 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 1187 | glStencilMask(0xffffffff); |
| 1188 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| 1189 | glStencilFunc(GL_ALWAYS, 0, 0xffffffff); |
| 1190 | glActiveTexture(GL_TEXTURE0); |
| 1191 | glBindTexture(GL_TEXTURE_2D, 0); |
| 1192 | #if NANOVG_GL_USE_STATE_FILTER |
| 1193 | gl->boundTexture = 0; |
| 1194 | gl->stencilMask = 0xffffffff; |
| 1195 | gl->stencilFunc = GL_ALWAYS; |
| 1196 | gl->stencilFuncRef = 0; |
| 1197 | gl->stencilFuncMask = 0xffffffff; |
| 1198 | gl->blendFunc.srcRGB = GL_INVALID_ENUM; |
| 1199 | gl->blendFunc.srcAlpha = GL_INVALID_ENUM; |
| 1200 | gl->blendFunc.dstRGB = GL_INVALID_ENUM; |
| 1201 | gl->blendFunc.dstAlpha = GL_INVALID_ENUM; |
| 1202 | #endif |
| 1203 | |
| 1204 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 1205 | // Upload ubo for frag shaders |
| 1206 | glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf); |
| 1207 | glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW); |
| 1208 | #endif |
| 1209 | |
| 1210 | // Upload vertex data |
| 1211 | #if defined NANOVG_GL3 |
| 1212 | glBindVertexArray(gl->vertArr); |
| 1213 | #endif |
| 1214 | glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); |
| 1215 | glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW); |
| 1216 | glEnableVertexAttribArray(0); |
| 1217 | glEnableVertexAttribArray(1); |
| 1218 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0); |
| 1219 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float))); |
| 1220 | |
| 1221 | // Set view and texture just once per frame. |
| 1222 | glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); |
| 1223 | glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view); |
| 1224 | |
| 1225 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 1226 | glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf); |
| 1227 | #endif |
| 1228 | |
| 1229 | for (i = 0; i < gl->ncalls; i++) { |
| 1230 | GLNVGcall* call = &gl->calls[i]; |
| 1231 | glnvg__blendFuncSeparate(gl,&call->blendFunc); |
| 1232 | if (call->type == GLNVG_FILL) |
| 1233 | glnvg__fill(gl, call); |
| 1234 | else if (call->type == GLNVG_CONVEXFILL) |
| 1235 | glnvg__convexFill(gl, call); |
| 1236 | else if (call->type == GLNVG_STROKE) |
| 1237 | glnvg__stroke(gl, call); |
| 1238 | else if (call->type == GLNVG_TRIANGLES) |
| 1239 | glnvg__triangles(gl, call); |
| 1240 | } |
| 1241 | |
| 1242 | glDisableVertexAttribArray(0); |
| 1243 | glDisableVertexAttribArray(1); |
| 1244 | #if defined NANOVG_GL3 |
| 1245 | glBindVertexArray(0); |
| 1246 | #endif |
| 1247 | glDisable(GL_CULL_FACE); |
| 1248 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 1249 | glUseProgram(0); |
| 1250 | glnvg__bindTexture(gl, 0); |
| 1251 | } |
| 1252 | |
| 1253 | // Reset calls |
| 1254 | gl->nverts = 0; |
| 1255 | gl->npaths = 0; |
| 1256 | gl->ncalls = 0; |
| 1257 | gl->nuniforms = 0; |
| 1258 | } |
| 1259 | |
| 1260 | static int glnvg__maxVertCount(const NVGpath* paths, int npaths) |
| 1261 | { |
| 1262 | int i, count = 0; |
| 1263 | for (i = 0; i < npaths; i++) { |
| 1264 | count += paths[i].nfill; |
| 1265 | count += paths[i].nstroke; |
| 1266 | } |
| 1267 | return count; |
| 1268 | } |
| 1269 | |
| 1270 | static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl) |
| 1271 | { |
| 1272 | GLNVGcall* ret = NULL; |
| 1273 | if (gl->ncalls+1 > gl->ccalls) { |
| 1274 | GLNVGcall* calls; |
| 1275 | int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate |
| 1276 | calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls); |
