Browse Source

Cleanup

pull/6/head
falkTX 8 years ago
parent
commit
fa5e1faa10
8 changed files with 0 additions and 13463 deletions
  1. +0
    -18
      dgl/src/nanovg2/LICENSE.txt
  2. +0
    -1688
      dgl/src/nanovg2/fontstash.h
  3. +0
    -2752
      dgl/src/nanovg2/nanovg.c
  4. +0
    -620
      dgl/src/nanovg2/nanovg.h
  5. +0
    -1525
      dgl/src/nanovg2/nanovg_gl.h
  6. +0
    -132
      dgl/src/nanovg2/nanovg_gl_utils.h
  7. +0
    -4647
      dgl/src/nanovg2/stb_image.h
  8. +0
    -2081
      dgl/src/nanovg2/stb_truetype.h

+ 0
- 18
dgl/src/nanovg2/LICENSE.txt View File

@@ -1,18 +0,0 @@
Copyright (c) 2013 Mikko Mononen memon@inside.org
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

+ 0
- 1688
dgl/src/nanovg2/fontstash.h
File diff suppressed because it is too large
View File


+ 0
- 2752
dgl/src/nanovg2/nanovg.c
File diff suppressed because it is too large
View File


+ 0
- 620
dgl/src/nanovg2/nanovg.h View File

@@ -1,620 +0,0 @@
//
// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//

#ifndef NANOVG_H
#define NANOVG_H

#ifdef __cplusplus
extern "C" {
#endif

#define NVG_PI 3.14159265358979323846264338327f

#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union
#endif

typedef struct NVGcontext NVGcontext;

struct NVGcolor {
union {
float rgba[4];
struct {
float r,g,b,a;
};
};
};
typedef struct NVGcolor NVGcolor;

struct NVGpaint {
float xform[6];
float extent[2];
float radius;
float feather;
NVGcolor innerColor;
NVGcolor outerColor;
int image;
};
typedef struct NVGpaint NVGpaint;

enum NVGwinding {
NVG_CCW = 1, // Winding for solid shapes
NVG_CW = 2, // Winding for holes
};

enum NVGsolidity {
NVG_SOLID = 1, // CCW
NVG_HOLE = 2, // CW
};

enum NVGlineCap {
NVG_BUTT,
NVG_ROUND,
NVG_SQUARE,
NVG_BEVEL,
NVG_MITER,
};

enum NVGalign {
// Horizontal align
NVG_ALIGN_LEFT = 1<<0, // Default, align text horizontally to left.
NVG_ALIGN_CENTER = 1<<1, // Align text horizontally to center.
NVG_ALIGN_RIGHT = 1<<2, // Align text horizontally to right.
// Vertical align
NVG_ALIGN_TOP = 1<<3, // Align text vertically to top.
NVG_ALIGN_MIDDLE = 1<<4, // Align text vertically to middle.
NVG_ALIGN_BOTTOM = 1<<5, // Align text vertically to bottom.
NVG_ALIGN_BASELINE = 1<<6, // Default, align text vertically to baseline.
};

struct NVGglyphPosition {
const char* str; // Position of the glyph in the input string.
float x; // The x-coordinate of the logical glyph position.
float minx, maxx; // The bounds of the glyph shape.
};
typedef struct NVGglyphPosition NVGglyphPosition;

struct NVGtextRow {
const char* start; // Pointer to the input text where the row starts.
const char* end; // Pointer to the input text where the row ends (one past the last character).
const char* next; // Pointer to the beginning of the next row.
float width; // Logical width of the row.
float minx, maxx; // Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending.
};
typedef struct NVGtextRow NVGtextRow;

enum NVGimageFlags {
NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image.
NVG_IMAGE_REPEATX = 1<<1, // Repeat image in X direction.
NVG_IMAGE_REPEATY = 1<<2, // Repeat image in Y direction.
NVG_IMAGE_FLIPY = 1<<3, // Flips (inverses) image in Y direction when rendered.
NVG_IMAGE_PREMULTIPLIED = 1<<4, // Image data has premultiplied alpha.
};

