- merged GL ES2 and GL2 backends - GL2 uses now same structure as GL3shared-context
| @@ -23,8 +23,8 @@ | |||
| #define GLFW_INCLUDE_ES2 | |||
| #include <GLFW/glfw3.h> | |||
| #include "nanovg.h" | |||
| #define NANOVG_GLES2_IMPLEMENTATION | |||
| #include "nanovg_gles2.h" | |||
| #define NANOVG_GL2_IMPLEMENTATION | |||
| #include "nanovg_gl2.h" | |||
| #include "demo.h" | |||
| @@ -83,7 +83,7 @@ int main() | |||
| } | |||
| #endif | |||
| vg = nvgCreateGL3(512,512); | |||
| vg = nvgCreateGL2(512,512); | |||
| if (vg == NULL) { | |||
| printf("Could not init nanovg.\n"); | |||
| return -1; | |||
| @@ -132,7 +132,7 @@ int main() | |||
| freeDemoData(vg, &data); | |||
| nvgDeleteGLES2(vg); | |||
| nvgDeleteGL2(vg); | |||
| glfwTerminate(); | |||
| return 0; | |||
| @@ -38,6 +38,7 @@ void nvgDeleteGL2(struct NVGcontext* ctx); | |||
| #include "nanovg.h" | |||
| enum GLNVGuniformLoc { | |||
| GLNVG_LOC_VIEWSIZE, | |||
| GLNVG_LOC_SCISSORMAT, | |||
| GLNVG_LOC_SCISSOREXT, | |||
| GLNVG_LOC_PAINTMAT, | |||
| @@ -48,9 +49,18 @@ enum GLNVGuniformLoc { | |||
| 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; | |||
| @@ -66,12 +76,13 @@ struct GLNVGtexture { | |||
| }; | |||
| struct GLNVGcontext { | |||
| struct GLNVGshader gradShader; | |||
| struct GLNVGshader imgShader; | |||
| struct GLNVGshader shader; | |||
| struct GLNVGtexture* textures; | |||
| float viewWidth, viewHeight; | |||
| int ntextures; | |||
| int ctextures; | |||
| int textureId; | |||
| GLuint vertBuf; | |||
| }; | |||
| 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); | |||
| } | |||
| static void glnvg__checkError(const char* 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) | |||
| @@ -180,6 +193,11 @@ static int glnvg__createShader(struct GLNVGshader* shader, const char* name, con | |||
| 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) { | |||
| @@ -206,6 +224,7 @@ static void glnvg__deleteShader(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_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); | |||
| 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_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 = | |||
| "#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" | |||
| " 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"; | |||
| static const char* fillFragGradShader = | |||
| "#version 120\n" | |||
| static const char* fillFragShader = | |||
| "uniform mat3 scissorMat;\n" | |||
| "uniform vec2 scissorExt;\n" | |||
| "uniform mat3 paintMat;\n" | |||
| @@ -243,65 +268,70 @@ static int glnvg__renderCreate(void* uptr) | |||
| "uniform vec4 innerCol;\n" | |||
| "uniform vec4 outerCol;\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" | |||
| " 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" | |||
| " // 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"; | |||
| 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; | |||
| 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"); | |||
| @@ -318,7 +348,7 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const | |||
| 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); | |||
| @@ -327,12 +357,13 @@ static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const | |||
| 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_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_MAG_FILTER, GL_LINEAR); | |||
| glnvg__checkError("create tex"); | |||
| if (glnvg__checkError("create tex")) | |||
| return 0; | |||
| 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 GLNVGtexture* tex = glnvg__findTexture(gl, image); | |||
| if (tex == NULL) return 0; | |||
| 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) | |||
| 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_ALPHA, GL_UNSIGNED_BYTE, data); | |||
| glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data); | |||
| return 1; | |||
| } | |||
| @@ -445,28 +477,32 @@ static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, st | |||
| if (paint->image != 0) { | |||
| tex = glnvg__findTexture(gl, paint->image); | |||
| 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"); | |||
| glBindTexture(GL_TEXTURE_2D, tex->tex); | |||
| glEnable(GL_TEXTURE_2D); | |||
| glnvg__checkError("tex paint tex"); | |||
| } 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"); | |||
| } | |||
| 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) | |||
| { | |||
| /*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, | |||
| @@ -489,51 +547,57 @@ static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscis | |||
| { | |||
| struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; | |||
