comparison DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl.h @ 3:84e66ea83026

DPF-Prymula-audioplugins-0.231015-2
author prymula <prymula76@outlook.com>
date Mon, 16 Oct 2023 21:53:34 +0200
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2:cf2cb71d31dd 3:84e66ea83026
1 //
2 // Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
3 //
4 // This software is provided 'as-is', without any express or implied
5 // warranty. In no event will the authors be held liable for any damages
6 // arising from the use of this software.
7 // Permission is granted to anyone to use this software for any purpose,
8 // including commercial applications, and to alter it and redistribute it
9 // freely, subject to the following restrictions:
10 // 1. The origin of this software must not be misrepresented; you must not
11 // claim that you wrote the original software. If you use this software
12 // in a product, an acknowledgment in the product documentation would be
13 // appreciated but is not required.
14 // 2. Altered source versions must be plainly marked as such, and must not be
15 // misrepresented as being the original software.
16 // 3. This notice may not be removed or altered from any source distribution.
17 //
18 #ifndef NANOVG_GL_H
19 #define NANOVG_GL_H
20
21 #if defined NANOVG_GL2_FORCED
22 # undef NANOVG_GL3
23 # undef NANOVG_GLES2
24 # undef NANOVG_GLES3
25 # define NANOVG_GL2 1
26 #elif defined NANOVG_GL3_FORCED
27 # undef NANOVG_GL2
28 # undef NANOVG_GLES2
29 # undef NANOVG_GLES3
30 # define NANOVG_GL3 1
31 #elif defined NANOVG_GLES2_FORCED
32 # undef NANOVG_GL2
33 # undef NANOVG_GL3
34 # undef NANOVG_GLES3
35 # define NANOVG_GLES2 1
36 #elif defined NANOVG_GLES3_FORCED
37 # undef NANOVG_GL2
38 # undef NANOVG_GL3
39 # undef NANOVG_GLES2
40 # define NANOVG_GLES3 1
41 #endif
42
43 #ifdef __cplusplus
44 extern "C" {
45 #endif
46
47 // Create flags
48
49 enum NVGcreateFlags {
50 // Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
51 NVG_ANTIALIAS = 1<<0,
52 // Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
53 // slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
54 NVG_STENCIL_STROKES = 1<<1,
55 // Flag indicating that additional debug checks are done.
56 NVG_DEBUG = 1<<2,
57 };
58
59 #if defined NANOVG_GL2_IMPLEMENTATION
60 # define NANOVG_GL2 1
61 # define NANOVG_GL_IMPLEMENTATION 1
62 #elif defined NANOVG_GL3_IMPLEMENTATION
63 # define NANOVG_GL3 1
64 # define NANOVG_GL_IMPLEMENTATION 1
65 # define NANOVG_GL_USE_UNIFORMBUFFER 1
66 #elif defined NANOVG_GLES2_IMPLEMENTATION
67 # define NANOVG_GLES2 1
68 # define NANOVG_GL_IMPLEMENTATION 1
69 #elif defined NANOVG_GLES3_IMPLEMENTATION
70 # define NANOVG_GLES3 1
71 # define NANOVG_GL_IMPLEMENTATION 1
72 #endif
73
74 #define NANOVG_GL_USE_STATE_FILTER (1)
75
76 // Creates NanoVG contexts for different OpenGL (ES) versions.
77 // Flags should be combination of the create flags above.
78
79 #if defined NANOVG_GL2
80
81 NVGcontext* nvgCreateGL2(int flags);
82 NVGcontext* nvgCreateSharedGL2(NVGcontext* other, int flags);
83 void nvgDeleteGL2(NVGcontext* ctx);
84
85 int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
86 GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
87
88 #endif
89
90 #if defined NANOVG_GL3
91
92 NVGcontext* nvgCreateGL3(int flags);
93 NVGcontext* nvgCreateSharedGL3(NVGcontext* other, int flags);
94 void nvgDeleteGL3(NVGcontext* ctx);
95
96 int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
97 GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
98
99 #endif
100
101 #if defined NANOVG_GLES2
102
103 NVGcontext* nvgCreateGLES2(int flags);
104 NVGcontext* nvgCreateSharedGLES2(NVGcontext* other, int flags);
105 void nvgDeleteGLES2(NVGcontext* ctx);
106
107 int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
108 GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
109
110 #endif
111
112 #if defined NANOVG_GLES3
113
114 NVGcontext* nvgCreateGLES3(int flags);
115 NVGcontext* nvgCreateSharedGLES3(NVGcontext* other, int flags);
116 void nvgDeleteGLES3(NVGcontext* ctx);
117
118 int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
119 GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
120
121 #endif
122
123 // These are additional flags on top of NVGimageFlags.
124 enum NVGimageFlagsGL {
125 NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle.
126 };
127
128 #ifdef __cplusplus
129 }
130 #endif
131
132 #endif /* NANOVG_GL_H */
133
134 #ifdef NANOVG_GL_IMPLEMENTATION
135
136 #include <stdlib.h>
137 #include <stdio.h>
138 #include <string.h>
139 #include <math.h>
140 #include "nanovg.h"
141
142 enum GLNVGuniformLoc {
143 GLNVG_LOC_VIEWSIZE,
144 GLNVG_LOC_TEX,
145 GLNVG_LOC_FRAG,
146 GLNVG_MAX_LOCS
147 };
148
149 enum GLNVGshaderType {
150 NSVG_SHADER_FILLGRAD,
151 NSVG_SHADER_FILLIMG,
152 NSVG_SHADER_SIMPLE,
153 NSVG_SHADER_IMG
154 };
155
156 #if NANOVG_GL_USE_UNIFORMBUFFER
157 enum GLNVGuniformBindings {
158 GLNVG_FRAG_BINDING = 0,
159 };
160 #endif
161
162 struct GLNVGshader {
163 GLuint prog;
164 GLuint frag;
165 GLuint vert;
166 GLint loc[GLNVG_MAX_LOCS];
167 };
168 typedef struct GLNVGshader GLNVGshader;
169
170 struct GLNVGtexture {
171 int id;
172 GLuint tex;
173 int width, height;
174 int type;
175 int flags;
176 #if defined NANOVG_GLES2
177 unsigned char* data;
178 #endif
179 };
180 typedef struct GLNVGtexture GLNVGtexture;
181
182 struct GLNVGblend
183 {
184 GLenum srcRGB;
185 GLenum dstRGB;
186 GLenum srcAlpha;
187 GLenum dstAlpha;
188 };
189 typedef struct GLNVGblend GLNVGblend;
190
191 enum GLNVGcallType {
192 GLNVG_NONE = 0,
193 GLNVG_FILL,
194 GLNVG_CONVEXFILL,
195 GLNVG_STROKE,
196 GLNVG_TRIANGLES,
197 };
198
199 struct GLNVGcall {
200 int type;
201 int image;
202 int pathOffset;
203 int pathCount;
204 int triangleOffset;
205 int triangleCount;
206 int uniformOffset;
207 GLNVGblend blendFunc;
208 };
209 typedef struct GLNVGcall GLNVGcall;
210
211 struct GLNVGpath {
212 int fillOffset;
213 int fillCount;
214 int strokeOffset;
215 int strokeCount;
216 };
217 typedef struct GLNVGpath GLNVGpath;
218
219 struct GLNVGfragUniforms {
220 #if NANOVG_GL_USE_UNIFORMBUFFER
221 float scissorMat[12]; // matrices are actually 3 vec4s
222 float paintMat[12];
223 struct NVGcolor innerCol;
224 struct NVGcolor outerCol;
225 float scissorExt[2];
226 float scissorScale[2];
227 float extent[2];
228 float radius;
229 float feather;
230 float strokeMult;
231 float strokeThr;
232 int texType;
233 int type;
234 #else
235 // note: after modifying layout or size of uniform array,
236 // don't forget to also update the fragment shader source!
