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Merged GL2 and GLES2 backends

- merged GL ES2 and GL2 backends
- GL2 uses now same structure as GL3
shared-context
Mikko Mononen 11 years ago
parent
commit
abbf2792c1
4 changed files with 237 additions and 965 deletions
  1. +4
    -4
      example/example_gles2.c
  2. +233
    -139
      src/nanovg_gl2.h
  3. +0
    -6
      src/nanovg_gl3.h
  4. +0
    -816
      src/nanovg_gles2.h

+ 4
- 4
example/example_gles2.c View File

@@ -23,8 +23,8 @@
#define GLFW_INCLUDE_ES2 #define GLFW_INCLUDE_ES2
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "nanovg.h" #include "nanovg.h"
#define NANOVG_GLES2_IMPLEMENTATION
#include "nanovg_gles2.h"
#define NANOVG_GL2_IMPLEMENTATION
#include "nanovg_gl2.h"
#include "demo.h" #include "demo.h"




@@ -83,7 +83,7 @@ int main()
} }
#endif #endif


vg = nvgCreateGL3(512,512);
vg = nvgCreateGL2(512,512);
if (vg == NULL) { if (vg == NULL) {
printf("Could not init nanovg.\n"); printf("Could not init nanovg.\n");
return -1; return -1;
@@ -132,7 +132,7 @@ int main()


freeDemoData(vg, &data); freeDemoData(vg, &data);


nvgDeleteGLES2(vg);
nvgDeleteGL2(vg);


glfwTerminate(); glfwTerminate();
return 0; return 0;


+ 233
- 139
src/nanovg_gl2.h View File

@@ -38,6 +38,7 @@ void nvgDeleteGL2(struct NVGcontext* ctx);
#include "nanovg.h" #include "nanovg.h"


enum GLNVGuniformLoc { enum GLNVGuniformLoc {
GLNVG_LOC_VIEWSIZE,
GLNVG_LOC_SCISSORMAT, GLNVG_LOC_SCISSORMAT,
GLNVG_LOC_SCISSOREXT, GLNVG_LOC_SCISSOREXT,
GLNVG_LOC_PAINTMAT, GLNVG_LOC_PAINTMAT,
@@ -48,9 +49,18 @@ enum GLNVGuniformLoc {
GLNVG_LOC_OUTERCOL, GLNVG_LOC_OUTERCOL,
GLNVG_LOC_STROKEMULT, GLNVG_LOC_STROKEMULT,
GLNVG_LOC_TEX, GLNVG_LOC_TEX,
GLNVG_LOC_TEXTYPE,
GLNVG_LOC_TYPE,
GLNVG_MAX_LOCS GLNVG_MAX_LOCS
}; };


enum GLNVGshaderType {
NSVG_SHADER_FILLGRAD,
NSVG_SHADER_FILLIMG,
NSVG_SHADER_SIMPLE,
NSVG_SHADER_IMG
};

struct GLNVGshader { struct GLNVGshader {
GLuint prog; GLuint prog;
GLuint frag; GLuint frag;
@@ -66,12 +76,13 @@ struct GLNVGtexture {
}; };


struct GLNVGcontext { struct GLNVGcontext {
struct GLNVGshader gradShader;
struct GLNVGshader imgShader;
struct GLNVGshader shader;
struct GLNVGtexture* textures; struct GLNVGtexture* textures;
float viewWidth, viewHeight;
int ntextures; int ntextures;
int ctextures; int ctextures;
int textureId; int textureId;
GLuint vertBuf;
}; };


static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl)
@@ -143,12 +154,14 @@ static void glnvg__dumpProgramError(GLuint prog, const char* name)
printf("Program %s error:\n%s\n", name, str); printf("Program %s error:\n%s\n", name, str);
} }


static void glnvg__checkError(const char* str)
static int glnvg__checkError(const char* str)
{ {
GLenum err = glGetError(); GLenum err = glGetError();
if (err != GL_NO_ERROR) { if (err != GL_NO_ERROR) {
printf("Error %08x after %s\n", err, str); printf("Error %08x after %s\n", err, str);
return 1;
} }
return 0;
} }


static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader)
@@ -180,6 +193,11 @@ static int glnvg__createShader(struct GLNVGshader* shader, const char* name, con