| 1277 | if (calls == NULL) return NULL; |
| 1278 | gl->calls = calls; |
| 1279 | gl->ccalls = ccalls; |
| 1280 | } |
| 1281 | ret = &gl->calls[gl->ncalls++]; |
| 1282 | memset(ret, 0, sizeof(GLNVGcall)); |
| 1283 | return ret; |
| 1284 | } |
| 1285 | |
| 1286 | static int glnvg__allocPaths(GLNVGcontext* gl, int n) |
| 1287 | { |
| 1288 | int ret = 0; |
| 1289 | if (gl->npaths+n > gl->cpaths) { |
| 1290 | GLNVGpath* paths; |
| 1291 | int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate |
| 1292 | paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths); |
| 1293 | if (paths == NULL) return -1; |
| 1294 | gl->paths = paths; |
| 1295 | gl->cpaths = cpaths; |
| 1296 | } |
| 1297 | ret = gl->npaths; |
| 1298 | gl->npaths += n; |
| 1299 | return ret; |
| 1300 | } |
| 1301 | |
| 1302 | static int glnvg__allocVerts(GLNVGcontext* gl, int n) |
| 1303 | { |
| 1304 | int ret = 0; |
| 1305 | if (gl->nverts+n > gl->cverts) { |
| 1306 | NVGvertex* verts; |
| 1307 | int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate |
| 1308 | verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts); |
| 1309 | if (verts == NULL) return -1; |
| 1310 | gl->verts = verts; |
| 1311 | gl->cverts = cverts; |
| 1312 | } |
| 1313 | ret = gl->nverts; |
| 1314 | gl->nverts += n; |
| 1315 | return ret; |
| 1316 | } |
| 1317 | |
| 1318 | static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n) |
| 1319 | { |
| 1320 | int ret = 0, structSize = gl->fragSize; |
| 1321 | if (gl->nuniforms+n > gl->cuniforms) { |
| 1322 | unsigned char* uniforms; |
| 1323 | int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate |
| 1324 | uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms); |
| 1325 | if (uniforms == NULL) return -1; |
| 1326 | gl->uniforms = uniforms; |
| 1327 | gl->cuniforms = cuniforms; |
| 1328 | } |
| 1329 | ret = gl->nuniforms * structSize; |
| 1330 | gl->nuniforms += n; |
| 1331 | return ret; |
| 1332 | } |
| 1333 | |
| 1334 | static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i) |
| 1335 | { |
| 1336 | return (GLNVGfragUniforms*)&gl->uniforms[i]; |
| 1337 | } |
| 1338 | |
| 1339 | static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v) |
| 1340 | { |
| 1341 | vtx->x = x; |
| 1342 | vtx->y = y; |
| 1343 | vtx->u = u; |
| 1344 | vtx->v = v; |
| 1345 | } |
| 1346 | |
| 1347 | static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, |
| 1348 | const float* bounds, const NVGpath* paths, int npaths) |
| 1349 | { |
| 1350 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1351 | GLNVGcall* call = glnvg__allocCall(gl); |
| 1352 | NVGvertex* quad; |
| 1353 | GLNVGfragUniforms* frag; |
| 1354 | int i, maxverts, offset; |
| 1355 | |
| 1356 | if (call == NULL) return; |
| 1357 | |
| 1358 | call->type = GLNVG_FILL; |
| 1359 | call->triangleCount = 4; |
| 1360 | call->pathOffset = glnvg__allocPaths(gl, npaths); |
| 1361 | if (call->pathOffset == -1) goto error; |
| 1362 | call->pathCount = npaths; |
| 1363 | call->image = paint->image; |
| 1364 | call->blendFunc = glnvg__blendCompositeOperation(compositeOperation); |
| 1365 | |
| 1366 | if (npaths == 1 && paths[0].convex) |
| 1367 | { |
| 1368 | call->type = GLNVG_CONVEXFILL; |
| 1369 | call->triangleCount = 0; // Bounding box fill quad not needed for convex fill |
| 1370 | } |
| 1371 | |
| 1372 | // Allocate vertices for all the paths. |
| 1373 | maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount; |
| 1374 | offset = glnvg__allocVerts(gl, maxverts); |
| 1375 | if (offset == -1) goto error; |