237 #define NANOVG_GL_UNIFORMARRAY_SIZE 11
238 union {
239 struct {
240 float scissorMat[12]; // matrices are actually 3 vec4s
241 float paintMat[12];
242 struct NVGcolor innerCol;
243 struct NVGcolor outerCol;
244 float scissorExt[2];
245 float scissorScale[2];
246 float extent[2];
247 float radius;
248 float feather;
249 float strokeMult;
250 float strokeThr;
251 float texType;
252 float type;
253 };
254 float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
255 };
256 #endif
257 };
258 typedef struct GLNVGfragUniforms GLNVGfragUniforms;
259
260 struct GLNVGtextureContext { // Textures; shared between shared NanoVG contexts.
261 int refCount;
262 GLNVGtexture* textures;
263 int ntextures;
264 int ctextures;
265 int textureId;
266 };
267 typedef struct GLNVGtextureContext GLNVGtextureContext;
268
269 struct GLNVGcontext {
270 GLNVGshader shader;
271 GLNVGtextureContext* textureContext;
272 float view[2];
273 GLuint vertBuf;
274 #if defined NANOVG_GL3
275 GLuint vertArr;
276 #endif
277 #if NANOVG_GL_USE_UNIFORMBUFFER
278 GLuint fragBuf;
279 #endif
280 int fragSize;
281 int flags;
282
283 // Per frame buffers
284 GLNVGcall* calls;
285 int ccalls;
286 int ncalls;
287 GLNVGpath* paths;
288 int cpaths;
289 int npaths;
290 struct NVGvertex* verts;
291 int cverts;
292 int nverts;
293 unsigned char* uniforms;
294 int cuniforms;
295 int nuniforms;
296
297 // cached state
298 #if NANOVG_GL_USE_STATE_FILTER
299 GLuint boundTexture;
300 GLuint stencilMask;
301 GLenum stencilFunc;
302 GLint stencilFuncRef;
303 GLuint stencilFuncMask;
304 GLNVGblend blendFunc;
305 #endif
306
307 int dummyTex;
308 };
309 typedef struct GLNVGcontext GLNVGcontext;
310
311 static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
312
313 #ifdef NANOVG_GLES2
314 static unsigned int glnvg__nearestPow2(unsigned int num)
315 {
316 unsigned n = num > 0 ? num - 1 : 0;
317 n |= n >> 1;
318 n |= n >> 2;
319 n |= n >> 4;
320 n |= n >> 8;
321 n |= n >> 16;
322 n++;
323 return n;
324 }
325 #endif
326
327 static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
328 {
329 #if NANOVG_GL_USE_STATE_FILTER
330 if (gl->boundTexture != tex) {
331 gl->boundTexture = tex;
332 glBindTexture(GL_TEXTURE_2D, tex);
333 }
334 #else
335 glBindTexture(GL_TEXTURE_2D, tex);
336 #endif
337 }
338
339 static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
340 {
341 #if NANOVG_GL_USE_STATE_FILTER
342 if (gl->stencilMask != mask) {
343 gl->stencilMask = mask;
344 glStencilMask(mask);
345 }
346 #else
347 glStencilMask(mask);
348 #endif
349 }
350
351 static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
352 {
353 #if NANOVG_GL_USE_STATE_FILTER
354 if ((gl->stencilFunc != func) ||
355 (gl->stencilFuncRef != ref) ||
356 (gl->stencilFuncMask != mask)) {
357
358 gl->stencilFunc = func;
359 gl->stencilFuncRef = ref;
360 gl->stencilFuncMask = mask;
361 glStencilFunc(func, ref, mask);
362 }
363 #else
364 glStencilFunc(func, ref, mask);
365 #endif
366 }
367 static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
368 {
369 #if NANOVG_GL_USE_STATE_FILTER
370 if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
371 (gl->blendFunc.dstRGB != blend->dstRGB) ||
372 (gl->blendFunc.srcAlpha != blend->srcAlpha) ||
373 (gl->blendFunc.dstAlpha != blend->dstAlpha)) {
374
375 gl->blendFunc = *blend;
376 glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
377 }
378 #else
379 glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
380 #endif
381 }
382
383 static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
384 {
385 GLNVGtexture* tex = NULL;
386 int i;
387
388 for (i = 0; i < gl->textureContext->ntextures; i++) {
389 if (gl->textureContext->textures[i].id == 0) {
390 tex = &gl->textureContext->textures[i];
391 break;
392 }
393 }
394 if (tex == NULL) {
395 if (gl->textureContext->ntextures+1 > gl->textureContext->ctextures) {
396 GLNVGtexture* textures;
397 int ctextures = glnvg__maxi(gl->textureContext->ntextures+1, 4) + gl->textureContext->ctextures/2; // 1.5x Overallocate
398 textures = (GLNVGtexture*)realloc(gl->textureContext->textures, sizeof(GLNVGtexture)*ctextures);
399 if (textures == NULL) return NULL;
400 gl->textureContext->textures = textures;
401 gl->textureContext->ctextures = ctextures;
402 }
403 tex = &gl->textureContext->textures[gl->textureContext->ntextures++];
404 }
405
406 memset(tex, 0, sizeof(*tex));
407 tex->id = ++gl->textureContext->textureId;
408
409 return tex;
410 }
411
412 static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
413 {
414 int i;
415 for (i = 0; i < gl->textureContext->ntextures; i++)
416 if (gl->textureContext->textures[i].id == id)
417 return &gl->textureContext->textures[i];
418 return NULL;
419 }
420
421 static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
422 {
423 int i;
424 for (i = 0; i < gl->textureContext->ntextures; i++) {
425 if (gl->textureContext->textures[i].id == id) {
426 if (gl->textureContext->textures[i].tex != 0 && (gl->textureContext->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
427 {
428 glDeleteTextures(1, &gl->textureContext->textures[i].tex);
429 #if defined NANOVG_GLES2
430 free(gl->textureContext->textures[i].data);
431 #endif
432 }
433 memset(&gl->textureContext->textures[i], 0, sizeof(gl->textureContext->textures[i]));
434 return 1;
435 }
436 }
437 return 0;
438 }
439
440 static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
441 {
442 GLchar str[512+1];
443 GLsizei len = 0;
444 glGetShaderInfoLog(shader, 512, &len, str);
445 if (len > 512) len = 512;
446 str[len] = '\0';
447 printf("Shader %s/%s error:\n%s\n", name, type, str);
448 }
449
450 static void glnvg__dumpProgramError(GLuint prog, const char* name)
451 {
452 GLchar str[512+1];
453 GLsizei len = 0;
454 glGetProgramInfoLog(prog, 512, &len, str);
455 if (len > 512) len = 512;
456 str[len] = '\0';
457 printf("Program %s error:\n%s\n", name, str);
458 }
459
460 static void glnvg__checkError(GLNVGcontext* gl, const char* str)
461 {
462 GLenum err;
463 if ((gl->flags & NVG_DEBUG) == 0) return;
464 err = glGetError();
465 if (err != GL_NO_ERROR) {
466 printf("Error %08x after %s\n", err, str);
467 return;
468 }
469 }
470
471 static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
472 {
473 GLint status;
474 GLuint prog, vert, frag;
475 const char* str[3];
476 str[0] = header;
477 str[1] = opts != NULL ? opts : "";
478
479 memset(shader, 0, sizeof(*shader));
480
481 prog = glCreateProgram();
482 vert = glCreateShader(GL_VERTEX_SHADER);
483 frag = glCreateShader(GL_FRAGMENT_SHADER);
484 str[2] = vshader;
485 glShaderSource(vert, 3, str, 0);
486 str[2] = fshader;
487 glShaderSource(frag, 3, str, 0);
488
489 glCompileShader(vert);
490 glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
491 if (status != GL_TRUE) {
492 glnvg__dumpShaderError(vert, name, "vert");
493 return 0;
494 }
495