// Begin drawing a new frame
// Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame()
// nvgBeginFrame() defines the size of the window to render to in relation currently
// set viewport (i.e. glViewport on GL backends). Device pixel ration allows to
// control the rendering on Hi-DPI devices.
// For example, GLFW returns two dimension for an opened window: window size and
// frame buffer size. In that case you would set windowWidth/Height to the window size
// devicePixelRatio to: frameBufferWidth / windowWidth.
void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio);

// Cancels drawing the current frame.
void nvgCancelFrame(NVGcontext* ctx);

// Ends drawing flushing remaining render state.
void nvgEndFrame(NVGcontext* ctx);

//
// Color utils
//
// Colors in NanoVG are stored as unsigned ints in ABGR format.

// Returns a color value from red, green, blue values. Alpha will be set to 255 (1.0f).
NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b);

// Returns a color value from red, green, blue values. Alpha will be set to 1.0f.
NVGcolor nvgRGBf(float r, float g, float b);


// Returns a color value from red, green, blue and alpha values.
NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a);

// Returns a color value from red, green, blue and alpha values.
NVGcolor nvgRGBAf(float r, float g, float b, float a);


// Linearly interpolates from color c0 to c1, and returns resulting color value.
NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u);

// Sets transparency of a color value.
NVGcolor nvgTransRGBA(NVGcolor c0, unsigned char a);

// Sets transparency of a color value.
NVGcolor nvgTransRGBAf(NVGcolor c0, float a);

// Returns color value specified by hue, saturation and lightness.
// HSL values are all in range [0..1], alpha will be set to 255.
NVGcolor nvgHSL(float h, float s, float l);

// Returns color value specified by hue, saturation and lightness and alpha.
// HSL values are all in range [0..1], alpha in range [0..255]
NVGcolor nvgHSLA(float h, float s, float l, unsigned char a);

//
// State Handling
//
// NanoVG contains state which represents how paths will be rendered.
// The state contains transform, fill and stroke styles, text and font styles,
// and scissor clipping.

// Pushes and saves the current render state into a state stack.
// A matching nvgRestore() must be used to restore the state.
void nvgSave(NVGcontext* ctx);

// Pops and restores current render state.
void nvgRestore(NVGcontext* ctx);

// Resets current render state to default values. Does not affect the render state stack.
void nvgReset(NVGcontext* ctx);

//
// Render styles
//
// Fill and stroke render style can be either a solid color or a paint which is a gradient or a pattern.
// Solid color is simply defined as a color value, different kinds of paints can be created
// using nvgLinearGradient(), nvgBoxGradient(), nvgRadialGradient() and nvgImagePattern().
//
// Current render style can be saved and restored using nvgSave() and nvgRestore().

// Sets current stroke style to a solid color.
void nvgStrokeColor(NVGcontext* ctx, NVGcolor color);

// Sets current stroke style to a paint, which can be a one of the gradients or a pattern.
void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint);

// Sets current fill style to a solid color.
void nvgFillColor(NVGcontext* ctx, NVGcolor color);

// Sets current fill style to a paint, which can be a one of the gradients or a pattern.
void nvgFillPaint(NVGcontext* ctx, NVGpaint paint);

// Sets the miter limit of the stroke style.
// Miter limit controls when a sharp corner is beveled.
void nvgMiterLimit(NVGcontext* ctx, float limit);

// Sets the stroke width of the stroke style.
void nvgStrokeWidth(NVGcontext* ctx, float size);

// Sets how the end of the line (cap) is drawn,
// Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE.
void nvgLineCap(NVGcontext* ctx, int cap);

// Sets how sharp path corners are drawn.
// Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL.
void nvgLineJoin(NVGcontext* ctx, int join);

// Sets the transparency applied to all rendered shapes.
// Already transparent paths will get proportionally more transparent as well.
void nvgGlobalAlpha(NVGcontext* ctx, float alpha);

//
// Transforms
//
// The paths, gradients, patterns and scissor region are transformed by an transformation
// matrix at the time when they are passed to the API.
// The current transformation matrix is a affine matrix:
// [sx kx tx]
// [ky sy ty]
// [ 0 0 1]
// Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation.
// The last row is assumed to be 0,0,1 and is not stored.
//
// Apart from nvgResetTransform(), each transformation function first creates
// specific transformation matrix and pre-multiplies the current transformation by it.
//
// Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore().