glAttachShader(prog, vert); glAttachShader(prog, vert);
glAttachShader(prog, frag); glAttachShader(prog, frag);

glBindAttribLocation(prog, 0, "vertex");
glBindAttribLocation(prog, 1, "tcoord");
glBindAttribLocation(prog, 2, "color");

glLinkProgram(prog); glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status); glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status != GL_TRUE) { if (status != GL_TRUE) {
@@ -206,6 +224,7 @@ static void glnvg__deleteShader(struct GLNVGshader* shader)


static void glnvg__getUniforms(struct GLNVGshader* shader) static void glnvg__getUniforms(struct GLNVGshader* shader)
{ {
shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat");
shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt");
shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat");
@@ -216,24 +235,30 @@ static void glnvg__getUniforms(struct GLNVGshader* shader)
shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol");
shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult");
shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type");
} }


static int glnvg__renderCreate(void* uptr) static int glnvg__renderCreate(void* uptr)
{ {
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;


static const char* fillVertShader =
"#version 120\n"
"varying vec2 pos;\n"
"varying vec2 alpha;\n"
static const char* fillVertShader =
"uniform vec2 viewSize;\n"
"attribute vec2 vertex;\n"
"attribute vec2 tcoord;\n"
"attribute vec4 color;\n"
"varying vec2 ftcoord;\n"
"varying vec4 fcolor;\n"
"varying vec2 fpos;\n"
"void main(void) {\n" "void main(void) {\n"
" alpha = gl_MultiTexCoord0.st;"
" pos = gl_Vertex.xy;\n"
" gl_Position = ftransform();\n"
" ftcoord = tcoord;\n"
" fcolor = color;\n"
" fpos = vertex;\n"
" gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
"}\n"; "}\n";


static const char* fillFragGradShader =
"#version 120\n"
static const char* fillFragShader =
"uniform mat3 scissorMat;\n" "uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n" "uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n" "uniform mat3 paintMat;\n"
@@ -243,65 +268,70 @@ static int glnvg__renderCreate(void* uptr)
"uniform vec4 innerCol;\n" "uniform vec4 innerCol;\n"
"uniform vec4 outerCol;\n" "uniform vec4 outerCol;\n"
"uniform float strokeMult;\n" "uniform float strokeMult;\n"
"varying vec2 pos;\n"
"varying vec2 alpha;\n"
"uniform sampler2D tex;\n"
"uniform int texType;\n"
"uniform int type;\n"
"varying vec2 ftcoord;\n"
"varying vec4 fcolor;\n"
"varying vec2 fpos;\n"
"\n"
"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
" vec2 ext2 = ext - vec2(rad,rad);\n" " vec2 ext2 = ext - vec2(rad,rad);\n"
" vec2 d = abs(pt) - ext2;\n" " vec2 d = abs(pt) - ext2;\n"
" return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
"}\n" "}\n"
"\n"
"// Scissoring\n"
"float scissorMask(vec2 p) {\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
" return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
"}\n"
"\n"
"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
"float strokeMask() {\n"
" return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n"
"}\n"
"\n"
"void main(void) {\n" "void main(void) {\n"
" // Scissoring\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n"
" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
// " if (scissor < 0.001) discard;\n"
" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n"
" // Calculate gradient color using box gradient\n"
" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n"
" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
" vec4 color = mix(innerCol,outerCol,d);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
"}\n";

static const char* fillFragImgShader =
"#version 120\n"
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n"
"uniform vec2 extent;\n"
"uniform float strokeMult;\n"
"uniform sampler2D tex;\n"
"varying vec2 pos;\n"
"varying vec2 alpha;\n"
"void main(void) {\n"
" // Scissoring\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n"
" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
// " if (scissor < 0.001) discard;\n"
" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n"
" // Calculate color fron texture\n"
" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n"
" pt /= extent;\n"
" vec4 color = texture2D(tex, pt);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
" if (type == 0) {\n"
" float scissor = scissorMask(fpos);\n"
" float strokeAlpha = strokeMask();\n"
" // Calculate gradient color using box gradient\n"
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
" vec4 color = mix(innerCol,outerCol,d);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
" } else if (type == 1) {\n"
" float scissor = scissorMask(fpos);\n"
" float strokeAlpha = strokeMask();\n"
" // Calculate color fron texture\n"
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
" vec4 color = texture2D(tex, pt);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
" } else if (type == 2) {\n"
" gl_FragColor = vec4(1,1,1,1);\n"
" } else if (type == 3) {\n"
" vec4 color = texture2D(tex, ftcoord);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" gl_FragColor = color * fcolor;\n"
" }\n"
"}\n"; "}\n";