496 glCompileShader(frag);
497 glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
498 if (status != GL_TRUE) {
499 glnvg__dumpShaderError(frag, name, "frag");
500 return 0;
501 }
502
503 glAttachShader(prog, vert);
504 glAttachShader(prog, frag);
505
506 glBindAttribLocation(prog, 0, "vertex");
507 glBindAttribLocation(prog, 1, "tcoord");
508
509 glLinkProgram(prog);
510 glGetProgramiv(prog, GL_LINK_STATUS, &status);
511 if (status != GL_TRUE) {
512 glnvg__dumpProgramError(prog, name);
513 return 0;
514 }
515
516 shader->prog = prog;
517 shader->vert = vert;
518 shader->frag = frag;
519
520 return 1;
521 }
522
523 static void glnvg__deleteShader(GLNVGshader* shader)
524 {
525 if (shader->prog != 0)
526 glDeleteProgram(shader->prog);
527 if (shader->vert != 0)
528 glDeleteShader(shader->vert);
529 if (shader->frag != 0)
530 glDeleteShader(shader->frag);
531 }
532
533 static void glnvg__getUniforms(GLNVGshader* shader)
534 {
535 shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
536 shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
537
538 #if NANOVG_GL_USE_UNIFORMBUFFER
539 shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
540 #else
541 shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
542 #endif
543 }
544
545 static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
546
547 static int glnvg__renderCreate(void* uptr, void* otherUptr) // Share the textures of GLNVGcontext 'otherUptr' if it's non-NULL.
548 {
549 GLNVGcontext* gl = (GLNVGcontext*)uptr;
550
551 if (otherUptr) {
552 GLNVGcontext* other = (GLNVGcontext*)otherUptr;
553 gl->textureContext = other->textureContext;
554 gl->textureContext->refCount++;
555 } else {
556 gl->textureContext = (GLNVGtextureContext*)malloc(sizeof(GLNVGtextureContext));
557 memset(gl->textureContext, 0, sizeof(GLNVGtextureContext));
558 gl->textureContext->refCount = 1;
559 }
560
561 int align = 4;
562
563 // TODO: mediump float may not be enough for GLES2 in iOS.
564 // see the following discussion: https://github.com/memononen/nanovg/issues/46
565 static const char* shaderHeader =
566 #if defined NANOVG_GL2
567 "#define NANOVG_GL2 1\n"
568 #elif defined NANOVG_GL3
569 "#version 150 core\n"
570 "#define NANOVG_GL3 1\n"
571 #elif defined NANOVG_GLES2
572 "#version 100\n"
573 "#define NANOVG_GL2 1\n"
574 #elif defined NANOVG_GLES3
575 "#version 300 es\n"
576 "#define NANOVG_GL3 1\n"
577 #endif
578
579 #if NANOVG_GL_USE_UNIFORMBUFFER
580 "#define USE_UNIFORMBUFFER 1\n"
581 #else
582 "#define UNIFORMARRAY_SIZE 11\n"
583 #endif
584 "\n";
585
586 static const char* fillVertShader =
587 "#ifdef NANOVG_GL3\n"
588 " uniform vec2 viewSize;\n"
589 " in vec2 vertex;\n"
590 " in vec2 tcoord;\n"
591 " out vec2 ftcoord;\n"
592 " out vec2 fpos;\n"
593 "#else\n"
594 " uniform vec2 viewSize;\n"
595 " attribute vec2 vertex;\n"
596 " attribute vec2 tcoord;\n"
597 " varying vec2 ftcoord;\n"
598 " varying vec2 fpos;\n"
599 "#endif\n"
600 "void main(void) {\n"
601 " ftcoord = tcoord;\n"
602 " fpos = vertex;\n"
603 " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
604 "}\n";
605
606 static const char* fillFragShader =
607 "#ifdef GL_ES\n"
608 "#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
609 " precision highp float;\n"
610 "#else\n"
611 " precision mediump float;\n"
612 "#endif\n"
613 "#endif\n"
614 "#ifdef NANOVG_GL3\n"
615 "#ifdef USE_UNIFORMBUFFER\n"
616 " layout(std140) uniform frag {\n"
617 " mat3 scissorMat;\n"
618 " mat3 paintMat;\n"
619 " vec4 innerCol;\n"
620 " vec4 outerCol;\n"
621 " vec2 scissorExt;\n"
622 " vec2 scissorScale;\n"
623 " vec2 extent;\n"
624 " float radius;\n"
625 " float feather;\n"
626 " float strokeMult;\n"
627 " float strokeThr;\n"
628 " int texType;\n"
629 " int type;\n"
630 " };\n"
631 "#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
632 " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
633 "#endif\n"
634 " uniform sampler2D tex;\n"
635 " in vec2 ftcoord;\n"
636 " in vec2 fpos;\n"
637 " out vec4 outColor;\n"
638 "#else\n" // !NANOVG_GL3
639 " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
640 " uniform sampler2D tex;\n"
641 " varying vec2 ftcoord;\n"
642 " varying vec2 fpos;\n"
643 "#endif\n"
644 "#ifndef USE_UNIFORMBUFFER\n"
645 " #define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
646 " #define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
647 " #define innerCol frag[6]\n"
648 " #define outerCol frag[7]\n"
649 " #define scissorExt frag[8].xy\n"
650 " #define scissorScale frag[8].zw\n"
651 " #define extent frag[9].xy\n"
652 " #define radius frag[9].z\n"
653 " #define feather frag[9].w\n"
654 " #define strokeMult frag[10].x\n"
655 " #define strokeThr frag[10].y\n"
656 " #define texType int(frag[10].z)\n"
657 " #define type int(frag[10].w)\n"
658 "#endif\n"
659 "\n"
660 "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
661 " vec2 ext2 = ext - vec2(rad,rad);\n"
662 " vec2 d = abs(pt) - ext2;\n"
663 " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
664 "}\n"
665 "\n"
666 "// Scissoring\n"
667 "float scissorMask(vec2 p) {\n"
668 " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
669 " sc = vec2(0.5,0.5) - sc * scissorScale;\n"
670 " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
671 "}\n"
672 "#ifdef EDGE_AA\n"
673 "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
674 "float strokeMask() {\n"
675 " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
676 "}\n"
677 "#endif\n"
678 "\n"
679 "void main(void) {\n"
680 " vec4 result;\n"
681 " float scissor = scissorMask(fpos);\n"
682 "#ifdef EDGE_AA\n"
683 " float strokeAlpha = strokeMask();\n"
684 " if (strokeAlpha < strokeThr) discard;\n"
685 "#else\n"
686 " float strokeAlpha = 1.0;\n"
687 "#endif\n"
688 " if (type == 0) { // Gradient\n"
689 " // Calculate gradient color using box gradient\n"
690 " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
691 " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
692 " vec4 color = mix(innerCol,outerCol,d);\n"
693 " // Combine alpha\n"
694 " color *= strokeAlpha * scissor;\n"
695 " result = color;\n"
696 " } else if (type == 1) { // Image\n"
697 " // Calculate color fron texture\n"
698 " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
699 "#ifdef NANOVG_GL3\n"
700 " vec4 color = texture(tex, pt);\n"
701 "#else\n"
702 " vec4 color = texture2D(tex, pt);\n"
703 "#endif\n"
704 " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
705 " if (texType == 2) color = vec4(color.x);"
706 " // Apply color tint and alpha.\n"
707 " color *= innerCol;\n"
708 " // Combine alpha\n"
709 " color *= strokeAlpha * scissor;\n"
710 " result = color;\n"
711 " } else if (type == 2) { // Stencil fill\n"
712 " result = vec4(1,1,1,1);\n"
713 " } else if (type == 3) { // Textured tris\n"
714 "#ifdef NANOVG_GL3\n"
715 " vec4 color = texture(tex, ftcoord);\n"
716 "#else\n"