// Resets current transform to a identity matrix.
void nvgResetTransform(NVGcontext* ctx);

// Premultiplies current coordinate system by specified matrix.
// The parameters are interpreted as matrix as follows:
// [a c e]
// [b d f]
// [0 0 1]
void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f);

// Translates current coordinate system.
void nvgTranslate(NVGcontext* ctx, float x, float y);

// Rotates current coordinate system. Angle is specified in radians.
void nvgRotate(NVGcontext* ctx, float angle);

// Skews the current coordinate system along X axis. Angle is specified in radians.
void nvgSkewX(NVGcontext* ctx, float angle);

// Skews the current coordinate system along Y axis. Angle is specified in radians.
void nvgSkewY(NVGcontext* ctx, float angle);

// Scales the current coordinate system.
void nvgScale(NVGcontext* ctx, float x, float y);

// Stores the top part (a-f) of the current transformation matrix in to the specified buffer.
// [a c e]
// [b d f]
// [0 0 1]
// There should be space for 6 floats in the return buffer for the values a-f.
void nvgCurrentTransform(NVGcontext* ctx, float* xform);


// The following functions can be used to make calculations on 2x3 transformation matrices.
// A 2x3 matrix is represented as float[6].

// Sets the transform to identity matrix.
void nvgTransformIdentity(float* dst);

// Sets the transform to translation matrix matrix.
void nvgTransformTranslate(float* dst, float tx, float ty);

// Sets the transform to scale matrix.
void nvgTransformScale(float* dst, float sx, float sy);

// Sets the transform to rotate matrix. Angle is specified in radians.
void nvgTransformRotate(float* dst, float a);

// Sets the transform to skew-x matrix. Angle is specified in radians.
void nvgTransformSkewX(float* dst, float a);

// Sets the transform to skew-y matrix. Angle is specified in radians.
void nvgTransformSkewY(float* dst, float a);

// Sets the transform to the result of multiplication of two transforms, of A = A*B.
void nvgTransformMultiply(float* dst, const float* src);

// Sets the transform to the result of multiplication of two transforms, of A = B*A.
void nvgTransformPremultiply(float* dst, const float* src);

// Sets the destination to inverse of specified transform.
// Returns 1 if the inverse could be calculated, else 0.
int nvgTransformInverse(float* dst, const float* src);

// Transform a point by given transform.
void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy);

// Converts degrees to radians and vice versa.
float nvgDegToRad(float deg);
float nvgRadToDeg(float rad);

//
// Images
//
// NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering.
// In addition you can upload your own image. The image loading is provided by stb_image.
// The parameter imageFlags is combination of flags defined in NVGimageFlags.

// Creates image by loading it from the disk from specified file name.
// Returns handle to the image.
int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags);

// Creates image by loading it from the specified chunk of memory.
// Returns handle to the image.
int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata);

// Creates image from specified image data.
// Returns handle to the image.
int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data);

// Updates image data specified by image handle.
void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data);

// Returns the dimensions of a created image.
void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h);

// Deletes created image.
void nvgDeleteImage(NVGcontext* ctx, int image);

//
// Paints
//
// NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern.
// These can be used as paints for strokes and fills.

// Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates
// of the linear gradient, icol specifies the start color and ocol the end color.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float ey,
NVGcolor icol, NVGcolor ocol);

// Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
// drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
// (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
// the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h,
float r, float f, NVGcolor icol, NVGcolor ocol);

// Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify
// the inner and outer radius of the gradient, icol specifies the start color and ocol the end color.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr,
NVGcolor icol, NVGcolor ocol);

// Creates and returns an image patter. Parameters (ox,oy) specify the left-top location of the image pattern,
// (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey,
float angle, int image, float alpha);

//
// Scissoring
//
// Scissoring allows you to clip the rendering into a rectangle. This is useful for various
// user interface cases like rendering a text edit or a timeline.

// Sets the current scissor rectangle.
// The scissor rectangle is transformed by the current transform.
void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h);

// Intersects current scissor rectangle with the specified rectangle.
// The scissor rectangle is transformed by the current transform.
// Note: in case the rotation of previous scissor rect differs from
// the current one, the intersection will be done between the specified
// rectangle and the previous scissor rectangle transformed in the current
// transform space. The resulting shape is always rectangle.
void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h);

// Reset and disables scissoring.
void nvgResetScissor(NVGcontext* ctx);

//
// Paths
//
// Drawing a new shape starts with nvgBeginPath(), it clears all the currently defined paths.
// Then you define one or more paths and sub-paths which describe the shape. The are functions
// to draw common shapes like rectangles and circles, and lower level step-by-step functions,
// which allow to define a path curve by curve.
//
// NanoVG uses even-odd fill rule to draw the shapes. Solid shapes should have counter clockwise
// winding and holes should have counter clockwise order. To specify winding of a path you can
// call nvgPathWinding(). This is useful especially for the common shapes, which are drawn CCW.
//
// Finally you can fill the path using current fill style by calling nvgFill(), and stroke it
// with current stroke style by calling nvgStroke().
//
// The curve segments and sub-paths are transformed by the current transform.

// Clears the current path and sub-paths.
void nvgBeginPath(NVGcontext* ctx);

// Starts new sub-path with specified point as first point.
void nvgMoveTo(NVGcontext* ctx, float x, float y);

// Adds line segment from the last point in the path to the specified point.
void nvgLineTo(NVGcontext* ctx, float x, float y);

// Adds cubic bezier segment from last point in the path via two control points to the specified point.
void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y);

// Adds quadratic bezier segment from last point in the path via a control point to the specified point.
void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y);

// Adds an arc segment at the corner defined by the last path point, and two specified points.
void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius);

// Closes current sub-path with a line segment.
void nvgClosePath(NVGcontext* ctx);

// Sets the current sub-path winding, see NVGwinding and NVGsolidity.
void nvgPathWinding(NVGcontext* ctx, int dir);

// Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r,
// and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW).
// Angles are specified in radians.
void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir);

// Creates new rectangle shaped sub-path.
void nvgRect(NVGcontext* ctx, float x, float y, float w, float h);

// Creates new rounded rectangle shaped sub-path.
void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r);

// Creates new ellipse shaped sub-path.
void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry);

// Creates new circle shaped sub-path.
void nvgCircle(NVGcontext* ctx, float cx, float cy, float r);

// Fills the current path with current fill style.
void nvgFill(NVGcontext* ctx);

// Fills the current path with current stroke style.
void nvgStroke(NVGcontext* ctx);


//
// Text
//
// NanoVG allows you to load .ttf files and use the font to render text.
//
// The appearance of the text can be defined by setting the current text style
// and by specifying the fill color. Common text and font settings such as
// font size, letter spacing and text align are supported. Font blur allows you
// to create simple text effects such as drop shadows.
//
// At render time the font face can be set based on the font handles or name.
//
// Font measure functions return values in local space, the calculations are
// carried in the same resolution as the final rendering. This is done because
// the text glyph positions are snapped to the nearest pixels sharp rendering.
//
// The local space means that values are not rotated or scale as per the current
// transformation. For example if you set font size to 12, which would mean that
// line height is 16, then regardless of the current scaling and rotation, the
// returned line height is always 16. Some measures may vary because of the scaling
// since aforementioned pixel snapping.
//
// While this may sound a little odd, the setup allows you to always render the
// same way regardless of scaling. I.e. following works regardless of scaling:
//
// const char* txt = "Text me up.";
// nvgTextBounds(vg, x,y, txt, NULL, bounds);
// nvgBeginPath(vg);
// nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]);
// nvgFill(vg);
//
// Note: currently only solid color fill is supported for text.

