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@@ -38,6 +38,7 @@ void nvgDeleteGL2(struct NVGcontext* ctx); |
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#include "nanovg.h" |
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#include "nanovg.h" |
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enum GLNVGuniformLoc { |
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enum GLNVGuniformLoc { |
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GLNVG_LOC_VIEWSIZE, |
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GLNVG_LOC_SCISSORMAT, |
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GLNVG_LOC_SCISSORMAT, |
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GLNVG_LOC_SCISSOREXT, |
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GLNVG_LOC_SCISSOREXT, |
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GLNVG_LOC_PAINTMAT, |
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GLNVG_LOC_PAINTMAT, |
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@@ -48,9 +49,18 @@ enum GLNVGuniformLoc { |
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GLNVG_LOC_OUTERCOL, |
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GLNVG_LOC_OUTERCOL, |
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GLNVG_LOC_STROKEMULT, |
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GLNVG_LOC_STROKEMULT, |
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GLNVG_LOC_TEX, |
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GLNVG_LOC_TEX, |
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GLNVG_LOC_TEXTYPE, |
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GLNVG_LOC_TYPE, |
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GLNVG_MAX_LOCS |
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GLNVG_MAX_LOCS |
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}; |
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}; |
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enum GLNVGshaderType { |
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NSVG_SHADER_FILLGRAD, |
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NSVG_SHADER_FILLIMG, |
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NSVG_SHADER_SIMPLE, |
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NSVG_SHADER_IMG |
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}; |
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struct GLNVGshader { |
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struct GLNVGshader { |
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GLuint prog; |
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GLuint prog; |
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GLuint frag; |
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GLuint frag; |
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@@ -66,12 +76,13 @@ struct GLNVGtexture { |
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}; |
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}; |
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struct GLNVGcontext { |
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struct GLNVGcontext { |
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struct GLNVGshader gradShader; |
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struct GLNVGshader imgShader; |
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struct GLNVGshader shader; |
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struct GLNVGtexture* textures; |
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struct GLNVGtexture* textures; |
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float viewWidth, viewHeight; |
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int ntextures; |
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int ntextures; |
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int ctextures; |
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int ctextures; |
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int textureId; |
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int textureId; |
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GLuint vertBuf; |
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}; |
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}; |
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static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) |
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static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) |
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@@ -143,12 +154,14 @@ static void glnvg__dumpProgramError(GLuint prog, const char* name) |
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printf("Program %s error:\n%s\n", name, str); |
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printf("Program %s error:\n%s\n", name, str); |
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} |
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} |
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static void glnvg__checkError(const char* str) |
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static int glnvg__checkError(const char* str) |
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{ |
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{ |
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GLenum err = glGetError(); |
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GLenum err = glGetError(); |
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if (err != GL_NO_ERROR) { |
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if (err != GL_NO_ERROR) { |
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printf("Error %08x after %s\n", err, str); |
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printf("Error %08x after %s\n", err, str); |
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return 1; |
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} |
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} |
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return 0; |
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} |
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} |
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static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) |
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static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) |
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@@ -180,6 +193,11 @@ static int glnvg__createShader(struct GLNVGshader* shader, const char* name, con |
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glAttachShader(prog, vert); |
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glAttachShader(prog, vert); |
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glAttachShader(prog, frag); |
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glAttachShader(prog, frag); |
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glBindAttribLocation(prog, 0, "vertex"); |
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glBindAttribLocation(prog, 1, "tcoord"); |
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glBindAttribLocation(prog, 2, "color"); |
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glLinkProgram(prog); |
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glLinkProgram(prog); |
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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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if (status != GL_TRUE) { |
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if (status != GL_TRUE) { |
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@@ -206,6 +224,7 @@ static void glnvg__deleteShader(struct GLNVGshader* shader) |
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static void glnvg__getUniforms(struct GLNVGshader* shader) |
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static void glnvg__getUniforms(struct GLNVGshader* shader) |
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{ |
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{ |
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shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize"); |
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shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); |
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shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); |
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shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); |
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shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); |
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shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); |
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shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); |
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@@ -216,24 +235,30 @@ static void glnvg__getUniforms(struct GLNVGshader* shader) |
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shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); |
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shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); |
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shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); |
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shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); |
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shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); |
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shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); |
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shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType"); |
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shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type"); |
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} |
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} |
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static int glnvg__renderCreate(void* uptr) |
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static int glnvg__renderCreate(void* uptr) |
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{ |
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{ |
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struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; |
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struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; |
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static const char* fillVertShader = |
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"#version 120\n" |
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"varying vec2 pos;\n" |
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"varying vec2 alpha;\n" |
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static const char* fillVertShader = |
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"uniform vec2 viewSize;\n" |
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"attribute vec2 vertex;\n" |
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"attribute vec2 tcoord;\n" |
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"attribute vec4 color;\n" |
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"varying vec2 ftcoord;\n" |
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"varying vec4 fcolor;\n" |
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"varying vec2 fpos;\n" |
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"void main(void) {\n" |
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"void main(void) {\n" |
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" alpha = gl_MultiTexCoord0.st;" |
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" pos = gl_Vertex.xy;\n" |
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" gl_Position = ftransform();\n" |
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" ftcoord = tcoord;\n" |
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" fcolor = color;\n" |
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" fpos = vertex;\n" |
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" gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n" |
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"}\n"; |
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"}\n"; |
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static const char* fillFragGradShader = |
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"#version 120\n" |
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static const char* fillFragShader = |