717 " vec4 color = texture2D(tex, ftcoord);\n"
718 "#endif\n"
719 " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
720 " if (texType == 2) color = vec4(color.x);"
721 " color *= scissor;\n"
722 " result = color * innerCol;\n"
723 " }\n"
724 "#ifdef NANOVG_GL3\n"
725 " outColor = result;\n"
726 "#else\n"
727 " gl_FragColor = result;\n"
728 "#endif\n"
729 "}\n";
730
731 glnvg__checkError(gl, "init");
732
733 if (gl->flags & NVG_ANTIALIAS) {
734 if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
735 return 0;
736 } else {
737 if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
738 return 0;
739 }
740
741 glnvg__checkError(gl, "uniform locations");
742 glnvg__getUniforms(&gl->shader);
743
744 // Create dynamic vertex array
745 #if defined NANOVG_GL3
746 glGenVertexArrays(1, &gl->vertArr);
747 #endif
748 glGenBuffers(1, &gl->vertBuf);
749
750 #if NANOVG_GL_USE_UNIFORMBUFFER
751 // Create UBOs
752 glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
753 glGenBuffers(1, &gl->fragBuf);
754 glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
755 #endif
756 gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
757
758 // Some platforms does not allow to have samples to unset textures.
759 // Create empty one which is bound when there's no texture specified.
760 gl->dummyTex = glnvg__renderCreateTexture(gl, NVG_TEXTURE_ALPHA, 1, 1, 0, NULL);
761
762 glnvg__checkError(gl, "create done");
763
764 glFinish();
765
766 return 1;
767 }
768
769 static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
770 {
771 GLNVGcontext* gl = (GLNVGcontext*)uptr;
772 GLNVGtexture* tex = glnvg__allocTexture(gl);
773
774 if (tex == NULL) return 0;
775
776 #ifdef NANOVG_GLES2
777 // Check for non-power of 2.
778 if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
779 // No repeat
780 if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
781 printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
782 imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
783 }
784 // No mips.
785 if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
786 printf("Mip-maps is not supported for non power-of-two textures (%d x %d)\n", w, h);
787 imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
788 }
789 }
790 #endif
791
792 glGenTextures(1, &tex->tex);
793 tex->width = w;
794 tex->height = h;
795 tex->type = type;
796 tex->flags = imageFlags;
797 glnvg__bindTexture(gl, tex->tex);
798
799 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
800 #ifndef NANOVG_GLES2
801 glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
802 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
803 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
804 #endif
805
806 #if defined (NANOVG_GL2)
807 // GL 1.4 and later has support for generating mipmaps using a tex parameter.
808 if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
809 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
810 }
811 #endif
812
813 switch (type)
814 {
815 case NVG_TEXTURE_BGR:
816 #if NANOVG_GLES2
817 // GLES2 cannot handle GL_BGR, do local conversion to GL_RGB
818 tex->data = (uint8_t*)malloc(sizeof(uint8_t) * 3 * w * h);
819 for (uint32_t i=0; i<w*h; ++i)
820 {
821 tex->data[i*3+0] = data[i*3+2];
822 tex->data[i*3+1] = data[i*3+1];
823 tex->data[i*3+2] = data[i*3+0];
824 }
825 data = tex->data;
826 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
827 #else
828 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
829 #endif
830 break;
831 case NVG_TEXTURE_BGRA:
832 #if NANOVG_GLES2
833 // GLES2 cannot handle GL_BGRA, do local conversion to GL_RGBA
834 tex->data = (uint8_t*)malloc(sizeof(uint8_t) * 4 * w * h);
835 for (uint32_t i=0; i<w*h; ++i)
836 {
837 tex->data[i*3+0] = data[i*3+3];
838 tex->data[i*3+1] = data[i*3+2];
839 tex->data[i*3+2] = data[i*3+1];
840 tex->data[i*3+3] = data[i*3+0];
841 }
842 data = tex->data;
843 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
844 #else
845 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
846 #endif
847 break;
848 case NVG_TEXTURE_RGB:
849 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
850 break;
851 case NVG_TEXTURE_RGBA:
852 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
853 break;
854 default:
855 #if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
856 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
857 #elif defined(NANOVG_GLES3)
858 glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
859 #else
860 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
861 #endif
862 break;
863 }
864
865 if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
866 if (imageFlags & NVG_IMAGE_NEAREST) {
867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
868 } else {
869 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
870 }
871 } else {
872 if (imageFlags & NVG_IMAGE_NEAREST) {
873 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
874 } else {
875 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
876 }
877 }
878
879 if (imageFlags & NVG_IMAGE_NEAREST) {
880 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
881 } else {
882 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
883 }
884
885 if (imageFlags & NVG_IMAGE_REPEATX)
886 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
887 else
888 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
889
890 if (imageFlags & NVG_IMAGE_REPEATY)
891 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
892 else
893 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
894
895 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
896 #ifndef NANOVG_GLES2
897 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
898 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
899 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
900 #endif
901
902 // The new way to build mipmaps on GLES and GL3
903 #if !defined(NANOVG_GL2)
904 if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
905 glGenerateMipmap(GL_TEXTURE_2D);
906 }
907 #endif
908
909 glnvg__checkError(gl, "create tex");
910 glnvg__bindTexture(gl, 0);
911
912 return tex->id;
913 }
914
915
916 static int glnvg__renderDeleteTexture(void* uptr, int image)
917 {
918 GLNVGcontext* gl = (GLNVGcontext*)uptr;
919 return glnvg__deleteTexture(gl, image);
920 }
921
922 static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
923 {
924 GLNVGcontext* gl = (GLNVGcontext*)uptr;
925 GLNVGtexture* tex = glnvg__findTexture(gl, image);
926
927 if (tex == NULL) return 0;
928 glnvg__bindTexture(gl, tex->tex);
929
930 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
931
932 #ifndef NANOVG_GLES2
933 glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
934 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
935 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
936 #else
937 // No support for all of skip, need to update a whole row at a time.