| 1376 | |
| 1377 | for (i = 0; i < npaths; i++) { |
| 1378 | GLNVGpath* copy = &gl->paths[call->pathOffset + i]; |
| 1379 | const NVGpath* path = &paths[i]; |
| 1380 | memset(copy, 0, sizeof(GLNVGpath)); |
| 1381 | if (path->nfill > 0) { |
| 1382 | copy->fillOffset = offset; |
| 1383 | copy->fillCount = path->nfill; |
| 1384 | memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill); |
| 1385 | offset += path->nfill; |
| 1386 | } |
| 1387 | if (path->nstroke > 0) { |
| 1388 | copy->strokeOffset = offset; |
| 1389 | copy->strokeCount = path->nstroke; |
| 1390 | memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke); |
| 1391 | offset += path->nstroke; |
| 1392 | } |
| 1393 | } |
| 1394 | |
| 1395 | // Setup uniforms for draw calls |
| 1396 | if (call->type == GLNVG_FILL) { |
| 1397 | // Quad |
| 1398 | call->triangleOffset = offset; |
| 1399 | quad = &gl->verts[call->triangleOffset]; |
| 1400 | glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f); |
| 1401 | glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f); |
| 1402 | glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f); |
| 1403 | glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f); |
| 1404 | |
| 1405 | call->uniformOffset = glnvg__allocFragUniforms(gl, 2); |
| 1406 | if (call->uniformOffset == -1) goto error; |
| 1407 | // Simple shader for stencil |
| 1408 | frag = nvg__fragUniformPtr(gl, call->uniformOffset); |
| 1409 | memset(frag, 0, sizeof(*frag)); |
| 1410 | frag->strokeThr = -1.0f; |
| 1411 | frag->type = NSVG_SHADER_SIMPLE; |
| 1412 | // Fill shader |
| 1413 | glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f); |
| 1414 | } else { |
| 1415 | call->uniformOffset = glnvg__allocFragUniforms(gl, 1); |
| 1416 | if (call->uniformOffset == -1) goto error; |
| 1417 | // Fill shader |
| 1418 | glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f); |
| 1419 | } |
| 1420 | |
| 1421 | return; |
| 1422 | |
| 1423 | error: |
| 1424 | // We get here if call alloc was ok, but something else is not. |
| 1425 | // Roll back the last call to prevent drawing it. |
| 1426 | if (gl->ncalls > 0) gl->ncalls--; |
| 1427 | } |
| 1428 | |
| 1429 | static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, |
| 1430 | float strokeWidth, const NVGpath* paths, int npaths) |
| 1431 | { |
| 1432 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1433 | GLNVGcall* call = glnvg__allocCall(gl); |
| 1434 | int i, maxverts, offset; |
| 1435 | |
| 1436 | if (call == NULL) return; |
| 1437 | |
| 1438 | call->type = GLNVG_STROKE; |
| 1439 | call->pathOffset = glnvg__allocPaths(gl, npaths); |
| 1440 | if (call->pathOffset == -1) goto error; |
| 1441 | call->pathCount = npaths; |
| 1442 | call->image = paint->image; |
| 1443 | call->blendFunc = glnvg__blendCompositeOperation(compositeOperation); |
| 1444 | |
| 1445 | // Allocate vertices for all the paths. |
| 1446 | maxverts = glnvg__maxVertCount(paths, npaths); |
| 1447 | offset = glnvg__allocVerts(gl, maxverts); |
| 1448 | if (offset == -1) goto error; |
| 1449 | |
| 1450 | for (i = 0; i < npaths; i++) { |
| 1451 | GLNVGpath* copy = &gl->paths[call->pathOffset + i]; |
| 1452 | const NVGpath* path = &paths[i]; |
| 1453 | memset(copy, 0, sizeof(GLNVGpath)); |
| 1454 | if (path->nstroke) { |
| 1455 | copy->strokeOffset = offset; |
| 1456 | copy->strokeCount = path->nstroke; |
| 1457 | memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke); |
| 1458 | offset += path->nstroke; |
| 1459 | } |
| 1460 | } |
| 1461 | |
