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comparison DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl.h @ 3:84e66ea83026
DPF-Prymula-audioplugins-0.231015-2
author | prymula <prymula76@outlook.com> |
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date | Mon, 16 Oct 2023 21:53:34 +0200 |
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2:cf2cb71d31dd | 3:84e66ea83026 |
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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(¶ms, 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(¶ms, 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 */ |