938 switch (tex->type)
939 {
940 case NVG_TEXTURE_BGR:
941 data += y*tex->width*3;
942 break;
943 case NVG_TEXTURE_BGRA:
944 data += y*tex->width*4;
945 break;
946 case NVG_TEXTURE_RGB:
947 data += y*tex->width*3;
948 break;
949 case NVG_TEXTURE_RGBA:
950 data += y*tex->width*4;
951 break;
952 default:
953 data += y*tex->width;
954 break;
955 }
956 x = 0;
957 w = tex->width;
958 #endif
959
960 switch (tex->type)
961 {
962 case NVG_TEXTURE_BGR:
963 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_BGR, GL_UNSIGNED_BYTE, data);
964 break;
965 case NVG_TEXTURE_BGRA:
966 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_BGRA, GL_UNSIGNED_BYTE, data);
967 break;
968 case NVG_TEXTURE_RGB:
969 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGB, GL_UNSIGNED_BYTE, data);
970 break;
971 case NVG_TEXTURE_RGBA:
972 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
973 break;
974 default:
975 #if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
976 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
977 #else
978 glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
979 #endif
980 break;
981 }
982
983 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
984 #ifndef NANOVG_GLES2
985 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
986 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
987 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
988 #endif
989
990 glnvg__bindTexture(gl, 0);
991
992 return 1;
993 }
994
995 static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
996 {
997 GLNVGcontext* gl = (GLNVGcontext*)uptr;
998 GLNVGtexture* tex = glnvg__findTexture(gl, image);
999 if (tex == NULL) return 0;
1000 *w = tex->width;
1001 *h = tex->height;
1002 return 1;
1003 }
1004
1005 static void glnvg__xformToMat3x4(float* m3, float* t)
1006 {
1007 m3[0] = t[0];
1008 m3[1] = t[1];
1009 m3[2] = 0.0f;
1010 m3[3] = 0.0f;
1011 m3[4] = t[2];
1012 m3[5] = t[3];
1013 m3[6] = 0.0f;
1014 m3[7] = 0.0f;
1015 m3[8] = t[4];
1016 m3[9] = t[5];
1017 m3[10] = 1.0f;
1018 m3[11] = 0.0f;
1019 }
1020
1021 static NVGcolor glnvg__premulColor(NVGcolor c)
1022 {
1023 c.r *= c.a;
1024 c.g *= c.a;
1025 c.b *= c.a;
1026 return c;
1027 }
1028
1029 static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
1030 NVGscissor* scissor, float width, float fringe, float strokeThr)
1031 {
1032 GLNVGtexture* tex = NULL;
1033 float invxform[6];
1034
1035 memset(frag, 0, sizeof(*frag));
1036
1037 frag->innerCol = glnvg__premulColor(paint->innerColor);
1038 frag->outerCol = glnvg__premulColor(paint->outerColor);
1039
1040 if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
1041 memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
1042 frag->scissorExt[0] = 1.0f;
1043 frag->scissorExt[1] = 1.0f;
1044 frag->scissorScale[0] = 1.0f;
1045 frag->scissorScale[1] = 1.0f;
1046 } else {
1047 nvgTransformInverse(invxform, scissor->xform);
1048 glnvg__xformToMat3x4(frag->scissorMat, invxform);
1049 frag->scissorExt[0] = scissor->extent[0];
1050 frag->scissorExt[1] = scissor->extent[1];
1051 frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
1052 frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
1053 }
1054
1055 memcpy(frag->extent, paint->extent, sizeof(frag->extent));
1056 frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
1057 frag->strokeThr = strokeThr;
1058
1059 if (paint->image != 0) {
1060 tex = glnvg__findTexture(gl, paint->image);
1061 if (tex == NULL) return 0;
1062 if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
1063 float m1[6], m2[6];
1064 nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
1065 nvgTransformMultiply(m1, paint->xform);
1066 nvgTransformScale(m2, 1.0f, -1.0f);
1067 nvgTransformMultiply(m2, m1);
1068 nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
1069 nvgTransformMultiply(m1, m2);
1070 nvgTransformInverse(invxform, m1);
1071 } else {
1072 nvgTransformInverse(invxform, paint->xform);
1073 }
1074 frag->type = NSVG_SHADER_FILLIMG;
1075
1076 #if NANOVG_GL_USE_UNIFORMBUFFER
1077 switch (tex->type)
1078 {
1079 case NVG_TEXTURE_BGR:
1080 case NVG_TEXTURE_BGRA:
1081 case NVG_TEXTURE_RGB:
1082 case NVG_TEXTURE_RGBA:
1083 frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
1084 break;
1085 default:
1086 frag->texType = 2;
1087 break;
1088 }
1089 #else
1090 switch (tex->type)
1091 {
1092 case NVG_TEXTURE_BGR:
1093 case NVG_TEXTURE_BGRA:
1094 case NVG_TEXTURE_RGB:
1095 case NVG_TEXTURE_RGBA:
1096 frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f;
1097 break;
1098 default:
1099 frag->texType = 2.0f;
1100 break;
1101 }
1102 #endif
1103 // printf("frag->texType = %d\n", frag->texType);
1104 } else {
1105 frag->type = NSVG_SHADER_FILLGRAD;
1106 frag->radius = paint->radius;
1107 frag->feather = paint->feather;
1108 nvgTransformInverse(invxform, paint->xform);
1109 }
1110
1111 glnvg__xformToMat3x4(frag->paintMat, invxform);
1112
1113 return 1;
1114 }
1115
1116 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
1117
1118 static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
1119 {
1120 GLNVGtexture* tex = NULL;
1121 #if NANOVG_GL_USE_UNIFORMBUFFER
1122 glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
1123 #else
1124 GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
1125 glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
1126 #endif
1127
1128 if (image != 0) {
1129 tex = glnvg__findTexture(gl, image);
1130 }
1131 // If no image is set, use empty texture
1132 if (tex == NULL) {
1133 tex = glnvg__findTexture(gl, gl->dummyTex);
1134 }
1135 glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
1136 glnvg__checkError(gl, "tex paint tex");
1137 }
1138
1139 static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
1140 {
1141 NVG_NOTUSED(devicePixelRatio);
1142 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1143 gl->view[0] = width;
1144 gl->view[1] = height;
1145 }
1146
1147 static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
1148 {
1149 GLNVGpath* paths = &gl->paths[call->pathOffset];
1150 int i, npaths = call->pathCount;
1151
1152 // Draw shapes
1153 glEnable(GL_STENCIL_TEST);
1154 glnvg__stencilMask(gl, 0xff);
1155 glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
1156 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1157
1158 // set bindpoint for solid loc
1159 glnvg__setUniforms(gl, call->uniformOffset, 0);
1160 glnvg__checkError(gl, "fill simple");
1161
1162 glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
1163 glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
1164 glDisable(GL_CULL_FACE);
1165 for (i = 0; i < npaths; i++)
1166 glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
1167 glEnable(GL_CULL_FACE);
1168
1169 // Draw anti-aliased pixels
1170 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1171
1172 glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
1173 glnvg__checkError(gl, "fill fill");
1174
1175 if (gl->flags & NVG_ANTIALIAS) {
1176 glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1177 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1178 // Draw fringes
1179 for (i = 0; i < npaths; i++)
1180 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1181 }
1182
1183 // Draw fill
1184 glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
1185 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1186 glDrawArrays(GL_TRIANGLE_STRIP, call->triangleOffset, call->triangleCount);
1187
1188 glDisable(GL_STENCIL_TEST);
1189 }
1190
1191 static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
1192 {
1193 GLNVGpath* paths = &gl->paths[call->pathOffset];
1194 int i, npaths = call->pathCount;
1195
1196 glnvg__setUniforms(gl, call->uniformOffset, call->image);
1197 glnvg__checkError(gl, "convex fill");
1198
1199 for (i = 0; i < npaths; i++) {
1200 glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
1201 // Draw fringes
1202 if (paths[i].strokeCount > 0) {
1203 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1204 }
1205 }
1206 }
1207
1208 static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
1209 {
1210 GLNVGpath* paths = &gl->paths[call->pathOffset];
1211 int npaths = call->pathCount, i;
1212
1213 if (gl->flags & NVG_STENCIL_STROKES) {
1214
1215 glEnable(GL_STENCIL_TEST);
1216 glnvg__stencilMask(gl, 0xff);
1217
1218 // Fill the stroke base without overlap
1219 glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
1220 glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
1221 glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
1222 glnvg__checkError(gl, "stroke fill 0");
1223 for (i = 0; i < npaths; i++)
1224 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1225
1226 // Draw anti-aliased pixels.