| 1462 | if (gl->flags & NVG_STENCIL_STROKES) { |
| 1463 | // Fill shader |
| 1464 | call->uniformOffset = glnvg__allocFragUniforms(gl, 2); |
| 1465 | if (call->uniformOffset == -1) goto error; |
| 1466 | |
| 1467 | glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f); |
| 1468 | glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f); |
| 1469 | |
| 1470 | } else { |
| 1471 | // Fill shader |
| 1472 | call->uniformOffset = glnvg__allocFragUniforms(gl, 1); |
| 1473 | if (call->uniformOffset == -1) goto error; |
| 1474 | glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f); |
| 1475 | } |
| 1476 | |
| 1477 | return; |
| 1478 | |
| 1479 | error: |
| 1480 | // We get here if call alloc was ok, but something else is not. |
| 1481 | // Roll back the last call to prevent drawing it. |
| 1482 | if (gl->ncalls > 0) gl->ncalls--; |
| 1483 | } |
| 1484 | |
| 1485 | static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, |
| 1486 | const NVGvertex* verts, int nverts) |
| 1487 | { |
| 1488 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1489 | GLNVGcall* call = glnvg__allocCall(gl); |
| 1490 | GLNVGfragUniforms* frag; |
| 1491 | |
| 1492 | if (call == NULL) return; |
| 1493 | |
| 1494 | call->type = GLNVG_TRIANGLES; |
| 1495 | call->image = paint->image; |
| 1496 | call->blendFunc = glnvg__blendCompositeOperation(compositeOperation); |
| 1497 | |
| 1498 | // Allocate vertices for all the paths. |
| 1499 | call->triangleOffset = glnvg__allocVerts(gl, nverts); |
| 1500 | if (call->triangleOffset == -1) goto error; |
| 1501 | call->triangleCount = nverts; |
| 1502 | |
| 1503 | memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts); |
| 1504 | |
| 1505 | // Fill shader |
| 1506 | call->uniformOffset = glnvg__allocFragUniforms(gl, 1); |
| 1507 | if (call->uniformOffset == -1) goto error; |
| 1508 | frag = nvg__fragUniformPtr(gl, call->uniformOffset); |
| 1509 | glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f, -1.0f); |
| 1510 | frag->type = NSVG_SHADER_IMG; |
| 1511 | |
| 1512 | return; |
| 1513 | |
| 1514 | error: |
| 1515 | // We get here if call alloc was ok, but something else is not. |
| 1516 | // Roll back the last call to prevent drawing it. |
| 1517 | if (gl->ncalls > 0) gl->ncalls--; |
| 1518 | } |
| 1519 | |
| 1520 | static void glnvg__renderDelete(void* uptr) |
| 1521 | { |
| 1522 | GLNVGcontext* gl = (GLNVGcontext*)uptr; |
| 1523 | int i; |
| 1524 | if (gl == NULL) return; |
| 1525 | |
| 1526 | glnvg__deleteShader(&gl->shader); |
| 1527 | |
| 1528 | #if NANOVG_GL3 |
| 1529 | #if NANOVG_GL_USE_UNIFORMBUFFER |
| 1530 | if (gl->fragBuf != 0) |
| 1531 | glDeleteBuffers(1, &gl->fragBuf); |
| 1532 | #endif |
| 1533 | if (gl->vertArr != 0) |
| 1534 | glDeleteVertexArrays(1, &gl->vertArr); |
| 1535 | #endif |
| 1536 | if (gl->vertBuf != 0) |
| 1537 | glDeleteBuffers(1, &gl->vertBuf); |
| 1538 | |
| 1539 | for (i = 0; i < gl->ntextures; i++) { |
| 1540 | if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0) |
| 1541 | glDeleteTextures(1, &gl->textures[i].tex); |
| 1542 | } |
| 1543 | free(gl->textures); |
| 1544 | |
| 1545 | free(gl->paths); |
| 1546 | free(gl->verts); |
| 1547 | free(gl->uniforms); |
| 1548 | free(gl->calls); |
| 1549 | |
| 1550 | free(gl); |
| 1551 | } |
| 1552 | |
| 1553 | |
| 1554 | #if defined NANOVG_GL2 |
| 1555 | NVGcontext* nvgCreateGL2(int flags) |
| 1556 | #elif defined NANOVG_GL3 |
| 1557 | NVGcontext* nvgCreateGL3(int flags) |
| 1558 | #elif defined NANOVG_GLES2 |
| 1559 | NVGcontext* nvgCreateGLES2(int flags) |