glnvg__checkError("init"); glnvg__checkError("init");


if (glnvg__createShader(&gl->gradShader, "grad", fillVertShader, fillFragGradShader) == 0)
return 0;
if (glnvg__createShader(&gl->imgShader, "image", fillVertShader, fillFragImgShader) == 0)
if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0)
return 0; return 0;


glnvg__checkError("uniform locations"); glnvg__checkError("uniform locations");
glnvg__getUniforms(&gl->gradShader);
glnvg__getUniforms(&gl->imgShader);
glnvg__getUniforms(&gl->shader);

// Create dynamic vertex array
glGenBuffers(1, &gl->vertBuf);


glnvg__checkError("done"); glnvg__checkError("done");


@@ -318,7 +348,7 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const
tex->height = h; tex->height = h;
tex->type = type; tex->type = type;
glBindTexture(GL_TEXTURE_2D, tex->tex); glBindTexture(GL_TEXTURE_2D, tex->tex);
glPixelStorei(GL_UNPACK_ALIGNMENT,1); glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
@@ -327,12 +357,13 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const
if (type == NVG_TEXTURE_RGBA) if (type == NVG_TEXTURE_RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else else
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);


glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


glnvg__checkError("create tex");
if (glnvg__checkError("create tex"))
return 0;


return tex->id; return tex->id;
} }
@@ -347,6 +378,7 @@ static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w
{ {
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image); struct GLNVGtexture* tex = glnvg__findTexture(gl, image);

if (tex == NULL) return 0; if (tex == NULL) return 0;
glBindTexture(GL_TEXTURE_2D, tex->tex); glBindTexture(GL_TEXTURE_2D, tex->tex);


@@ -358,7 +390,7 @@ static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w
if (tex->type == NVG_TEXTURE_RGBA) if (tex->type == NVG_TEXTURE_RGBA)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
else else
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_ALPHA, GL_UNSIGNED_BYTE, data);
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);


return 1; return 1;
} }
@@ -445,28 +477,32 @@ static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, st
if (paint->image != 0) { if (paint->image != 0) {
tex = glnvg__findTexture(gl, paint->image); tex = glnvg__findTexture(gl, paint->image);
if (tex == NULL) return 0; if (tex == NULL) return 0;
glUseProgram(gl->imgShader.prog);
glUniformMatrix3fv(gl->imgShader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->imgShader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->imgShader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glUniform1i(gl->imgShader.loc[GLNVG_LOC_TEX], 0);
glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
glnvg__checkError("tex paint loc"); glnvg__checkError("tex paint loc");
glBindTexture(GL_TEXTURE_2D, tex->tex); glBindTexture(GL_TEXTURE_2D, tex->tex);
glEnable(GL_TEXTURE_2D);
glnvg__checkError("tex paint tex"); glnvg__checkError("tex paint tex");
} else { } else {
glUseProgram(gl->gradShader.prog);
glUniformMatrix3fv(gl->gradShader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->gradShader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_RADIUS], paint->radius);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_FEATHER], paint->feather);
glUniform4fv(gl->gradShader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
glUniform4fv(gl->gradShader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius);
glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather);
glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glnvg__checkError("grad paint loc"); glnvg__checkError("grad paint loc");
} }
return 1; return 1;
@@ -474,14 +510,36 @@ static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, st


static void glnvg__renderViewport(void* uptr, int width, int height) static void glnvg__renderViewport(void* uptr, int width, int height)
{ {
/*struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;*/
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
gl->viewWidth = width;
gl->viewHeight = height;
}


glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, -1, 1);
static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths)
{
int i, count = 0;
for (i = 0; i < npaths; i++) {
count += paths[i].nfill;
count += paths[i].nstroke;
}
return count;
}


glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths)
{
const struct NVGpath* path;
int i, n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
if (path->nfill > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
n += path->nfill;
}
if (path->nstroke > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
n += path->nstroke;
}
}
} }


static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize, static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
@@ -489,51 +547,57 @@ static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscis
{ {
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path; const struct NVGpath* path;
int i;
int i, n, offset, maxCount;


if (gl->gradShader.prog == 0)
if (gl->shader.prog == 0)
return; return;


maxCount = glnvg__maxVertCount(paths, npaths);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

if (npaths == 1 && paths[0].convex) { if (npaths == 1 && paths[0].convex) {


glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);


glEnableClientState(GL_VERTEX_ARRAY);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize); glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);