1227 glnvg__setUniforms(gl, call->uniformOffset, call->image);
1228 glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1229 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1230 for (i = 0; i < npaths; i++)
1231 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1232
1233 // Clear stencil buffer.
1234 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1235 glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
1236 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1237 glnvg__checkError(gl, "stroke fill 1");
1238 for (i = 0; i < npaths; i++)
1239 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1240 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1241
1242 glDisable(GL_STENCIL_TEST);
1243
1244 // glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1245
1246 } else {
1247 glnvg__setUniforms(gl, call->uniformOffset, call->image);
1248 glnvg__checkError(gl, "stroke fill");
1249 // Draw Strokes
1250 for (i = 0; i < npaths; i++)
1251 glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1252 }
1253 }
1254
1255 static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
1256 {
1257 glnvg__setUniforms(gl, call->uniformOffset, call->image);
1258 glnvg__checkError(gl, "triangles fill");
1259
1260 glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
1261 }
1262
1263 static void glnvg__renderCancel(void* uptr) {
1264 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1265 gl->nverts = 0;
1266 gl->npaths = 0;
1267 gl->ncalls = 0;
1268 gl->nuniforms = 0;
1269 }
1270
1271 static GLenum glnvg_convertBlendFuncFactor(int factor)
1272 {
1273 if (factor == NVG_ZERO)
1274 return GL_ZERO;
1275 if (factor == NVG_ONE)
1276 return GL_ONE;
1277 if (factor == NVG_SRC_COLOR)
1278 return GL_SRC_COLOR;
1279 if (factor == NVG_ONE_MINUS_SRC_COLOR)
1280 return GL_ONE_MINUS_SRC_COLOR;
1281 if (factor == NVG_DST_COLOR)
1282 return GL_DST_COLOR;
1283 if (factor == NVG_ONE_MINUS_DST_COLOR)
1284 return GL_ONE_MINUS_DST_COLOR;
1285 if (factor == NVG_SRC_ALPHA)
1286 return GL_SRC_ALPHA;
1287 if (factor == NVG_ONE_MINUS_SRC_ALPHA)
1288 return GL_ONE_MINUS_SRC_ALPHA;
1289 if (factor == NVG_DST_ALPHA)
1290 return GL_DST_ALPHA;
1291 if (factor == NVG_ONE_MINUS_DST_ALPHA)
1292 return GL_ONE_MINUS_DST_ALPHA;
1293 if (factor == NVG_SRC_ALPHA_SATURATE)
1294 return GL_SRC_ALPHA_SATURATE;
1295 return GL_INVALID_ENUM;
1296 }
1297
1298 static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
1299 {
1300 GLNVGblend blend;
1301 blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
1302 blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
1303 blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
1304 blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
1305 if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
1306 {
1307 blend.srcRGB = GL_ONE;
1308 blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
1309 blend.srcAlpha = GL_ONE;
1310 blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
1311 }
1312 return blend;
1313 }
1314
1315 static void glnvg__renderFlush(void* uptr)
1316 {
1317 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1318 int i;
1319
1320 if (gl->ncalls > 0) {
1321
1322 // Setup require GL state.
1323 glUseProgram(gl->shader.prog);
1324
1325 glEnable(GL_CULL_FACE);
1326 glCullFace(GL_BACK);
1327 glFrontFace(GL_CCW);
1328 glEnable(GL_BLEND);
1329 glDisable(GL_DEPTH_TEST);
1330 glDisable(GL_SCISSOR_TEST);
1331 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1332 glStencilMask(0xffffffff);
1333 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1334 glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
1335 glActiveTexture(GL_TEXTURE0);
1336 glBindTexture(GL_TEXTURE_2D, 0);
1337 #if NANOVG_GL_USE_STATE_FILTER
1338 gl->boundTexture = 0;
1339 gl->stencilMask = 0xffffffff;
1340 gl->stencilFunc = GL_ALWAYS;
1341 gl->stencilFuncRef = 0;
1342 gl->stencilFuncMask = 0xffffffff;
1343 gl->blendFunc.srcRGB = GL_INVALID_ENUM;
1344 gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
1345 gl->blendFunc.dstRGB = GL_INVALID_ENUM;
1346 gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
1347 #endif
1348
1349 #if NANOVG_GL_USE_UNIFORMBUFFER
1350 // Upload ubo for frag shaders
1351 glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1352 glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
1353 #endif
1354
1355 // Upload vertex data
1356 #if defined NANOVG_GL3
1357 glBindVertexArray(gl->vertArr);
1358 #endif
1359 glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
1360 glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
1361 glEnableVertexAttribArray(0);
1362 glEnableVertexAttribArray(1);
1363 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
1364 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
1365
1366 // Set view and texture just once per frame.