| 1560 | #elif defined NANOVG_GLES3 |
| 1561 | NVGcontext* nvgCreateGLES3(int flags) |
| 1562 | #endif |
| 1563 | { |
| 1564 | NVGparams params; |
| 1565 | NVGcontext* ctx = NULL; |
| 1566 | GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext)); |
| 1567 | if (gl == NULL) goto error; |
| 1568 | memset(gl, 0, sizeof(GLNVGcontext)); |
| 1569 | |
| 1570 | memset(¶ms, 0, sizeof(params)); |
| 1571 | params.renderCreate = glnvg__renderCreate; |
| 1572 | params.renderCreateTexture = glnvg__renderCreateTexture; |
| 1573 | params.renderDeleteTexture = glnvg__renderDeleteTexture; |
| 1574 | params.renderUpdateTexture = glnvg__renderUpdateTexture; |
| 1575 | params.renderGetTextureSize = glnvg__renderGetTextureSize; |
| 1576 | params.renderViewport = glnvg__renderViewport; |
| 1577 | params.renderCancel = glnvg__renderCancel; |
| 1578 | params.renderFlush = glnvg__renderFlush; |
| 1579 | params.renderFill = glnvg__renderFill; |
| 1580 | params.renderStroke = glnvg__renderStroke; |
| 1581 | params.renderTriangles = glnvg__renderTriangles; |
| 1582 | params.renderDelete = glnvg__renderDelete; |
| 1583 | params.userPtr = gl; |
| 1584 | params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0; |
| 1585 | |
| 1586 | gl->flags = flags; |
| 1587 | |
| 1588 | ctx = nvgCreateInternal(¶ms); |
| 1589 | if (ctx == NULL) goto error; |
| 1590 | |
| 1591 | return ctx; |
| 1592 | |
| 1593 | error: |
| 1594 | // 'gl' is freed by nvgDeleteInternal. |
| 1595 | if (ctx != NULL) nvgDeleteInternal(ctx); |
| 1596 | return NULL; |
| 1597 | } |
| 1598 | |
| 1599 | #if defined NANOVG_GL2 |
| 1600 | void nvgDeleteGL2(NVGcontext* ctx) |
| 1601 | #elif defined NANOVG_GL3 |
| 1602 | void nvgDeleteGL3(NVGcontext* ctx) |
| 1603 | #elif defined NANOVG_GLES2 |
| 1604 | void nvgDeleteGLES2(NVGcontext* ctx) |
| 1605 | #elif defined NANOVG_GLES3 |
| 1606 | void nvgDeleteGLES3(NVGcontext* ctx) |
| 1607 | #endif |
| 1608 | { |
| 1609 | nvgDeleteInternal(ctx); |
| 1610 | } |
| 1611 | |
| 1612 | #if defined NANOVG_GL2 |
| 1613 | int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags) |
| 1614 | #elif defined NANOVG_GL3 |
| 1615 | int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags) |
| 1616 | #elif defined NANOVG_GLES2 |
| 1617 | int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags) |
| 1618 | #elif defined NANOVG_GLES3 |
| 1619 | int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags) |
| 1620 | #endif |
| 1621 | { |
| 1622 | GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr; |
| 1623 | GLNVGtexture* tex = glnvg__allocTexture(gl); |
| 1624 | |
| 1625 | if (tex == NULL) return 0; |
| 1626 | |
| 1627 | tex->type = NVG_TEXTURE_RGBA; |
| 1628 | tex->tex = textureId; |
| 1629 | tex->flags = imageFlags; |
| 1630 | tex->width = w; |
| 1631 | tex->height = h; |
| 1632 | |
| 1633 | return tex->id; |
| 1634 | } |
| 1635 | |
| 1636 | #if defined NANOVG_GL2 |
| 1637 | GLuint nvglImageHandleGL2(NVGcontext* ctx, int image) |
| 1638 | #elif defined NANOVG_GL3 |
| 1639 | GLuint nvglImageHandleGL3(NVGcontext* ctx, int image) |
| 1640 | #elif defined NANOVG_GLES2 |
| 1641 | GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image) |
| 1642 | #elif defined NANOVG_GLES3 |
| 1643 | GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image) |
| 1644 | #endif |
| 1645 | { |
| 1646 | GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr; |
| 1647 | GLNVGtexture* tex = glnvg__findTexture(gl, image); |
| 1648 | return tex->tex; |
| 1649 | } |
| 1650 | |
| 1651 | #endif /* NANOVG_GL_IMPLEMENTATION */ |
| 1652 | |