// Fill
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glTexCoord2f(0.5f,1.0f);
n = 0;
for (i = 0; i < npaths; i++) { for (i = 0; i < npaths; i++) {
path = &paths[i]; path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
} }


glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);


// Draw fringes // Draw fringes
n = 0;
for (i = 0; i < npaths; i++) { for (i = 0; i < npaths; i++) {
path = &paths[i]; path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
} }


glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glUseProgram(0); glUseProgram(0);
glDisable(GL_TEXTURE_2D);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);


} else { } else {


glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);


glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);


// Draw shapes // Draw shapes
glDisable(GL_BLEND); glDisable(GL_BLEND);
@@ -542,54 +606,68 @@ static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscis
glStencilFunc(GL_ALWAYS, 0, ~0); glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);


glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glnvg__checkError("fill solid loc");

glEnableVertexAttribArray(0);

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
n = 0;
for (i = 0; i < npaths; i++) { for (i = 0; i < npaths; i++) {
path = &paths[i]; path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
} }


glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);


// Draw aliased off-pixels
// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND); glEnable(GL_BLEND);


glStencilFunc(GL_EQUAL, 0x00, 0xff); glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);


glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableVertexAttribArray(1);


glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize); glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);


// Draw fringes // Draw fringes
n = 0;
for (i = 0; i < npaths; i++) { for (i = 0; i < npaths; i++) {
path = &paths[i]; path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
} }


glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

// Draw fill // Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff); glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);


glBegin(GL_QUADS);
glTexCoord2f(0.5f,1.0f);
glVertex2f(bounds[0], bounds[3]);
glVertex2f(bounds[2], bounds[3]);
glVertex2f(bounds[2], bounds[1]);
glVertex2f(bounds[0], bounds[1]);
glEnd();
glDisableVertexAttribArray(1);

float quad[6*2] = {
bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1],
bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1],
};
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0);
glVertexAttrib2f(1, 0.5f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);


glUseProgram(0); glUseProgram(0);


glDisable(GL_TEXTURE_2D);
glDisableVertexAttribArray(0);

glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
} }
} }
@@ -599,31 +677,38 @@ static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGsc
{ {
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path; const struct NVGpath* path;
int i;
int i, n, offset, maxCount;


if (gl->gradShader.prog == 0)
if (gl->shader.prog == 0)
return; return;


glnvg__setupPaint(gl, paint, scissor, width, aasize); glnvg__setupPaint(gl, paint, scissor, width, aasize);


glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);


glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
maxCount = glnvg__maxVertCount(paths, npaths);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);


// Draw Strokes // Draw Strokes
n = 0;
for (i = 0; i < npaths; i++) { for (i = 0; i < npaths; i++) {
path = &paths[i]; path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
} }


glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);


glUseProgram(0); glUseProgram(0);
glDisable(GL_TEXTURE_2D);
} }


static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, int image, static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, int image,
@@ -633,25 +718,35 @@ static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NV
struct GLNVGtexture* tex = glnvg__findTexture(gl, image); struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
float color[4]; float color[4];


if (gl->shader.prog == 0)
return;

if (tex != NULL) { if (tex != NULL) {
glBindTexture(GL_TEXTURE_2D, tex->tex); glBindTexture(GL_TEXTURE_2D, tex->tex);
glEnable(GL_TEXTURE_2D);
} }


glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
glnvg__checkError("tris solid img loc");

glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);


glnvg__toFloatColor(color, paint->innerColor); glnvg__toFloatColor(color, paint->innerColor);
glColor4fv(color);
glVertexAttrib4fv(2, color);


glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &verts[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &verts[0].u);
glDrawArrays(GL_TRIANGLES, 0, nverts); glDrawArrays(GL_TRIANGLES, 0, nverts);


glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glDisable(GL_TEXTURE_2D);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
} }


static void glnvg__renderDelete(void* uptr) static void glnvg__renderDelete(void* uptr)
@@ -660,8 +755,7 @@ static void glnvg__renderDelete(void* uptr)
int i; int i;
if (gl == NULL) return; if (gl == NULL) return;


glnvg__deleteShader(&gl->gradShader);
glnvg__deleteShader(&gl->imgShader);
glnvg__deleteShader(&gl->shader);


for (i = 0; i < gl->ntextures; i++) { for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].tex != 0) if (gl->textures[i].tex != 0)


+ 0
- 6
src/nanovg_gl3.h View File

@@ -77,10 +77,6 @@ struct GLNVGtexture {


struct GLNVGcontext { struct GLNVGcontext {
struct GLNVGshader shader; struct GLNVGshader shader;
/* struct GLNVGshader gradShader;
struct GLNVGshader imgShader;
struct GLNVGshader solidShader;
struct GLNVGshader solidImgShader;*/
struct GLNVGtexture* textures; struct GLNVGtexture* textures;
float viewWidth, viewHeight; float viewWidth, viewHeight;
int ntextures; int ntextures;
@@ -88,7 +84,6 @@ struct GLNVGcontext {
int textureId; int textureId;
GLuint vertArr; GLuint vertArr;
GLuint vertBuf; GLuint vertBuf;
int vertArrSize;
}; };


static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl)
@@ -342,7 +337,6 @@ static int glnvg__renderCreate(void* uptr)
// Create dynamic vertex array // Create dynamic vertex array
glGenVertexArrays(1, &gl->vertArr); glGenVertexArrays(1, &gl->vertArr);
glGenBuffers(1, &gl->vertBuf); glGenBuffers(1, &gl->vertBuf);
gl->vertArrSize = 0;


glnvg__checkError("done"); glnvg__checkError("done");




+ 0
- 816
src/nanovg_gles2.h View File

@@ -1,816 +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_GLES2_H
#define NANOVG_GLES2_H

#ifdef __cplusplus
extern "C" {
#endif

struct NVGcontext* nvgCreateGLES2();
void nvgDeleteGLES2(struct NVGcontext* ctx);

#ifdef __cplusplus
}
#endif

#endif

#ifdef NANOVG_GLES2_IMPLEMENTATION

#include <stdlib.h>
#include <string.h>
#include "nanovg.h"

enum GLNVGuniformLoc {
GLNVG_LOC_VIEWSIZE,
GLNVG_LOC_SCISSORMAT,
GLNVG_LOC_SCISSOREXT,
GLNVG_LOC_PAINTMAT,
GLNVG_LOC_EXTENT,
GLNVG_LOC_RADIUS,
GLNVG_LOC_FEATHER,
GLNVG_LOC_INNERCOL,
GLNVG_LOC_OUTERCOL,
GLNVG_LOC_STROKEMULT,
GLNVG_LOC_TEX,
GLNVG_LOC_TEXTYPE,
GLNVG_LOC_TYPE,
GLNVG_MAX_LOCS
};

enum GLNVGshaderType {
NSVG_SHADER_FILLGRAD,
NSVG_SHADER_FILLIMG,
NSVG_SHADER_SIMPLE,
NSVG_SHADER_IMG
};

struct GLNVGshader {
GLuint prog;
GLuint frag;
GLuint vert;
GLint loc[GLNVG_MAX_LOCS];
};

struct GLNVGtexture {
int id;
GLuint tex;
int width, height;
int type;
};

struct GLNVGcontext {
struct GLNVGshader shader;
/* struct GLNVGshader gradShader;
struct GLNVGshader imgShader;
struct GLNVGshader solidShader;
struct GLNVGshader solidImgShader;*/
struct GLNVGtexture* textures;
float viewWidth, viewHeight;
int ntextures;
int ctextures;
int textureId;
GLuint vertArr;
GLuint vertBuf;
int vertArrSize;
};

static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl)
{
struct GLNVGtexture* tex = NULL;
int i;