| const struct NVGpath* path; | |||
| int i; | |||
| int i, n, offset, maxCount; | |||
| if (gl->gradShader.prog == 0) | |||
| 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); | |||
| glEnableClientState(GL_VERTEX_ARRAY); | |||
| glEnableVertexAttribArray(0); | |||
| glEnableVertexAttribArray(1); | |||
| glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize); | |||
| // Fill | |||
| glDisable(GL_CULL_FACE); | |||
| glTexCoord2f(0.5f,1.0f); | |||
| n = 0; | |||
| for (i = 0; i < npaths; 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); | |||
| n += path->nfill + path->nstroke; | |||
| } | |||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glEnable(GL_CULL_FACE); | |||
| // Draw fringes | |||
| n = 0; | |||
| for (i = 0; i < npaths; 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); | |||
| n += path->nfill + path->nstroke; | |||
| } | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glUseProgram(0); | |||
| glDisable(GL_TEXTURE_2D); | |||
| glDisableVertexAttribArray(0); | |||
| glDisableVertexAttribArray(1); | |||
| } else { | |||
| glEnable(GL_CULL_FACE); | |||
| glEnableClientState(GL_VERTEX_ARRAY); | |||
| glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); | |||
| // Draw shapes | |||
| glDisable(GL_BLEND); | |||
| @@ -542,54 +606,68 @@ static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscis | |||
| 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]; | |||
| 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); | |||
| n += path->nfill + path->nstroke; | |||
| } | |||
| glEnable(GL_CULL_FACE); | |||
| // Draw aliased off-pixels | |||
| // 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); | |||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glEnableVertexAttribArray(1); | |||
| glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize); | |||
| // Draw fringes | |||
| n = 0; | |||
| for (i = 0; i < npaths; 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); | |||
| n += path->nfill + path->nstroke; | |||
| } | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| // Draw fill | |||
| glStencilFunc(GL_NOTEQUAL, 0x0, 0xff); | |||
| 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); | |||
| glDisable(GL_TEXTURE_2D); | |||
| glDisableVertexAttribArray(0); | |||
| 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; | |||
| const struct NVGpath* path; | |||
| int i; | |||
| int i, n, offset, maxCount; | |||
| if (gl->gradShader.prog == 0) | |||
| if (gl->shader.prog == 0) | |||
| return; | |||
| glnvg__setupPaint(gl, paint, scissor, width, aasize); | |||
| 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 | |||
| n = 0; | |||
| for (i = 0; i < npaths; 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); | |||
| n += path->nfill + path->nstroke; | |||
| } | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glDisableVertexAttribArray(0); | |||
| glDisableVertexAttribArray(1); | |||
| glUseProgram(0); | |||
| glDisable(GL_TEXTURE_2D); | |||
| } | |||
| 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); | |||
| float color[4]; | |||
| if (gl->shader.prog == 0) | |||
| return; | |||
| if (tex != NULL) { | |||
| 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); | |||
| 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); | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glDisable(GL_TEXTURE_2D); | |||
| glDisableVertexAttribArray(0); | |||
| glDisableVertexAttribArray(1); | |||
| } | |||
| static void glnvg__renderDelete(void* uptr) | |||
| @@ -660,8 +755,7 @@ static void glnvg__renderDelete(void* uptr) | |||
| int i; | |||
| if (gl == NULL) return; | |||
| glnvg__deleteShader(&gl->gradShader); | |||
| glnvg__deleteShader(&gl->imgShader); | |||
| glnvg__deleteShader(&gl->shader); | |||
| for (i = 0; i < gl->ntextures; i++) { | |||
| if (gl->textures[i].tex != 0) | |||
| @@ -77,10 +77,6 @@ struct GLNVGtexture { | |||
| 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; | |||
| @@ -88,7 +84,6 @@ struct GLNVGcontext { | |||
| int textureId; | |||
| GLuint vertArr; | |||
| GLuint vertBuf; | |||
| int vertArrSize; | |||
| }; | |||
| static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) | |||
| @@ -342,7 +337,6 @@ static int glnvg__renderCreate(void* uptr) | |||
| // Create dynamic vertex array | |||
| glGenVertexArrays(1, &gl->vertArr); | |||
| glGenBuffers(1, &gl->vertBuf); | |||
| gl->vertArrSize = 0; | |||
| glnvg__checkError("done"); | |||
| @@ -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(¶ms, 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(¶ms); | |||
| 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 | |||