// Creates font by loading it from the disk from specified file name.
// Returns handle to the font.
int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename);

// Creates image by loading it from the specified memory chunk.
// Returns handle to the font.
int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData);

// Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found.
int nvgFindFont(NVGcontext* ctx, const char* name);

// Sets the font size of current text style.
void nvgFontSize(NVGcontext* ctx, float size);

// Sets the blur of current text style.
void nvgFontBlur(NVGcontext* ctx, float blur);

// Sets the letter spacing of current text style.
void nvgTextLetterSpacing(NVGcontext* ctx, float spacing);

// Sets the proportional line height of current text style. The line height is specified as multiple of font size.
void nvgTextLineHeight(NVGcontext* ctx, float lineHeight);

// Sets the text align of current text style, see NVGalign for options.
void nvgTextAlign(NVGcontext* ctx, int align);

// Sets the font face based on specified id of current text style.
void nvgFontFaceId(NVGcontext* ctx, int font);

// Sets the font face based on specified name of current text style.
void nvgFontFace(NVGcontext* ctx, const char* font);

// Draws text string at specified location. If end is specified only the sub-string up to the end is drawn.
float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end);

// Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn.
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end);

// Measures the specified text string. Parameter bounds should be a pointer to float[4],
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
// Returns the horizontal advance of the measured text (i.e. where the next character should drawn).
// Measured values are returned in local coordinate space.
float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds);

// Measures the specified multi-text string. Parameter bounds should be a pointer to float[4],
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
// Measured values are returned in local coordinate space.
void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds);

// Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used.
// Measured values are returned in local coordinate space.
int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions);

// Returns the vertical metrics based on the current text style.
// Measured values are returned in local coordinate space.
void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh);

// Breaks the specified text into lines. If end is specified only the sub-string will be used.
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows);

//
// Internal Render API
//
enum NVGtexture {
NVG_TEXTURE_ALPHA = 0x01,
NVG_TEXTURE_RGBA = 0x02,
};

struct NVGscissor {
float xform[6];
float extent[2];
};
typedef struct NVGscissor NVGscissor;

struct NVGvertex {
float x,y,u,v;
};
typedef struct NVGvertex NVGvertex;

struct NVGpath {
int first;
int count;
unsigned char closed;
int nbevel;
NVGvertex* fill;
int nfill;
NVGvertex* stroke;
int nstroke;
int winding;
int convex;
};
typedef struct NVGpath NVGpath;

struct NVGparams {
void* userPtr;
int edgeAntiAlias;
int (*renderCreate)(void* uptr);
int (*renderCreateTexture)(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
int (*renderDeleteTexture)(void* uptr, int image);
int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
void (*renderViewport)(void* uptr, int width, int height);
void (*renderCancel)(void* uptr);
void (*renderFlush)(void* uptr);
void (*renderFill)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
void (*renderStroke)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths);
void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGscissor* scissor, const NVGvertex* verts, int nverts);
void (*renderDelete)(void* uptr);
};
typedef struct NVGparams NVGparams;

// Constructor and destructor, called by the render back-end.
NVGcontext* nvgCreateInternal(NVGparams* params);
void nvgDeleteInternal(NVGcontext* ctx);

NVGparams* nvgInternalParams(NVGcontext* ctx);

// Debug function to dump cached path data.
void nvgDebugDumpPathCache(NVGcontext* ctx);