1367 glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
1368 glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
1369
1370 #if NANOVG_GL_USE_UNIFORMBUFFER
1371 glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1372 #endif
1373
1374 for (i = 0; i < gl->ncalls; i++) {
1375 GLNVGcall* call = &gl->calls[i];
1376 glnvg__blendFuncSeparate(gl,&call->blendFunc);
1377 if (call->type == GLNVG_FILL)
1378 glnvg__fill(gl, call);
1379 else if (call->type == GLNVG_CONVEXFILL)
1380 glnvg__convexFill(gl, call);
1381 else if (call->type == GLNVG_STROKE)
1382 glnvg__stroke(gl, call);
1383 else if (call->type == GLNVG_TRIANGLES)
1384 glnvg__triangles(gl, call);
1385 }
1386
1387 glDisableVertexAttribArray(0);
1388 glDisableVertexAttribArray(1);
1389 #if defined NANOVG_GL3
1390 glBindVertexArray(0);
1391 #endif
1392 glDisable(GL_CULL_FACE);
1393 glBindBuffer(GL_ARRAY_BUFFER, 0);
1394 glUseProgram(0);
1395 glnvg__bindTexture(gl, 0);
1396 }
1397
1398 // Reset calls
1399 gl->nverts = 0;
1400 gl->npaths = 0;
1401 gl->ncalls = 0;
1402 gl->nuniforms = 0;
1403 }
1404
1405 static int glnvg__maxVertCount(const NVGpath* paths, int npaths)
1406 {
1407 int i, count = 0;
1408 for (i = 0; i < npaths; i++) {
1409 count += paths[i].nfill;
1410 count += paths[i].nstroke;
1411 }
1412 return count;
1413 }
1414
1415 static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
1416 {
1417 GLNVGcall* ret = NULL;
1418 if (gl->ncalls+1 > gl->ccalls) {
1419 GLNVGcall* calls;
1420 int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
1421 calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
1422 if (calls == NULL) return NULL;
1423 gl->calls = calls;
1424 gl->ccalls = ccalls;
1425 }
1426 ret = &gl->calls[gl->ncalls++];
1427 memset(ret, 0, sizeof(GLNVGcall));
1428 return ret;
1429 }
1430
1431 static int glnvg__allocPaths(GLNVGcontext* gl, int n)
1432 {
1433 int ret = 0;
1434 if (gl->npaths+n > gl->cpaths) {
1435 GLNVGpath* paths;
1436 int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
1437 paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
1438 if (paths == NULL) return -1;
1439 gl->paths = paths;
1440 gl->cpaths = cpaths;
1441 }
1442 ret = gl->npaths;
1443 gl->npaths += n;
1444 return ret;
1445 }
1446
1447 static int glnvg__allocVerts(GLNVGcontext* gl, int n)
1448 {
1449 int ret = 0;
1450 if (gl->nverts+n > gl->cverts) {
1451 NVGvertex* verts;
1452 int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
1453 verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
1454 if (verts == NULL) return -1;
1455 gl->verts = verts;
1456 gl->cverts = cverts;
1457 }
1458 ret = gl->nverts;
1459 gl->nverts += n;
1460 return ret;
1461 }
1462
1463 static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
1464 {
1465 int ret = 0, structSize = gl->fragSize;
1466 if (gl->nuniforms+n > gl->cuniforms) {
1467 unsigned char* uniforms;
1468 int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
1469 uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
1470 if (uniforms == NULL) return -1;
1471 gl->uniforms = uniforms;
1472 gl->cuniforms = cuniforms;
1473 }
1474 ret = gl->nuniforms * structSize;
1475 gl->nuniforms += n;
1476 return ret;
1477 }
1478
1479 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
1480 {
1481 return (GLNVGfragUniforms*)&gl->uniforms[i];
1482 }
1483
1484 static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
1485 {
1486 vtx->x = x;
1487 vtx->y = y;
1488 vtx->u = u;
1489 vtx->v = v;
1490 }
1491
1492 static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
1493 const float* bounds, const NVGpath* paths, int npaths)
1494 {
1495 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1496 GLNVGcall* call = glnvg__allocCall(gl);
1497 NVGvertex* quad;
1498 GLNVGfragUniforms* frag;
1499 int i, maxverts, offset;
1500
1501 if (call == NULL) return;
1502
1503 call->type = GLNVG_FILL;
1504 call->triangleCount = 4;
1505 call->pathOffset = glnvg__allocPaths(gl, npaths);
1506 if (call->pathOffset == -1) goto error;
1507 call->pathCount = npaths;
1508 call->image = paint->image;
1509 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1510
1511 if (npaths == 1 && paths[0].convex)
1512 {
1513 call->type = GLNVG_CONVEXFILL;
1514 call->triangleCount = 0; // Bounding box fill quad not needed for convex fill
1515 }
1516
1517 // Allocate vertices for all the paths.
1518 maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount;
1519 offset = glnvg__allocVerts(gl, maxverts);
1520 if (offset == -1) goto error;
1521
1522 for (i = 0; i < npaths; i++) {
1523 GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1524 const NVGpath* path = &paths[i];
1525 memset(copy, 0, sizeof(GLNVGpath));
1526 if (path->nfill > 0) {
1527 copy->fillOffset = offset;
1528 copy->fillCount = path->nfill;
1529 memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
1530 offset += path->nfill;
1531 }
1532 if (path->nstroke > 0) {
1533 copy->strokeOffset = offset;
1534 copy->strokeCount = path->nstroke;
1535 memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1536 offset += path->nstroke;
1537 }
1538 }
1539
1540 // Setup uniforms for draw calls
1541 if (call->type == GLNVG_FILL) {
1542 // Quad
1543 call->triangleOffset = offset;
1544 quad = &gl->verts[call->triangleOffset];
1545 glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
1546 glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
1547 glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
1548 glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
1549
1550 call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1551 if (call->uniformOffset == -1) goto error;
1552 // Simple shader for stencil
1553 frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1554 memset(frag, 0, sizeof(*frag));
1555 frag->strokeThr = -1.0f;
1556 frag->type = NSVG_SHADER_SIMPLE;
1557 // Fill shader
1558 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
1559 } else {
1560 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1561 if (call->uniformOffset == -1) goto error;
1562 // Fill shader
1563 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
1564 }
1565
1566 return;
1567
1568 error:
1569 // We get here if call alloc was ok, but something else is not.
1570 // Roll back the last call to prevent drawing it.
1571 if (gl->ncalls > 0) gl->ncalls--;
1572 }
1573
1574 static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
1575 float strokeWidth, const NVGpath* paths, int npaths)
1576 {
1577 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1578 GLNVGcall* call = glnvg__allocCall(gl);
1579 int i, maxverts, offset;
1580
1581 if (call == NULL) return;
1582
1583 call->type = GLNVG_STROKE;
1584 call->pathOffset = glnvg__allocPaths(gl, npaths);
1585 if (call->pathOffset == -1) goto error;
1586 call->pathCount = npaths;
1587 call->image = paint->image;
1588 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1589
1590 // Allocate vertices for all the paths.
1591 maxverts = glnvg__maxVertCount(paths, npaths);
1592 offset = glnvg__allocVerts(gl, maxverts);
1593 if (offset == -1) goto error;
1594
1595 for (i = 0; i < npaths; i++) {
1596 GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1597 const NVGpath* path = &paths[i];
1598 memset(copy, 0, sizeof(GLNVGpath));
1599 if (path->nstroke) {
1600 copy->strokeOffset = offset;
1601 copy->strokeCount = path->nstroke;
1602 memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1603 offset += path->nstroke;
1604 }
1605 }
1606
1607 if (gl->flags & NVG_STENCIL_STROKES) {
1608 // Fill shader
1609 call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1610 if (call->uniformOffset == -1) goto error;
1611
1612 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1613 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1614
1615 } else {
1616 // Fill shader
1617 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1618 if (call->uniformOffset == -1) goto error;
1619 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1620 }
1621
1622 return;
1623
1624 error:
1625 // We get here if call alloc was ok, but something else is not.
1626 // Roll back the last call to prevent drawing it.