for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].id == 0) {
tex = &gl->textures[i];
break;
}
}
if (tex == NULL) {
if (gl->ntextures+1 > gl->ctextures) {
gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2;
gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures);
if (gl->textures == NULL) return NULL;
}
tex = &gl->textures[gl->ntextures++];
}
memset(tex, 0, sizeof(*tex));
tex->id = ++gl->textureId;
return tex;
}

static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id)
{
int i;
for (i = 0; i < gl->ntextures; i++)
if (gl->textures[i].id == id)
return &gl->textures[i];
return NULL;
}

static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id)
{
int i;
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].id == id) {
if (gl->textures[i].tex != 0)
glDeleteTextures(1, &gl->textures[i].tex);
memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
return 1;
}
}
return 0;
}

static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
{
char str[512+1];
int len = 0;
glGetShaderInfoLog(shader, 512, &len, str);
if (len > 512) len = 512;
str[len] = '\0';
printf("Shader %s/%s error:\n%s\n", name, type, str);
}

static void glnvg__dumpProgramError(GLuint prog, const char* name)
{
char str[512+1];
int len = 0;
glGetProgramInfoLog(prog, 512, &len, str);
if (len > 512) len = 512;
str[len] = '\0';
printf("Program %s error:\n%s\n", name, str);
}

static int glnvg__checkError(const char* str)
{
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
printf("Error %08x after %s\n", err, str);
return 1;
}
return 0;
}

static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader)
{
GLint status;
GLuint prog, vert, frag;

memset(shader, 0, sizeof(*shader));

prog = glCreateProgram();
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert, 1, &vshader, 0);
glShaderSource(frag, 1, &fshader, 0);

glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glnvg__dumpShaderError(vert, name, "vert");
return 0;
}

glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glnvg__dumpShaderError(frag, name, "frag");
return 0;
}

glAttachShader(prog, vert);
glAttachShader(prog, frag);

glBindAttribLocation(prog, 0, "vertex");
glBindAttribLocation(prog, 1, "tcoord");
glBindAttribLocation(prog, 2, "color");

glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
glnvg__dumpProgramError(prog, name);
return 0;
}

shader->prog = prog;
shader->vert = vert;
shader->frag = frag;

return 1;
}

static void glnvg__deleteShader(struct GLNVGshader* shader)
{
if (shader->prog != 0)
glDeleteProgram(shader->prog);
if (shader->vert != 0)
glDeleteShader(shader->vert);
if (shader->frag != 0)
glDeleteShader(shader->frag);
}

static void glnvg__getUniforms(struct GLNVGshader* shader)
{
shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat");
shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt");
shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat");
shader->loc[GLNVG_LOC_EXTENT] = glGetUniformLocation(shader->prog, "extent");
shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius");
shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather");
shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol");
shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol");
shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult");
shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type");
}

static int glnvg__renderCreate(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;

static const char* fillVertShader =
"uniform vec2 viewSize;\n"
"attribute vec2 vertex;\n"
"attribute vec2 tcoord;\n"
"attribute vec4 color;\n"
"varying vec2 ftcoord;\n"
"varying vec4 fcolor;\n"
"varying vec2 fpos;\n"
"void main(void) {\n"
" ftcoord = tcoord;\n"
" fcolor = color;\n"
" fpos = vertex;\n"
" gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
"}\n";

static const char* fillFragShader =
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n"
"uniform vec2 extent;\n"
"uniform float radius;\n"
"uniform float feather;\n"
"uniform vec4 innerCol;\n"
"uniform vec4 outerCol;\n"
"uniform float strokeMult;\n"
"uniform sampler2D tex;\n"
"uniform int texType;\n"
"uniform int type;\n"
"varying vec2 ftcoord;\n"
"varying vec4 fcolor;\n"
"varying vec2 fpos;\n"
"\n"
"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
" vec2 ext2 = ext - vec2(rad,rad);\n"
" vec2 d = abs(pt) - ext2;\n"
" return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
"}\n"
"\n"
"// Scissoring\n"
"float scissorMask(vec2 p) {\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
" return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
"}\n"
"\n"
"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
"float strokeMask() {\n"
" return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n"
"}\n"
"\n"
"void main(void) {\n"
" if (type == 0) {\n"
" float scissor = scissorMask(fpos);\n"
" float strokeAlpha = strokeMask();\n"
" // Calculate gradient color using box gradient\n"
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
" vec4 color = mix(innerCol,outerCol,d);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
" } else if (type == 1) {\n"
" float scissor = scissorMask(fpos);\n"
" float strokeAlpha = strokeMask();\n"
" // Calculate color fron texture\n"
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
" vec4 color = texture2D(tex, pt);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" gl_FragColor = color;\n"
" } else if (type == 2) {\n"
" gl_FragColor = vec4(1,1,1,1);\n"
" } else if (type == 3) {\n"
" vec4 color = texture2D(tex, ftcoord);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" gl_FragColor = color * fcolor;\n"
" }\n"
"}\n";

