diff options
Diffstat (limited to 'libs/nanovg/obsolete')
-rw-r--r-- | libs/nanovg/obsolete/nanovg_gl2.h | 952 | ||||
-rw-r--r-- | libs/nanovg/obsolete/nanovg_gl3.h | 957 | ||||
-rw-r--r-- | libs/nanovg/obsolete/obsolete.md | 6 |
3 files changed, 1915 insertions, 0 deletions
diff --git a/libs/nanovg/obsolete/nanovg_gl2.h b/libs/nanovg/obsolete/nanovg_gl2.h new file mode 100644 index 0000000..ad8883a --- /dev/null +++ b/libs/nanovg/obsolete/nanovg_gl2.h @@ -0,0 +1,952 @@ +// +// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would be +// appreciated but is not required. +// 2. Altered source versions must be plainly marked as such, and must not be +// misrepresented as being the original software. +// 3. This notice may not be removed or altered from any source distribution. +// +#ifndef NANOVG_GL2_H +#define NANOVG_GL2_H + +#ifdef __cplusplus +extern "C" { +#endif + +#define NVG_ANTIALIAS 1 + +#ifdef NANOVG_GLES2_IMPLEMENTATION +# ifndef NANOVG_GLES2 +# define NANOVG_GLES2 +# endif +# ifndef NANOVG_GL2_IMPLEMENTATION +# define NANOVG_GL2_IMPLEMENTATION +# endif +#endif + +#ifdef NANOVG_GLES2 + +struct NVGcontext* nvgCreateGLES2(int atlasw, int atlash, int edgeaa); +void nvgDeleteGLES2(struct NVGcontext* ctx); + +#else + +struct NVGcontext* nvgCreateGL2(int atlasw, int atlash, int edgeaa); +void nvgDeleteGL2(struct NVGcontext* ctx); + +#endif + + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef NANOVG_GL2_IMPLEMENTATION + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <math.h> +#include "nanovg.h" + +enum GLNVGuniformLoc { + GLNVG_LOC_VIEWSIZE, + GLNVG_LOC_SCISSORMAT, + GLNVG_LOC_SCISSOREXT, + GLNVG_LOC_SCISSORSCALE, + GLNVG_LOC_PAINTMAT, + GLNVG_LOC_EXTENT, + GLNVG_LOC_RADIUS, + GLNVG_LOC_FEATHER, + GLNVG_LOC_INNERCOL, + GLNVG_LOC_OUTERCOL, + GLNVG_LOC_STROKEMULT, + GLNVG_LOC_TEX, + GLNVG_LOC_TEXTYPE, + GLNVG_LOC_TYPE, + GLNVG_MAX_LOCS +}; + +enum GLNVGshaderType { + NSVG_SHADER_FILLGRAD, + NSVG_SHADER_FILLIMG, + NSVG_SHADER_SIMPLE, + NSVG_SHADER_IMG +}; + +struct GLNVGshader { + GLuint prog; + GLuint frag; + GLuint vert; + GLint loc[GLNVG_MAX_LOCS]; +}; + +struct GLNVGtexture { + int id; + GLuint tex; + int width, height; + int type; +}; + +struct GLNVGcontext { + struct GLNVGshader shader; + struct GLNVGtexture* textures; + float viewWidth, viewHeight; + int ntextures; + int ctextures; + int textureId; + GLuint vertBuf; + int edgeAntiAlias; +}; + +static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) +{ + struct GLNVGtexture* tex = NULL; + int i; + + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].id == 0) { + tex = &gl->textures[i]; + break; + } + } + if (tex == NULL) { + if (gl->ntextures+1 > gl->ctextures) { + gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2; + gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures); + if (gl->textures == NULL) return NULL; + } + tex = &gl->textures[gl->ntextures++]; + } + + memset(tex, 0, sizeof(*tex)); + tex->id = ++gl->textureId; + + return tex; +} + +static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id) +{ + int i; + for (i = 0; i < gl->ntextures; i++) + if (gl->textures[i].id == id) + return &gl->textures[i]; + return NULL; +} + +static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id) +{ + int i; + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].id == id) { + if (gl->textures[i].tex != 0) + glDeleteTextures(1, &gl->textures[i].tex); + memset(&gl->textures[i], 0, sizeof(gl->textures[i])); + return 1; + } + } + return 0; +} + +static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type) +{ + char str[512+1]; + int len = 0; + glGetShaderInfoLog(shader, 512, &len, str); + if (len > 512) len = 512; + str[len] = '\0'; + printf("Shader %s/%s error:\n%s\n", name, type, str); +} + +static void glnvg__dumpProgramError(GLuint prog, const char* name) +{ + char str[512+1]; + int len = 0; + glGetProgramInfoLog(prog, 512, &len, str); + if (len > 512) len = 512; + str[len] = '\0'; + printf("Program %s error:\n%s\n", name, str); +} + +static int glnvg__checkError(const char* str) +{ + GLenum err = glGetError(); + if (err != GL_NO_ERROR) { + printf("Error %08x after %s\n", err, str); + return 1; + } + return 0; +} + +static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) +{ + GLint status; + GLuint prog, vert, frag; + + memset(shader, 0, sizeof(*shader)); + + prog = glCreateProgram(); + vert = glCreateShader(GL_VERTEX_SHADER); + frag = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(vert, 1, &vshader, 0); + glShaderSource(frag, 1, &fshader, 0); + + glCompileShader(vert); + glGetShaderiv(vert, GL_COMPILE_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpShaderError(vert, name, "vert"); + return 0; + } + + glCompileShader(frag); + glGetShaderiv(frag, GL_COMPILE_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpShaderError(frag, name, "frag"); + return 0; + } + + glAttachShader(prog, vert); + glAttachShader(prog, frag); + + glBindAttribLocation(prog, 0, "vertex"); + glBindAttribLocation(prog, 1, "tcoord"); + glBindAttribLocation(prog, 2, "color"); + + glLinkProgram(prog); + glGetProgramiv(prog, GL_LINK_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpProgramError(prog, name); + return 0; + } + + shader->prog = prog; + shader->vert = vert; + shader->frag = frag; + + return 1; +} + +static void glnvg__deleteShader(struct GLNVGshader* shader) +{ + if (shader->prog != 0) + glDeleteProgram(shader->prog); + if (shader->vert != 0) + glDeleteShader(shader->vert); + if (shader->frag != 0) + glDeleteShader(shader->frag); +} + +static void glnvg__getUniforms(struct GLNVGshader* shader) +{ + shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize"); + shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); + shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); + shader->loc[GLNVG_LOC_SCISSORSCALE] = glGetUniformLocation(shader->prog, "scissorScale"); + shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); + shader->loc[GLNVG_LOC_EXTENT] = glGetUniformLocation(shader->prog, "extent"); + shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius"); + shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather"); + shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol"); + shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); + shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); + shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); + shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType"); + shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type"); +} + +static int glnvg__renderCreate(void* uptr) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + + static const char* fillVertShader = +#ifdef NANOVG_GLES2 + "#version 100\n" + "precision mediump float;\n" +#endif + "uniform vec2 viewSize;\n" + "attribute vec2 vertex;\n" + "attribute vec2 tcoord;\n" + "attribute vec4 color;\n" + "varying vec2 ftcoord;\n" + "varying vec4 fcolor;\n" + "varying vec2 fpos;\n" + "void main(void) {\n" + " ftcoord = tcoord;\n" + " fcolor = color;\n" + " fpos = vertex;\n" + " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n" + "}\n"; + + static const char* fillFragShaderEdgeAA = +#ifdef NANOVG_GLES2 + "#version 100\n" + "precision mediump float;\n" +#endif + "uniform mat3 scissorMat;\n" + "uniform vec2 scissorExt;\n" + "uniform vec2 scissorScale;\n" + "uniform mat3 paintMat;\n" + "uniform vec2 extent;\n" + "uniform float radius;\n" + "uniform float feather;\n" + "uniform vec4 innerCol;\n" + "uniform vec4 outerCol;\n" + "uniform float strokeMult;\n" + "uniform sampler2D tex;\n" + "uniform int texType;\n" + "uniform int type;\n" + "varying vec2 ftcoord;\n" + "varying vec4 fcolor;\n" + "varying vec2 fpos;\n" + "\n" + "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" + " vec2 ext2 = ext - vec2(rad,rad);\n" + " vec2 d = abs(pt) - ext2;\n" + " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" + "}\n" + "\n" + "// Scissoring\n" + "float scissorMask(vec2 p) {\n" + " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" + " sc = vec2(0.5,0.5) - sc * scissorScale;\n" + " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" + "}\n" + "\n" + "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" + "float strokeMask() {\n" + " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n" + "}\n" + "\n" + "void main(void) {\n" + " if (type == 0) {\n" + " float scissor = scissorMask(fpos);\n" + " float strokeAlpha = strokeMask();\n" + " // Calculate gradient color using box gradient\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" + " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" + " vec4 color = mix(innerCol,outerCol,d);\n" + " // Combine alpha\n" + " color.w *= strokeAlpha * scissor;\n" + " gl_FragColor = color;\n" + " } else if (type == 1) {\n" + " float scissor = scissorMask(fpos);\n" + " float strokeAlpha = strokeMask();\n" + " // Calculate color fron texture\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" + " vec4 color = texture2D(tex, pt);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " // Combine alpha\n" + " color.w *= strokeAlpha * scissor;\n" + " gl_FragColor = color;\n" + " } else if (type == 2) {\n" + " gl_FragColor = vec4(1,1,1,1);\n" + " } else if (type == 3) {\n" + " vec4 color = texture2D(tex, ftcoord);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " gl_FragColor = color * fcolor;\n" + " }\n" + "}\n"; + + static const char* fillFragShader = +#ifdef NANOVG_GLES2 + "#version 100\n" + "precision mediump float;\n" +#endif + "uniform mat3 scissorMat;\n" + "uniform vec2 scissorExt;\n" + "uniform vec2 scissorScale;\n" + "uniform mat3 paintMat;\n" + "uniform vec2 extent;\n" + "uniform float radius;\n" + "uniform float feather;\n" + "uniform vec4 innerCol;\n" + "uniform vec4 outerCol;\n" + "uniform float strokeMult;\n" + "uniform sampler2D tex;\n" + "uniform int texType;\n" + "uniform int type;\n" + "varying vec2 ftcoord;\n" + "varying vec4 fcolor;\n" + "varying vec2 fpos;\n" + "\n" + "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" + " vec2 ext2 = ext - vec2(rad,rad);\n" + " vec2 d = abs(pt) - ext2;\n" + " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" + "}\n" + "\n" + "// Scissoring\n" + "float scissorMask(vec2 p) {\n" + " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" + " sc = vec2(0.5,0.5) - sc * scissorScale;\n" + " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" + "}\n" + "\n" + "void main(void) {\n" + " if (type == 0) {\n" + " float scissor = scissorMask(fpos);\n" + " // Calculate gradient color using box gradient\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" + " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" + " vec4 color = mix(innerCol,outerCol,d);\n" + " // Combine alpha\n" + " color.w *= scissor;\n" + " gl_FragColor = color;\n" + " } else if (type == 1) {\n" + " float scissor = scissorMask(fpos);\n" + " // Calculate color fron texture\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" + " vec4 color = texture2D(tex, pt);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " // Combine alpha\n" + " color.w *= scissor;\n" + " gl_FragColor = color;\n" + " } else if (type == 2) {\n" + " gl_FragColor = vec4(1,1,1,1);\n" + " } else if (type == 3) {\n" + " vec4 color = texture2D(tex, ftcoord);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " gl_FragColor = color * fcolor;\n" + " }\n" + "}\n"; + + glnvg__checkError("init"); + + if (gl->edgeAntiAlias) { + if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShaderEdgeAA) == 0) + return 0; + } else { + if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0) + return 0; + } + + glnvg__checkError("uniform locations"); + glnvg__getUniforms(&gl->shader); + + // Create dynamic vertex array + glGenBuffers(1, &gl->vertBuf); + + glnvg__checkError("done"); + + return 