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"uniform mat3 scissorMat;\n" |
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"uniform mat3 scissorMat;\n" |
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"uniform vec2 scissorExt;\n" |
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"uniform vec2 scissorExt;\n" |
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"uniform mat3 paintMat;\n" |
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"uniform mat3 paintMat;\n" |
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@@ -243,65 +268,70 @@ static int glnvg__renderCreate(void* uptr) |
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"uniform vec4 innerCol;\n" |
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"uniform vec4 innerCol;\n" |
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"uniform vec4 outerCol;\n" |
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"uniform vec4 outerCol;\n" |
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"uniform float strokeMult;\n" |
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"uniform float strokeMult;\n" |
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"varying vec2 pos;\n" |
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"varying vec2 alpha;\n" |
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"uniform sampler2D tex;\n" |
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"uniform int texType;\n" |
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"uniform int type;\n" |
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"varying vec2 ftcoord;\n" |
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"varying vec4 fcolor;\n" |
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"varying vec2 fpos;\n" |
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"\n" |
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"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" |
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"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" |
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" vec2 ext2 = ext - vec2(rad,rad);\n" |
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" vec2 ext2 = ext - vec2(rad,rad);\n" |
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" vec2 d = abs(pt) - ext2;\n" |
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" vec2 d = abs(pt) - ext2;\n" |
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" return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" |
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" return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" |
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"}\n" |
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"}\n" |
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"\n" |
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"// Scissoring\n" |
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"float scissorMask(vec2 p) {\n" |
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" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" |
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" return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" |
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"}\n" |
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"\n" |
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"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" |
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"float strokeMask() {\n" |
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" return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n" |
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"}\n" |
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"\n" |
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"void main(void) {\n" |
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"void main(void) {\n" |
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" // Scissoring\n" |
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" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n" |
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" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" |
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// " if (scissor < 0.001) discard;\n" |
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" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" |
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" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n" |
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" // Calculate gradient color using box gradient\n" |
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" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n" |
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" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" |
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" vec4 color = mix(innerCol,outerCol,d);\n" |
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" // Combine alpha\n" |
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" color.w *= strokeAlpha * scissor;\n" |
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" gl_FragColor = color;\n" |
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"}\n"; |
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static const char* fillFragImgShader = |
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"#version 120\n" |
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"uniform mat3 scissorMat;\n" |
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"uniform vec2 scissorExt;\n" |
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"uniform mat3 paintMat;\n" |
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"uniform vec2 extent;\n" |
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"uniform float strokeMult;\n" |
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"uniform sampler2D tex;\n" |
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"varying vec2 pos;\n" |
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"varying vec2 alpha;\n" |
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"void main(void) {\n" |
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" // Scissoring\n" |
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" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n" |
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" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" |
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// " if (scissor < 0.001) discard;\n" |
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" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" |
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" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n" |
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" // Calculate color fron texture\n" |
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" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n" |
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" pt /= extent;\n" |
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" vec4 color = texture2D(tex, pt);\n" |
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" // Combine alpha\n" |
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" color.w *= strokeAlpha * scissor;\n" |
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" gl_FragColor = color;\n" |
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" if (type == 0) {\n" |
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" float scissor = scissorMask(fpos);\n" |
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" float strokeAlpha = strokeMask();\n" |
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" // Calculate gradient color using box gradient\n" |
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" vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" |
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" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" |
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" vec4 color = mix(innerCol,outerCol,d);\n" |
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" // Combine alpha\n" |
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" color.w *= strokeAlpha * scissor;\n" |
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" gl_FragColor = color;\n" |
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" } else if (type == 1) {\n" |
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" float scissor = scissorMask(fpos);\n" |
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" float strokeAlpha = strokeMask();\n" |
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" // Calculate color fron texture\n" |
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" vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" |
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" vec4 color = texture2D(tex, pt);\n" |
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" color = texType == 0 ? color : vec4(1,1,1,color.x);\n" |
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" // Combine alpha\n" |
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" color.w *= strokeAlpha * scissor;\n" |
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" gl_FragColor = color;\n" |
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" } else if (type == 2) {\n" |
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" gl_FragColor = vec4(1,1,1,1);\n" |
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" } else if (type == 3) {\n" |
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" vec4 color = texture2D(tex, ftcoord);\n" |
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" color = texType == 0 ? color : vec4(1,1,1,color.x);\n" |
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" gl_FragColor = color * fcolor;\n" |
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" }\n" |
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"}\n"; |
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"}\n"; |
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glnvg__checkError("init"); |
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glnvg__checkError("init"); |
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if (glnvg__createShader(&gl->gradShader, "grad", fillVertShader, fillFragGradShader) == 0) |
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return 0; |
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if (glnvg__createShader(&gl->imgShader, "image", fillVertShader, fillFragImgShader) == 0) |
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if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0) |
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return 0; |
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return 0; |
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glnvg__checkError("uniform locations"); |
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glnvg__checkError("uniform locations"); |
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glnvg__getUniforms(&gl->gradShader); |
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glnvg__getUniforms(&gl->imgShader); |
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glnvg__getUniforms(&gl->shader); |
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// Create dynamic vertex array |
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glGenBuffers(1, &gl->vertBuf); |
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glnvg__checkError("done"); |
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glnvg__checkError("done"); |
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@@ -318,7 +348,7 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const |
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tex->height = h; |
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tex->height = h; |
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tex->type = type; |
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tex->type = type; |
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glBindTexture(GL_TEXTURE_2D, tex->tex); |
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glBindTexture(GL_TEXTURE_2D, tex->tex); |
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glPixelStorei(GL_UNPACK_ALIGNMENT,1); |
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glPixelStorei(GL_UNPACK_ALIGNMENT,1); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); |
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
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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) |
|
|
|