glnvg__checkError("init");

if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0)
return 0;

glnvg__checkError("uniform locations");
glnvg__getUniforms(&gl->shader);

// Create dynamic vertex array
glGenBuffers(1, &gl->vertBuf);
gl->vertArrSize = 0;

glnvg__checkError("done");

return 1;
}

static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__allocTexture(gl);
if (tex == NULL) return 0;
glGenTextures(1, &tex->tex);
tex->width = w;
tex->height = h;
tex->type = type;
glBindTexture(GL_TEXTURE_2D, tex->tex);

glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);

if (type == NVG_TEXTURE_RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

if (glnvg__checkError("create tex"))
return 0;

return tex->id;
}

static int glnvg__renderDeleteTexture(void* uptr, int image)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
return glnvg__deleteTexture(gl, image);
}

static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);

if (tex == NULL) return 0;
glBindTexture(GL_TEXTURE_2D, tex->tex);

glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);

if (tex->type == NVG_TEXTURE_RGBA)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);

return 1;
}

static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
if (tex == NULL) return 0;
*w = tex->width;
*h = tex->height;
return 1;
}

static void glnvg__toFloatColor(float* fc, unsigned int c)
{
fc[0] = ((c) & 0xff) / 255.0f;
fc[1] = ((c>>8) & 0xff) / 255.0f;
fc[2] = ((c>>16) & 0xff) / 255.0f;
fc[3] = ((c>>24) & 0xff) / 255.0f;
}

static void glnvg__xformIdentity(float* t)
{
t[0] = 1.0f; t[1] = 0.0f;
t[2] = 0.0f; t[3] = 1.0f;
t[4] = 0.0f; t[5] = 0.0f;
}

static void glnvg__xformInverse(float* inv, float* t)
{
double det = (double)t[0] * t[3] - (double)t[2] * t[1];
if (det > -1e-6 && det < 1e-6) {
glnvg__xformIdentity(t);
return;
}
double invdet = 1.0 / det;
inv[0] = (float)(t[3] * invdet);
inv[2] = (float)(-t[2] * invdet);
inv[4] = (float)(((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet);
inv[1] = (float)(-t[1] * invdet);
inv[3] = (float)(t[0] * invdet);
inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet);
}

static void glnvg__xformToMat3x3(float* m3, float* t)
{
m3[0] = t[0];
m3[1] = t[1];
m3[2] = 0.0f;
m3[3] = t[2];
m3[4] = t[3];
m3[5] = 0.0f;
m3[6] = t[4];
m3[7] = t[5];
m3[8] = 1.0f;
}

static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor,
float width, float aasize)
{
float innerCol[4];
float outerCol[4];
glnvg__toFloatColor(innerCol, paint->innerColor);
glnvg__toFloatColor(outerCol, paint->outerColor);
struct GLNVGtexture* tex = NULL;
float invxform[6], paintMat[9], scissorMat[9];
float scissorx = 0, scissory = 0;

glnvg__xformInverse(invxform, paint->xform);
glnvg__xformToMat3x3(paintMat, invxform);

if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) {
memset(scissorMat, 0, sizeof(scissorMat));
scissorx = 1.0f;
scissory = 1.0f;
} else {
glnvg__xformInverse(invxform, scissor->xform);
glnvg__xformToMat3x3(scissorMat, invxform);
scissorx = scissor->extent[0];
scissory = scissor->extent[1];
}