1; +} + +static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__allocTexture(gl); + if (tex == NULL) return 0; + glGenTextures(1, &tex->tex); + tex->width = w; + tex->height = h; + tex->type = type; + glBindTexture(GL_TEXTURE_2D, tex->tex); + + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + + if (type == NVG_TEXTURE_RGBA) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + else + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + if (glnvg__checkError("create tex")) + return 0; + + return tex->id; +} + +static int glnvg__renderDeleteTexture(void* uptr, int image) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + return glnvg__deleteTexture(gl, image); +} + +static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, image); + + if (tex == NULL) return 0; + glBindTexture(GL_TEXTURE_2D, tex->tex); + + glPixelStorei(GL_UNPACK_ALIGNMENT,1); +#ifdef NANOVG_GLES2 + // No support for all of unpack, need to update a whole row at a time. + if (tex->type == NVG_TEXTURE_RGBA) + data += y*tex->width*4; + else + data += y*tex->width; + x = 0; + w = tex->width; +#else + glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); + glPixelStorei(GL_UNPACK_SKIP_ROWS, y); +#endif + + if (tex->type == NVG_TEXTURE_RGBA) + glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data); + else + glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); + + return 1; +} + +static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, image); + if (tex == NULL) return 0; + *w = tex->width; + *h = tex->height; + return 1; +} + +static void glnvg__xformIdentity(float* t) +{ + t[0] = 1.0f; t[1] = 0.0f; + t[2] = 0.0f; t[3] = 1.0f; + t[4] = 0.0f; t[5] = 0.0f; +} + +static void glnvg__xformInverse(float* inv, float* t) +{ + double invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1]; + if (det > -1e-6 && det < 1e-6) { + glnvg__xformIdentity(t); + return; + } + invdet = 1.0 / det; + inv[0] = (float)(t[3] * invdet); + inv[2] = (float)(-t[2] * invdet); + inv[4] = (float)(((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet); + inv[1] = (float)(-t[1] * invdet); + inv[3] = (float)(t[0] * invdet); + inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); +} + +static void glnvg__xformToMat3x3(float* m3, float* t) +{ + m3[0] = t[0]; + m3[1] = t[1]; + m3[2] = 0.0f; + m3[3] = t[2]; + m3[4] = t[3]; + m3[5] = 0.0f; + m3[6] = t[4]; + m3[7] = t[5]; + m3[8] = 1.0f; +} + +static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, float fringe) +{ + struct NVGcolor innerCol; + struct NVGcolor outerCol; + struct GLNVGtexture* tex = NULL; + float invxform[6], paintMat[9], scissorMat[9]; + float scissorx = 0, scissory = 0; + float scissorsx = 0, scissorsy = 0; + + innerCol = paint->innerColor; + outerCol = paint->outerColor; + + glnvg__xformInverse(invxform, paint->xform); + glnvg__xformToMat3x3(paintMat, invxform); + + if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) { + memset(scissorMat, 0, sizeof(scissorMat)); + scissorx = 1.0f; + scissory = 1.0f; + scissorsx = 1.0f; + scissorsy = 1.0f; + } else { + glnvg__xformInverse(invxform, scissor->xform); + glnvg__xformToMat3x3(scissorMat, invxform); + scissorx = scissor->extent[0]; + scissory = scissor->extent[1]; + scissorsx = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe; + scissorsy = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe; + } + + if (paint->image != 0) { + tex = glnvg__findTexture(gl, paint->image); + if (tex == NULL) return 0; + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); + glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1); + glnvg__checkError("tex paint loc"); + glBindTexture(GL_TEXTURE_2D, tex->tex); + glnvg__checkError("tex paint tex"); + } else { + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); + glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius); + glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather); + glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol.rgba); + glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol.rgba); + glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); + glnvg__checkError("grad paint loc"); + } + return 1; +} + +static void glnvg__renderViewport(void* uptr, int width, int height, int alphaBlend) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + gl->viewWidth = (float)width; + gl->viewHeight = (float)height; + + glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + + if (alphaBlend == NVG_PREMULTIPLIED_ALPHA) + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + + +static void glnvg__renderFlush(void* uptr, int alphaBlend) +{ +// struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + NVG_NOTUSED(uptr); + NVG_NOTUSED(alphaBlend); +} + +static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths) +{ + int i, count = 0; + for (i = 0; i < npaths; i++) { + count += paths[i].nfill; + count += paths[i].nstroke; + } + return count; +} + +static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths) +{ + const struct NVGpath* path; + int i, n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + if (path->nfill > 0) { + glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x); + n += path->nfill; + } + if (path->nstroke > 0) { + glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x); + n += path->nstroke; + } + } +} + +static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, + const float* bounds, const struct NVGpath* paths, int npaths) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + const struct NVGpath* path; + int i, n, offset, maxCount; + + if (gl->shader.prog == 0) + return; + + maxCount = glnvg__maxVertCount(paths, npaths); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); + glnvg__uploadPaths(paths, npaths); + + if (npaths == 1 && paths[0].convex) { + + glEnable(GL_CULL_FACE); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glnvg__setupPaint(gl, paint, scissor, fringe, fringe); + + glDisable(GL_CULL_FACE); + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = n * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); + n += path->nfill + path->nstroke; + } + + glEnable(GL_CULL_FACE); + + if (gl->edgeAntiAlias) { + // Draw fringes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + } + + glUseProgram(0); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + + } else { + float quad[6*2] = { + bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1], + bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1], + }; + + glEnable(GL_CULL_FACE); + + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + + // Draw shapes + glDisable(GL_BLEND); + glEnable(GL_STENCIL_TEST); + glStencilMask(0xff); + glStencilFunc(GL_ALWAYS, 0, ~0U); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glnvg__checkError("fill solid loc"); + + glEnableVertexAttribArray(0); + + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); + glDisable(GL_CULL_FACE); + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = n * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); + n += path->nfill + path->nstroke; + } + + glEnable(GL_CULL_FACE); + + // Draw aliased off-pixels + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glEnable(GL_BLEND); + + glEnableVertexAttribArray(1); + glnvg__setupPaint(gl, paint, scissor, fringe, fringe); + + if (gl->edgeAntiAlias) { + glStencilFunc(GL_EQUAL, 0x00, 0xff); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + // Draw fringes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + } + + // Draw fill + glStencilFunc(GL_NOTEQUAL, 0x0, 0xff); + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + + glDisableVertexAttribArray(1); + + glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0); + glVertexAttrib2f(1, 0.5f, 1.0f); + glDrawArrays(GL_TRIANGLES, 0, 6); + + glUseProgram(0); + + glDisableVertexAttribArray(0); + + glDisable(GL_STENCIL_TEST); + } +} + +static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, + float width, const struct NVGpath* paths, int npaths) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + const struct NVGpath* path; + int i, n, offset, maxCount; + + if (gl->shader.prog == 0) + return; + + glnvg__setupPaint(gl, paint, scissor, width, fringe); + + glEnable(GL_CULL_FACE); + + maxCount = glnvg__maxVertCount(paths, npaths); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); + glnvg__uploadPaths(paths, npaths); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + // Draw Strokes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + + glUseProgram(0); +} + +static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, + const struct NVGvertex* verts, int nverts) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image); + struct NVGcolor color; + NVG_NOTUSED(scissor); + + if (gl->shader.prog == 0) + return; + + if (tex != NULL) { + glBindTexture(GL_TEXTURE_2D, tex->tex); + } + + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], (tex != NULL && tex->type == NVG_TEXTURE_RGBA) ? 0 : 1); + glnvg__checkError("tris solid img loc"); + + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW); + + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float))); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + color = paint->innerColor; + glVertexAttrib4fv(2, color.rgba); + + glDrawArrays(GL_TRIANGLES, 0, nverts); + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); +} + +static void glnvg__renderDelete(void* uptr) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + int i; + if (gl == NULL) return; + + glnvg__deleteShader(&gl->shader); + + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].tex != 0) + glDeleteTextures(1, &gl->textures[i].tex); + } + free(gl->textures); + + free(gl); +} + + +#ifdef NANOVG_GLES2 +struct NVGcontext* nvgCreateGLES2(int atlasw, int atlash, int edgeaa) +#else +struct NVGcontext* nvgCreateGL2(int atlasw, int atlash, int edgeaa) +#endif +{ + struct NVGparams params; + struct NVGcontext* ctx = NULL; + struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext)); + if (gl == NULL) goto error; + memset(gl, 0, sizeof(struct GLNVGcontext)); + + memset(¶ms, 0, sizeof(params)); + params.renderCreate = glnvg__renderCreate; + params.renderCreateTexture = glnvg__renderCreateTexture; + params.renderDeleteTexture = glnvg__renderDeleteTexture; + params.renderUpdateTexture = glnvg__renderUpdateTexture; + params.renderGetTextureSize = glnvg__renderGetTextureSize; + params.renderViewport = glnvg__renderViewport; + params.renderFlush = glnvg__renderFlush; + params.renderFill = glnvg__renderFill; + params.renderStroke = glnvg__renderStroke; + params.renderTriangles = glnvg__renderTriangles; + params.renderDelete = glnvg__renderDelete; + params.userPtr = gl; + params.atlasWidth = atlasw; + params.atlasHeight = atlash; + params.edgeAntiAlias = edgeaa; + + gl->edgeAntiAlias = edgeaa; + + ctx = nvgCreateInternal(¶ms); + if (ctx == NULL) goto error; + + return ctx; + +error: + // 'gl' is freed by nvgDeleteInternal. + if (ctx != NULL) nvgDeleteInternal(ctx); + return NULL; +} + +#ifdef NANOVG_GLES2 +void nvgDeleteGLES2(struct NVGcontext* ctx) +#else +void nvgDeleteGL2(struct NVGcontext* ctx) +#endif +{ + nvgDeleteInternal(ctx); +} + +#endif diff --git a/libs/nanovg/obsolete/nanovg_gl3.h b/libs/nanovg/obsolete/nanovg_gl3.h new file mode 100644 index 0000000..971fb6b --- /dev/null +++ b/libs/nanovg/obsolete/nanovg_gl3.h @@ -0,0 +1,957 @@ +// +// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would be +// appreciated but is not required. +// 2. Altered source versions must be plainly marked as such, and must not be +// misrepresented as being the original software. +// 3. This notice may not be removed or altered from any source distribution. +// +#ifndef NANOVG_GL3_H +#define NANOVG_GL3_H + +#ifdef __cplusplus +extern "C" { +#endif + +#define NVG_ANTIALIAS 1 + +#ifdef NANOVG_GLES3_IMPLEMENTATION +# ifndef NANOVG_GLES3 +# define NANOVG_GLES3 +# endif +# ifndef NANOVG_GL3_IMPLEMENTATION +# define NANOVG_GL3_IMPLEMENTATION +# endif +#endif + +#ifdef NANOVG_GLES3 + +struct NVGcontext* nvgCreateGLES3(int atlasw, int atlash, int edgeaa); +void nvgDeleteGLES3(struct NVGcontext* ctx); + +#else + +struct NVGcontext* nvgCreateGL3(int atlasw, int atlash, int edgeaa); +void nvgDeleteGL3(struct NVGcontext* ctx); + +#endif + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef NANOVG_GL3_IMPLEMENTATION + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <math.h> +#include "nanovg.h" + +enum GLNVGuniformLoc { + GLNVG_LOC_VIEWSIZE, + GLNVG_LOC_SCISSORMAT, + GLNVG_LOC_SCISSOREXT, + GLNVG_LOC_SCISSORSCALE, + GLNVG_LOC_PAINTMAT, + GLNVG_LOC_EXTENT, + GLNVG_LOC_RADIUS, + GLNVG_LOC_FEATHER, + GLNVG_LOC_INNERCOL, + GLNVG_LOC_OUTERCOL, + GLNVG_LOC_STROKEMULT, + GLNVG_LOC_TEX, + GLNVG_LOC_TEXTYPE, + GLNVG_LOC_TYPE, + GLNVG_MAX_LOCS +}; + +enum GLNVGshaderType { + NSVG_SHADER_FILLGRAD, + NSVG_SHADER_FILLIMG, + NSVG_SHADER_SIMPLE, + NSVG_SHADER_IMG +}; + +struct GLNVGshader { + GLuint prog; + GLuint frag; + GLuint vert; + GLint loc[GLNVG_MAX_LOCS]; +}; + +struct GLNVGtexture { + int id; + GLuint tex; + int width, height; + int type; +}; + +struct GLNVGcontext { + struct GLNVGshader shader; + struct GLNVGtexture* textures; + float viewWidth, viewHeight; + int ntextures; + int ctextures; + int textureId; + GLuint vertArr; + GLuint vertBuf; + int edgeAntiAlias; +}; + +static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) +{ + struct GLNVGtexture* tex = NULL; + int i; + + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].id == 0) { + tex = &gl->textures[i]; + break; + } + } + if (tex == NULL) { + if (gl->ntextures+1 > gl->ctextures) { + gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2; + gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures); + if (gl->textures == NULL) return NULL; + } + tex = &gl->textures[gl->ntextures++]; + } + + memset(tex, 0, sizeof(*tex)); + tex->id = ++gl->textureId; + + return tex; +} + +static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id) +{ + int i; + for (i = 0; i < gl->ntextures; i++) + if (gl->textures[i].id == id) + return &gl->textures[i]; + return NULL; +} + +static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id) +{ + int i; + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].id == id) { + if (gl->textures[i].tex != 0) + glDeleteTextures(1, &gl->textures[i].tex); + memset(&gl->textures[i], 0, sizeof(gl->textures[i])); + return 1; + } + } + return 0; +} + +static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type) +{ + char str[512+1]; + int len = 0; + glGetShaderInfoLog(shader, 512, &len, str); + if (len > 512) len = 512; + str[len] = '\0'; + printf("Shader %s/%s error:\n%s\n", name, type, str); +} + +static void glnvg__dumpProgramError(GLuint prog, const char* name) +{ + char str[512+1]; + int len = 0; + glGetProgramInfoLog(prog, 512, &len, str); + if (len > 512) len = 512; + str[len] = '\0'; + printf("Program %s error:\n%s\n", name, str); +} + +static int glnvg__checkError(const char* str) +{ + GLenum err = glGetError(); + if (err != GL_NO_ERROR) { + printf("Error %08x after %s\n", err, str); + return 1; + } + return 0; +} + +static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) +{ + GLint status; + GLuint prog, vert, frag; + + memset(shader, 0, sizeof(*shader)); + + prog = glCreateProgram(); + vert = glCreateShader(GL_VERTEX_SHADER); + frag = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(vert, 1, &vshader, 0); + glShaderSource(frag, 1, &fshader, 0); + + glCompileShader(vert); + glGetShaderiv(vert, GL_COMPILE_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpShaderError(vert, name, "vert"); + return 0; + } + + glCompileShader(frag); + glGetShaderiv(frag, GL_COMPILE_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpShaderError(frag, name, "frag"); + return 0; + } + + glAttachShader(prog, vert); + glAttachShader(prog, frag); + + glBindAttribLocation(prog, 0, "vertex"); + glBindAttribLocation(prog, 1, "tcoord"); + glBindAttribLocation(prog, 2, "color"); + + glLinkProgram(prog); + glGetProgramiv(prog, GL_LINK_STATUS, &status); + if (status != GL_TRUE) { + glnvg__dumpProgramError(prog, name); + return 0; + } + + shader->prog = prog; + shader->vert = vert; + shader->frag = frag; + + return 1; +} + +static void glnvg__deleteShader(struct GLNVGshader* shader) +{ + if (shader->prog != 0) + glDeleteProgram(shader->prog); + if (shader->vert != 0) + glDeleteShader(shader->vert); + if (shader->frag != 0) + glDeleteShader(shader->frag); +} + +static void glnvg__getUniforms(struct GLNVGshader* shader) +{ + shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize"); + shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); + shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); + shader->loc[GLNVG_LOC_SCISSORSCALE] = glGetUniformLocation(shader->prog, "scissorScale"); + shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); + shader->loc[GLNVG_LOC_EXTENT] = glGetUniformLocation(shader->prog, "extent"); + shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius"); + shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather"); + shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol"); + shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); + shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); + shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); + shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType"); + shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type"); +} + +static int glnvg__renderCreate(void* uptr) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + + static const char* fillVertShader = +#ifdef NANOVG_GLES3 + "#version 300 