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// |
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// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would be |
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// appreciated but is not required. |
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// 2. Altered source versions must be plainly marked as such, and must not be |
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// misrepresented as being the original software. |
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// 3. This notice may not be removed or altered from any source distribution. |
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// |
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#ifndef NANOVG_GLES2_H |
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#define NANOVG_GLES2_H |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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struct NVGcontext* nvgCreateGLES2(); |
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void nvgDeleteGLES2(struct NVGcontext* ctx); |
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#ifdef __cplusplus |
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} |
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#endif |
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#endif |
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#ifdef NANOVG_GLES2_IMPLEMENTATION |
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#include <stdlib.h> |
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#include <string.h> |
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#include "nanovg.h" |
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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_SCISSOREXT, |
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GLNVG_LOC_PAINTMAT, |
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GLNVG_LOC_EXTENT, |
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GLNVG_LOC_RADIUS, |
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GLNVG_LOC_FEATHER, |
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GLNVG_LOC_INNERCOL, |
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GLNVG_LOC_OUTERCOL, |
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GLNVG_LOC_STROKEMULT, |
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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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}; |
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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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GLuint prog; |
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GLuint frag; |
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GLuint vert; |
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GLint loc[GLNVG_MAX_LOCS]; |
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}; |
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struct GLNVGtexture { |
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int id; |
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GLuint tex; |
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int width, height; |
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int type; |
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}; |
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struct GLNVGcontext { |
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struct GLNVGshader shader; |
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/* struct GLNVGshader gradShader; |
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struct GLNVGshader imgShader; |
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struct GLNVGshader solidShader; |
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struct GLNVGshader solidImgShader;*/ |
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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 ctextures; |
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int textureId; |
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GLuint vertArr; |
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GLuint vertBuf; |
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int vertArrSize; |
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}; |
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static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) |
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{ |
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struct GLNVGtexture* tex = NULL; |
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int i; |
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for (i = 0; i < gl->ntextures; i++) { |
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if (gl->textures[i].id == 0) { |
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tex = &gl->textures[i]; |
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break; |
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} |
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} |
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if (tex == NULL) { |
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if (gl->ntextures+1 > gl->ctextures) { |
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gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2; |
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gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures); |
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if (gl->textures == NULL) return NULL; |
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} |
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tex = &gl->textures[gl->ntextures++]; |
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} |
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memset(tex, 0, sizeof(*tex)); |
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tex->id = ++gl->textureId; |
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return tex; |
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} |
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static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id) |
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{ |
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int i; |
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for (i = 0; i < gl->ntextures; i++) |
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if (gl->textures[i].id == id) |
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return &gl->textures[i]; |
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return NULL; |
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} |
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static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id) |
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{ |
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int i; |
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for (i = 0; i < gl->ntextures; i++) { |
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if (gl->textures[i].id == id) { |
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if (gl->textures[i].tex != 0) |
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glDeleteTextures(1, &gl->textures[i].tex); |
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memset(&gl->textures[i], 0, sizeof(gl->textures[i])); |
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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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static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type) |
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{ |
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char str[512+1]; |
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int len = 0; |
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glGetShaderInfoLog(shader, 512, &len, str); |
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if (len > 512) len = 512; |
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str[len] = '\0'; |
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printf("Shader %s/%s error:\n%s\n", name, type, str); |
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} |
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static void glnvg__dumpProgramError(GLuint prog, const char* name) |
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{ |
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char str[512+1]; |
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int len = 0; |
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glGetProgramInfoLog(prog, 512, &len, str); |
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if (len > 512) len = 512; |
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str[len] = '\0'; |
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printf("Program %s error:\n%s\n", name, str); |
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} |
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static int glnvg__checkError(const char* str) |
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{ |
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GLenum err = glGetError(); |
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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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return 1; |
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} |
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return 0; |
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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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{ |
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GLint status; |
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GLuint prog, vert, frag; |
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memset(shader, 0, sizeof(*shader)); |
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prog = glCreateProgram(); |
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vert = glCreateShader(GL_VERTEX_SHADER); |
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frag = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(vert, 1, &vshader, 0); |
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glShaderSource(frag, 1, &fshader, 0); |
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glCompileShader(vert); |
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glGetShaderiv(vert, GL_COMPILE_STATUS, &status); |
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if (status != GL_TRUE) { |
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glnvg__dumpShaderError(vert, name, "vert"); |
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return 0; |
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} |
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glCompileShader(frag); |
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glGetShaderiv(frag, GL_COMPILE_STATUS, &status); |
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if (status != GL_TRUE) { |
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glnvg__dumpShaderError(frag, name, "frag"); |
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return 0; |
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} |
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glAttachShader(prog, vert); |
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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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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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if (status != GL_TRUE) { |
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glnvg__dumpProgramError(prog, name); |
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return 0; |
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} |
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shader->prog = prog; |
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shader->vert = vert; |
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shader->frag = frag; |
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return 1; |
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} |
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static void glnvg__deleteShader(struct GLNVGshader* shader) |
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{ |
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if (shader->prog != 0) |
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glDeleteProgram(shader->prog); |
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if (shader->vert != 0) |
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glDeleteShader(shader->vert); |
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if (shader->frag != 0) |
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glDeleteShader(shader->frag); |
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} |
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static void glnvg__getUniforms(struct GLNVGshader* shader) |
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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_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_EXTENT] = glGetUniformLocation(shader->prog, "extent"); |
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shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius"); |
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shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather"); |
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shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol"); |
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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_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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static int glnvg__renderCreate(void* uptr) |
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{ |
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struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; |
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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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" 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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static const char* fillFragShader = |
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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 radius;\n" |
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"uniform float feather;\n" |
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"uniform vec4 innerCol;\n" |
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"uniform vec4 outerCol;\n" |
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"uniform float strokeMult;\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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" vec2 ext2 = ext - vec2(rad,rad);\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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"}\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" |
|
|
|
|
|
" 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"; |
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|
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|
|
|
glnvg__checkError("init"); |
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|
|
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|
|
if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0) |
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|
|
return 0; |
|
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|
|
|
|
|
|
|
|
glnvg__checkError("uniform locations"); |
|
|
|
|
|
glnvg__getUniforms(&gl->shader); |
|
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|
|
|
|
|
|
|
|
|
// Create dynamic vertex array |
|
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|
|
|
glGenBuffers(1, &gl->vertBuf); |
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|
|
gl->vertArrSize = 0; |
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|
|
|
|
|
|
|
glnvg__checkError("done"); |
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|
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|
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|
|
return 1; |
|
|
|
|
|
} |
|
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|
|
static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data) |
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|
|
|
|
{ |
|
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|
|
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; |
|
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|
|
|
struct GLNVGtexture* tex = glnvg__allocTexture(gl); |
|
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|
|
if (tex == NULL) return 0; |
|
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|
|
|
glGenTextures(1, &tex->tex); |
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|
|
tex->width = w; |
|
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|
|
tex->height = h; |
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|
|
tex->type = type; |
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|
|
glBindTexture(GL_TEXTURE_2D, tex->tex); |
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|
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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_SKIP_PIXELS, 0); |
|
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|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); |
|
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|
|
|
|
|
|
|
|
|
if (type == NVG_TEXTURE_RGBA) |
|
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|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); |
|
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|
|
else |
|
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|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data); |
|
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|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
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|
|
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 |