if (paint->image != 0) {
tex = glnvg__findTexture(gl, paint->image);
if (tex == NULL) return 0;
glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
glnvg__checkError("tex paint loc");
glBindTexture(GL_TEXTURE_2D, tex->tex);
glnvg__checkError("tex paint tex");
} else {
glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius);
glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather);
glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glnvg__checkError("grad paint loc");
}
return 1;
}

static void glnvg__renderViewport(void* uptr, int width, int height)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
gl->viewWidth = width;
gl->viewHeight = height;
}

static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths)
{
int i, count = 0;
for (i = 0; i < npaths; i++) {
count += paths[i].nfill;
count += paths[i].nstroke;
}
return count;
}

static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths)
{
const struct NVGpath* path;
int i, n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
if (path->nfill > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
n += path->nfill;
}
if (path->nstroke > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
n += path->nstroke;
}
}
}

static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
const float* bounds, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, n, offset, maxCount;

if (gl->shader.prog == 0)
return;

maxCount = glnvg__maxVertCount(paths, npaths);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

if (npaths == 1 && paths[0].convex) {

glEnable(GL_CULL_FACE);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

glDisable(GL_CULL_FACE);
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
}

glEnable(GL_CULL_FACE);

// Draw fringes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

glUseProgram(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);

} else {

glEnable(GL_CULL_FACE);

glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);

// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glnvg__checkError("fill solid loc");

glEnableVertexAttribArray(0);

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
}

glEnable(GL_CULL_FACE);

// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);

glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

glEnableVertexAttribArray(1);

glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

// Draw fringes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);

glDisableVertexAttribArray(1);

float quad[6*2] = {
bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1],
bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1],
};
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0);
glVertexAttrib2f(1, 0.5f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);

glUseProgram(0);

glDisableVertexAttribArray(0);

glDisable(GL_STENCIL_TEST);
}
}

static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
float width, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, n, offset, maxCount;

if (gl->shader.prog == 0)
return;

glnvg__setupPaint(gl, paint, scissor, width, aasize);

glEnable(GL_CULL_FACE);

maxCount = glnvg__maxVertCount(paths, npaths);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

// Draw Strokes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);

glUseProgram(0);
}

static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, int image,
const struct NVGvertex* verts, int nverts)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
float color[4];

if (gl->shader.prog == 0)
return;

if (tex != NULL) {
glBindTexture(GL_TEXTURE_2D, tex->tex);
}

glUseProgram(gl->shader.prog);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG);
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
glnvg__checkError("tris solid img loc");

glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

glnvg__toFloatColor(color, paint->innerColor);
glVertexAttrib4fv(2, color);

glDrawArrays(GL_TRIANGLES, 0, nverts);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}

static void glnvg__renderDelete(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
int i;
if (gl == NULL) return;

glnvg__deleteShader(&gl->shader);

for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].tex != 0)
glDeleteTextures(1, &gl->textures[i].tex);
}
free(gl->textures);

free(gl);
}


struct NVGcontext* nvgCreateGL3(int atlasw, int atlash)
{
struct NVGparams params;
struct NVGcontext* ctx = NULL;
struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext));
if (gl == NULL) goto error;
memset(gl, 0, sizeof(struct GLNVGcontext));

memset(&params, 0, sizeof(params));
params.renderCreate = glnvg__renderCreate;
params.renderCreateTexture = glnvg__renderCreateTexture;
params.renderDeleteTexture = glnvg__renderDeleteTexture;
params.renderUpdateTexture = glnvg__renderUpdateTexture;
params.renderGetTextureSize = glnvg__renderGetTextureSize;
params.renderViewport = glnvg__renderViewport;
params.renderFill = glnvg__renderFill;
params.renderStroke = glnvg__renderStroke;
params.renderTriangles = glnvg__renderTriangles;
params.renderDelete = glnvg__renderDelete;
params.userPtr = gl;
params.atlasWidth = atlasw;
params.atlasHeight = atlash;

ctx = nvgCreateInternal(&params);
if (ctx == NULL) goto error;

return ctx;

error:
// 'gl' is freed by nvgDeleteInternal.
if (ctx != NULL) nvgDeleteInternal(ctx);
return NULL;
}

void nvgDeleteGLES2(struct NVGcontext* ctx)
{
nvgDeleteInternal(ctx);
}

#endif

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