es\n" + "precision mediump float;\n" +#else + "#version 150 core\n" +#endif + "uniform vec2 viewSize;\n" + "in vec2 vertex;\n" + "in vec2 tcoord;\n" + "in vec4 color;\n" + "out vec2 ftcoord;\n" + "out vec4 fcolor;\n" + "out vec2 fpos;\n" + "void main(void) {\n" + " ftcoord = tcoord;\n" + " fcolor = color;\n" + " fpos = vertex;\n" + " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n" + "}\n"; + + static const char* fillFragShaderEdgeAA = +#ifdef NANOVG_GLES3 + "#version 300 es\n" + "precision mediump float;\n" +#else + "#version 150 core\n" +#endif + "uniform mat3 scissorMat;\n" + "uniform vec2 scissorExt;\n" + "uniform vec2 scissorScale;\n" + "uniform mat3 paintMat;\n" + "uniform vec2 extent;\n" + "uniform float radius;\n" + "uniform float feather;\n" + "uniform vec4 innerCol;\n" + "uniform vec4 outerCol;\n" + "uniform float strokeMult;\n" + "uniform sampler2D tex;\n" + "uniform int texType;\n" + "uniform int type;\n" + "in vec2 ftcoord;\n" + "in vec4 fcolor;\n" + "in vec2 fpos;\n" + "out vec4 outColor;\n" + "\n" + "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" + " vec2 ext2 = ext - vec2(rad,rad);\n" + " vec2 d = abs(pt) - ext2;\n" + " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" + "}\n" + "\n" + "// Scissoring\n" + "float scissorMask(vec2 p) {\n" + " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" + " sc = vec2(0.5,0.5) - sc * scissorScale;\n" + " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" + "}\n" + "\n" + "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" + "float strokeMask() {\n" + " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n" + "}\n" + "\n" + "void main(void) {\n" + " if (type == 0) { // Gradient\n" + " float scissor = scissorMask(fpos);\n" + " float strokeAlpha = strokeMask();\n" + " // Calculate gradient color using box gradient\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" + " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" + " vec4 color = mix(innerCol,outerCol,d);\n" + " // Combine alpha\n" + " color.w *= strokeAlpha * scissor;\n" + " outColor = color;\n" + " } else if (type == 1) { // Image\n" + " float scissor = scissorMask(fpos);\n" + " float strokeAlpha = strokeMask();\n" + " // Calculate color fron texture\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" + " vec4 color = texture(tex, pt);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " // Combine alpha\n" + " color.w *= strokeAlpha * scissor;\n" + " outColor = color;\n" + " } else if (type == 2) { // Stencil fill\n" + " outColor = vec4(1,1,1,1);\n" + " } else if (type == 3) { // Textured tris\n" + " vec4 color = texture(tex, ftcoord);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " outColor = color * fcolor;\n" + " }\n" + "}\n"; + + static const char* fillFragShader = +#ifdef NANOVG_GLES3 + "#version 300 es\n" + "precision mediump float;\n" +#else + "#version 150 core\n" +#endif + "uniform mat3 scissorMat;\n" + "uniform vec2 scissorExt;\n" + "uniform vec2 scissorScale;\n" + "uniform mat3 paintMat;\n" + "uniform vec2 extent;\n" + "uniform float radius;\n" + "uniform float feather;\n" + "uniform vec4 innerCol;\n" + "uniform vec4 outerCol;\n" + "uniform float strokeMult;\n" + "uniform sampler2D tex;\n" + "uniform int texType;\n" + "uniform int type;\n" + "in vec2 ftcoord;\n" + "in vec4 fcolor;\n" + "in vec2 fpos;\n" + "out vec4 outColor;\n" + "\n" + "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" + " vec2 ext2 = ext - vec2(rad,rad);\n" + " vec2 d = abs(pt) - ext2;\n" + " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" + "}\n" + "\n" + "// Scissoring\n" + "float scissorMask(vec2 p) {\n" + " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" + " sc = vec2(0.5,0.5) - sc * scissorScale;\n" + " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" + "}\n" + "\n" + "void main(void) {\n" + " if (type == 0) { // Gradient\n" + " float scissor = scissorMask(fpos);\n" + " // Calculate gradient color using box gradient\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" + " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" + " vec4 color = mix(innerCol,outerCol,d);\n" + " // Combine alpha\n" + " color.w *= scissor;\n" + " outColor = color;\n" + " } else if (type == 1) { // Image\n" + " float scissor = scissorMask(fpos);\n" + " // Calculate color fron texture\n" + " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" + " vec4 color = texture(tex, pt);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " // Combine alpha\n" + " color.w *= scissor;\n" + " outColor = color;\n" + " } else if (type == 2) { // Stencil fill\n" + " outColor = vec4(1,1,1,1);\n" + " } else if (type == 3) { // Textured tris\n" + " vec4 color = texture(tex, ftcoord);\n" + " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" + " outColor = color * fcolor;\n" + " }\n" + "}\n"; + + glnvg__checkError("init"); + + if (gl->edgeAntiAlias) { + if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShaderEdgeAA) == 0) + return 0; + } else { + if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0) + return 0; + } + + glnvg__checkError("uniform locations"); + glnvg__getUniforms(&gl->shader); + + // Create dynamic vertex array + glGenVertexArrays(1, &gl->vertArr); + glGenBuffers(1, &gl->vertBuf); + + glnvg__checkError("done"); + + return 1; +} + +static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__allocTexture(gl); + if (tex == NULL) return 0; + glGenTextures(1, &tex->tex); + tex->width = w; + tex->height = h; + tex->type = type; + glBindTexture(GL_TEXTURE_2D, tex->tex); + + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); + glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); + + if (type == NVG_TEXTURE_RGBA) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + else +#ifdef NANOVG_GLES3 + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data); +#else + glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data); +#endif + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + if (glnvg__checkError("create tex")) + return 0; + + return tex->id; +} + +static int glnvg__renderDeleteTexture(void* uptr, int image) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + return glnvg__deleteTexture(gl, image); +} + +static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, image); + + if (tex == NULL) return 0; + glBindTexture(GL_TEXTURE_2D, tex->tex); + + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); + glPixelStorei(GL_UNPACK_SKIP_ROWS, y); + + if (tex->type == NVG_TEXTURE_RGBA) + glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data); + else + glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data); + + return 1; +} + +static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, image); + if (tex == NULL) return 0; + *w = tex->width; + *h = tex->height; + return 1; +} + +static void glnvg__xformIdentity(float* t) +{ + t[0] = 1.0f; t[1] = 0.0f; + t[2] = 0.0f; t[3] = 1.0f; + t[4] = 0.0f; t[5] = 0.0f; +} + +static void glnvg__xformInverse(float* inv, float* t) +{ + double invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1]; + if (det > -1e-6 && det < 1e-6) { + glnvg__xformIdentity(t); + return; + } + invdet = 1.0 / det; + inv[0] = (float)(t[3] * invdet); + inv[2] = (float)(-t[2] * invdet); + inv[4] = (float)(((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet); + inv[1] = (float)(-t[1] * invdet); + inv[3] = (float)(t[0] * invdet); + inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); +} + +static void glnvg__xformToMat3x3(float* m3, float* t) +{ + m3[0] = t[0]; + m3[1] = t[1]; + m3[2] = 0.0f; + m3[3] = t[2]; + m3[4] = t[3]; + m3[5] = 0.0f; + m3[6] = t[4]; + m3[7] = t[5]; + m3[8] = 1.0f; +} + +static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, float fringe) +{ + struct NVGcolor innerCol; + struct NVGcolor outerCol; + struct GLNVGtexture* tex = NULL; + float invxform[6], paintMat[9], scissorMat[9]; + float scissorx = 0, scissory = 0; + float scissorsx = 0, scissorsy = 0; + + innerCol = paint->innerColor; + outerCol = paint->outerColor; + + glnvg__xformInverse(invxform, paint->xform); + glnvg__xformToMat3x3(paintMat, invxform); + + if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) { + memset(scissorMat, 0, sizeof(scissorMat)); + scissorx = 1.0f; + scissory = 1.0f; + scissorsx = 1.0f; + scissorsy = 1.0f; + } else { + glnvg__xformInverse(invxform, scissor->xform); + glnvg__xformToMat3x3(scissorMat, invxform); + scissorx = scissor->extent[0]; + scissory = scissor->extent[1]; + scissorsx = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe; + scissorsy = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe; + } + + if (paint->image != 0) { + tex = glnvg__findTexture(gl, paint->image); + if (tex == NULL) return 0; + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); + glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1); + glnvg__checkError("tex paint loc"); + glBindTexture(GL_TEXTURE_2D, tex->tex); + glnvg__checkError("tex paint tex"); + } else { + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); + glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); + glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); + glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); + glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius); + glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather); + glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol.rgba); + glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol.rgba); + glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); + glnvg__checkError("grad paint loc"); + } + return 1; +} + +static void glnvg__renderViewport(void* uptr, int width, int height, int alphaBlend) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + gl->viewWidth = (float)width; + gl->viewHeight = (float)height; + + if (alphaBlend == NVG_PREMULTIPLIED_ALPHA) + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +static void glnvg__renderFlush(void* uptr, int alphaBlend) +{ +// struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + NVG_NOTUSED(uptr); + NVG_NOTUSED(alphaBlend); +} + +static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths) +{ + int i, count = 0; + for (i = 0; i < npaths; i++) { + count += paths[i].nfill; + count += paths[i].nstroke; + } + return count; +} + +static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths) +{ + const struct NVGpath* path; + int i, n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + if (path->nfill > 0) { + glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x); + n += path->nfill; + } + if (path->nstroke > 0) { + glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x); + n += path->nstroke; + } + } +} + +static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, + const float* bounds, const struct NVGpath* paths, int npaths) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + const struct NVGpath* path; + int i, n, offset, maxCount; + + if (gl->shader.prog == 0) + return; + + maxCount = glnvg__maxVertCount(paths, npaths); + glBindVertexArray(gl->vertArr); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); + glnvg__uploadPaths(paths, npaths); + + if (npaths == 1 && paths[0].convex) { + + glEnable(GL_CULL_FACE); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glnvg__setupPaint(gl, paint, scissor, fringe, fringe); + + glDisable(GL_CULL_FACE); + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = n * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); + n += path->nfill + path->nstroke; + } + + glEnable(GL_CULL_FACE); + + if (gl->edgeAntiAlias) { + // Draw fringes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + } + + glUseProgram(0); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + + } else { + + glEnable(GL_CULL_FACE); + + glBindVertexArray(gl->vertArr); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + + // Draw shapes + glDisable(GL_BLEND); + glEnable(GL_STENCIL_TEST); + glStencilMask(0xff); + glStencilFunc(GL_ALWAYS, 0, ~0); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glnvg__checkError("fill solid loc"); + + glEnableVertexAttribArray(0); + + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); + glDisable(GL_CULL_FACE); + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = n * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); + n += path->nfill + path->nstroke; + } + + glEnable(GL_CULL_FACE); + + // Draw aliased off-pixels + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glEnable(GL_BLEND); + + glEnableVertexAttribArray(1); + glnvg__setupPaint(gl, paint, scissor, fringe, fringe); + + if (gl->edgeAntiAlias) { + glStencilFunc(GL_EQUAL, 0x00, 0xff); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + // Draw fringes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + } + + // Draw fill + glStencilFunc(GL_NOTEQUAL, 0x0, 0xff); + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + + glDisableVertexAttribArray(1); + + float quad[6*2] = { + bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1], + bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1], + }; + glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0); + glVertexAttrib2f(1, 0.5f, 1.0f); + glDrawArrays(GL_TRIANGLES, 0, 6); + + glUseProgram(0); + + glDisableVertexAttribArray(0); + + glDisable(GL_STENCIL_TEST); + } +} + +static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, + float width, const struct NVGpath* paths, int npaths) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + const struct NVGpath* path; + int i, n, offset, maxCount; + + if (gl->shader.prog == 0) + return; + + glnvg__setupPaint(gl, paint, scissor, width, fringe); + + glEnable(GL_CULL_FACE); + + maxCount = glnvg__maxVertCount(paths, npaths); + glBindVertexArray(gl->vertArr); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); + glnvg__uploadPaths(paths, npaths); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + // Draw Strokes + n = 0; + for (i = 0; i < npaths; i++) { + path = &paths[i]; + offset = (n + path->nfill) * sizeof(struct NVGvertex); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); + glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); + n += path->nfill + path->nstroke; + } + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + + glUseProgram(0); +} + +static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, + const struct NVGvertex* verts, int nverts) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image); + struct NVGcolor color; + NVG_NOTUSED(scissor); + + if (gl->shader.prog == 0) + return; + + if (tex != NULL) { + glBindTexture(GL_TEXTURE_2D, tex->tex); + } + + glUseProgram(gl->shader.prog); + glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG); + glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); + glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1); + glnvg__checkError("tris solid img loc"); + + glBindVertexArray(gl->vertArr); + glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); + glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW); + + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float))); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + color = paint->innerColor; + glVertexAttrib4fv(2, color.rgba); + + glDrawArrays(GL_TRIANGLES, 0, nverts); + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); +} + +static void glnvg__renderDelete(void* uptr) +{ + struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; + int i; + if (gl == NULL) return; + + glnvg__deleteShader(&gl->shader); + + for (i = 0; i < gl->ntextures; i++) { + if (gl->textures[i].tex != 0) + glDeleteTextures(1, &gl->textures[i].tex); + } + free(gl->textures); + + free(gl); +} + + +#ifdef NANOVG_GLES3 +struct NVGcontext* nvgCreateGLES3(int atlasw, int atlash, int edgeaa) +#else +struct NVGcontext* nvgCreateGL3(int atlasw, int atlash, int edgeaa) +#endif +{ + struct NVGparams params; + struct NVGcontext* ctx = NULL; + struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext)); + if (gl == NULL) goto error; + memset(gl, 0, sizeof(struct GLNVGcontext)); + + memset(¶ms, 0, sizeof(params)); + params.renderCreate = glnvg__renderCreate; + params.renderCreateTexture = glnvg__renderCreateTexture; + params.renderDeleteTexture = glnvg__renderDeleteTexture; + params.renderUpdateTexture = glnvg__renderUpdateTexture; + params.renderGetTextureSize = glnvg__renderGetTextureSize; + params.renderViewport = glnvg__renderViewport; + params.renderFlush = glnvg__renderFlush; + params.renderFill = glnvg__renderFill; + params.renderStroke = glnvg__renderStroke; + params.renderTriangles = glnvg__renderTriangles; + params.renderDelete = glnvg__renderDelete; + params.userPtr = gl; + params.atlasWidth = atlasw; + params.atlasHeight = atlash; + params.edgeAntiAlias = edgeaa; + + gl->edgeAntiAlias = edgeaa; + + ctx = nvgCreateInternal(¶ms); + if (ctx == NULL) goto error; + + return ctx; + +error: + // 'gl' is freed by nvgDeleteInternal. + if (ctx != NULL) nvgDeleteInternal(ctx); + return NULL; +} + +#ifdef NANOVG_GLES3 +void nvgDeleteGLES3(struct NVGcontext* ctx) +#else +void nvgDeleteGL3(struct NVGcontext* ctx) +#endif +{ + nvgDeleteInternal(ctx); +} + +#endif diff --git a/libs/nanovg/obsolete/obsolete.md b/libs/nanovg/obsolete/obsolete.md new file mode 100644 index 0000000..1dee5d1 --- /dev/null +++ b/libs/nanovg/obsolete/obsolete.md @@ -0,0 +1,6 @@ +The files in this folder will be removed in near future. + +- nanovg_gl2.h and nanovg_gl3.h + - These were the first GL2 and GL3 backends + - an optimized version of the gl3 backed was build and later GL2 support was added to it + - the new combined backend has superseded the individual backends
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