1627 if (gl->ncalls > 0) gl->ncalls--;
1628 }
1629
1630 static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
1631 const NVGvertex* verts, int nverts, float fringe)
1632 {
1633 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1634 GLNVGcall* call = glnvg__allocCall(gl);
1635 GLNVGfragUniforms* frag;
1636
1637 if (call == NULL) return;
1638
1639 call->type = GLNVG_TRIANGLES;
1640 call->image = paint->image;
1641 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1642
1643 // Allocate vertices for all the paths.
1644 call->triangleOffset = glnvg__allocVerts(gl, nverts);
1645 if (call->triangleOffset == -1) goto error;
1646 call->triangleCount = nverts;
1647
1648 memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
1649
1650 // Fill shader
1651 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1652 if (call->uniformOffset == -1) goto error;
1653 frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1654 glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
1655 frag->type = NSVG_SHADER_IMG;
1656
1657 return;
1658
1659 error:
1660 // We get here if call alloc was ok, but something else is not.
1661 // Roll back the last call to prevent drawing it.
1662 if (gl->ncalls > 0) gl->ncalls--;
1663 }
1664
1665 static void glnvg__renderDelete(void* uptr)
1666 {
1667 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1668 int i;
1669 if (gl == NULL) return;
1670
1671 glnvg__deleteShader(&gl->shader);
1672
1673 #if NANOVG_GL3
1674 #if NANOVG_GL_USE_UNIFORMBUFFER
1675 if (gl->fragBuf != 0)
1676 glDeleteBuffers(1, &gl->fragBuf);
1677 #endif
1678 if (gl->vertArr != 0)
1679 glDeleteVertexArrays(1, &gl->vertArr);
1680 #endif
1681 if (gl->vertBuf != 0)
1682 glDeleteBuffers(1, &gl->vertBuf);
1683
1684 if (gl->textureContext != NULL && --gl->textureContext->refCount == 0) {
1685 for (i = 0; i < gl->textureContext->ntextures; i++) {
1686 if (gl->textureContext->textures[i].tex != 0 && (gl->textureContext->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
1687 glDeleteTextures(1, &gl->textureContext->textures[i].tex);
1688 }
1689 free(gl->textureContext->textures);
1690 free(gl->textureContext);
1691 }
1692
1693 free(gl->paths);
1694 free(gl->verts);
1695 free(gl->uniforms);
1696 free(gl->calls);
1697
1698 free(gl);
1699 }
1700
1701
1702 #if defined NANOVG_GL2
1703 NVGcontext* nvgCreateGL2(int flags)
1704 #elif defined NANOVG_GL3
1705 NVGcontext* nvgCreateGL3(int flags)
1706 #elif defined NANOVG_GLES2
1707 NVGcontext* nvgCreateGLES2(int flags)
1708 #elif defined NANOVG_GLES3
1709 NVGcontext* nvgCreateGLES3(int flags)
1710 #endif
1711 {
1712 #if defined NANOVG_GL2
1713 return nvgCreateSharedGL2(NULL, flags);
1714 #elif defined NANOVG_GL3
1715 return nvgCreateSharedGL3(NULL, flags);
1716 #elif defined NANOVG_GLES2
1717 return nvgCreateSharedGLES2(NULL, flags);
1718 #elif defined NANOVG_GLES3
1719 return nvgCreateSharedGLES3(NULL, flags);
1720 #endif
1721 }
1722
1723 // Share the fonts and textures of 'other' if it's non-NULL.
1724 #if defined NANOVG_GL2
1725 NVGcontext* nvgCreateSharedGL2(NVGcontext* other, int flags)
1726 #elif defined NANOVG_GL3
1727 NVGcontext* nvgCreateSharedGL3(NVGcontext* other, int flags)
1728 #elif defined NANOVG_GLES2
1729 NVGcontext* nvgCreateSharedGLES2(NVGcontext* other, int flags)
1730 #elif defined NANOVG_GLES3
1731 NVGcontext* nvgCreateSharedGLES3(NVGcontext* other, int flags)
1732 #endif
1733 {
1734 NVGparams params;
1735 NVGcontext* ctx = NULL;
1736 GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
1737 if (gl == NULL) goto error;
1738 memset(gl, 0, sizeof(GLNVGcontext));
1739
1740 memset(&params, 0, sizeof(params));
1741 params.renderCreate = glnvg__renderCreate;
1742 params.renderCreateTexture = glnvg__renderCreateTexture;
1743 params.renderDeleteTexture = glnvg__renderDeleteTexture;
1744 params.renderUpdateTexture = glnvg__renderUpdateTexture;
1745 params.renderGetTextureSize = glnvg__renderGetTextureSize;
1746 params.renderViewport = glnvg__renderViewport;
1747 params.renderCancel = glnvg__renderCancel;
1748 params.renderFlush = glnvg__renderFlush;
1749 params.renderFill = glnvg__renderFill;
1750 params.renderStroke = glnvg__renderStroke;
1751 params.renderTriangles = glnvg__renderTriangles;
1752 params.renderDelete = glnvg__renderDelete;
1753 params.userPtr = gl;
1754 params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
1755
1756 gl->flags = flags;
1757
1758 ctx = nvgCreateInternal(&params, other);
1759 if (ctx == NULL) goto error;
1760
1761 return ctx;
1762
1763 error:
1764 // 'gl' is freed by nvgDeleteInternal.
1765 if (ctx != NULL) nvgDeleteInternal(ctx);
1766 return NULL;
1767 }
1768
1769 #if defined NANOVG_GL2
1770 void nvgDeleteGL2(NVGcontext* ctx)
1771 #elif defined NANOVG_GL3
1772 void nvgDeleteGL3(NVGcontext* ctx)
1773 #elif defined NANOVG_GLES2
1774 void nvgDeleteGLES2(NVGcontext* ctx)
1775 #elif defined NANOVG_GLES3
1776 void nvgDeleteGLES3(NVGcontext* ctx)
1777 #endif
1778 {
1779 nvgDeleteInternal(ctx);
1780 }
1781
1782 #if defined NANOVG_GL2
1783 int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1784 #elif defined NANOVG_GL3
1785 int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1786 #elif defined NANOVG_GLES2
1787 int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1788 #elif defined NANOVG_GLES3
1789 int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1790 #endif
1791 {
1792 GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1793 GLNVGtexture* tex = glnvg__allocTexture(gl);
1794
1795 if (tex == NULL) return 0;
1796
1797 tex->type = NVG_TEXTURE_RGBA;
1798 tex->tex = textureId;
1799 tex->flags = imageFlags;
1800 tex->width = w;
1801 tex->height = h;
1802
1803 return tex->id;
1804 }
1805
1806 #if defined NANOVG_GL2
1807 GLuint nvglImageHandleGL2(NVGcontext* ctx, int image)
1808 #elif defined NANOVG_GL3
1809 GLuint nvglImageHandleGL3(NVGcontext* ctx, int image)
1810 #elif defined NANOVG_GLES2
1811 GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image)
1812 #elif defined NANOVG_GLES3
1813 GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image)
1814 #endif
1815 {
1816 GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1817 GLNVGtexture* tex = glnvg__findTexture(gl, image);
1818 return tex->tex;
1819 }
1820
1821 #endif /* NANOVG_GL_IMPLEMENTATION */