#ifdef _MSC_VER
#pragma warning(pop)
#endif

#define NVG_NOTUSED(v) for (;;) { (void)(1 ? (void)0 : ( (void)(v) ) ); break; }

#ifdef __cplusplus
}
#endif

#endif // NANOVG_H

+ 0
- 1525
dgl/src/nanovg2/nanovg_gl.h
File diff suppressed because it is too large
View File


+ 0
- 132
dgl/src/nanovg2/nanovg_gl_utils.h View File

@@ -1,132 +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.
//
#ifndef NANOVG_GL_UTILS_H
#define NANOVG_GL_UTILS_H

struct NVGLUframebuffer {
NVGcontext* ctx;
GLuint fbo;
GLuint rbo;
GLuint texture;
int image;
};
typedef struct NVGLUframebuffer NVGLUframebuffer;

// Helper function to create GL frame buffer to render to.
void nvgluBindFramebuffer(NVGLUframebuffer* fb);
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags);
void nvgluDeleteFramebuffer(NVGcontext* ctx, NVGLUframebuffer* fb);

#endif // NANOVG_GL_UTILS_H

#ifdef NANOVG_GL_IMPLEMENTATION

#if defined(NANOVG_GL3) || defined(NANOVG_GLES2) || defined(NANOVG_GLES3)
// FBO is core in OpenGL 3>.
# define NANOVG_FBO_VALID 1
#elif defined(NANOVG_GL2)
// On OS X including glext defines FBO on GL2 too.
# ifdef __APPLE__
# include <OpenGL/glext.h>
# define NANOVG_FBO_VALID 1
# endif
#endif

static GLint defaultFBO = -1;

NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags)
{
#ifdef NANOVG_FBO_VALID
GLint defaultFBO;
GLint defaultRBO;
NVGLUframebuffer* fb = NULL;

glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
glGetIntegerv(GL_RENDERBUFFER_BINDING, &defaultRBO);

fb = (NVGLUframebuffer*)malloc(sizeof(NVGLUframebuffer));
if (fb == NULL) goto error;
memset(fb, 0, sizeof(NVGLUframebuffer));

fb->image = nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL);
fb->texture = nvglImageHandle(ctx, fb->image);

// frame buffer object
glGenFramebuffers(1, &fb->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);

// render buffer object
glGenRenderbuffers(1, &fb->rbo);
glBindRenderbuffer(GL_RENDERBUFFER, fb->rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h);

// combine all
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);

if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) goto error;

glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
return fb;
error:
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
nvgluDeleteFramebuffer(ctx, fb);
return NULL;
#else
NVG_NOTUSED(ctx);
NVG_NOTUSED(w);
NVG_NOTUSED(h);
NVG_NOTUSED(imageFlags);
return NULL;
#endif
}

void nvgluBindFramebuffer(NVGLUframebuffer* fb)
{
#ifdef NANOVG_FBO_VALID
if (defaultFBO == -1) glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
glBindFramebuffer(GL_FRAMEBUFFER, fb != NULL ? fb->fbo : defaultFBO);
#else
NVG_NOTUSED(fb);
#endif
}

void nvgluDeleteFramebuffer(NVGcontext* ctx, NVGLUframebuffer* fb)
{
#ifdef NANOVG_FBO_VALID
if (fb == NULL) return;
if (fb->fbo != 0)
glDeleteFramebuffers(1, &fb->fbo);
if (fb->rbo != 0)
glDeleteRenderbuffers(1, &fb->rbo);
if (fb->image >= 0)
nvgDeleteImage(ctx, fb->image);
fb->fbo = 0;
fb->rbo = 0;
fb->texture = 0;
fb->image = -1;
free(fb);
#else
NVG_NOTUSED(ctx);
NVG_NOTUSED(fb);
#endif
}

#endif // NANOVG_GL_IMPLEMENTATION

+ 0
- 4647
dgl/src/nanovg2/stb_image.h
File diff suppressed because it is too large
View File


+ 0
- 2081
dgl/src/nanovg2/stb_truetype.h
File diff suppressed because it is too large
View File


Loading…
Cancel
Save