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-rw-r--r--libs/nanovg/obsolete/nanovg_gl2.h952
-rw-r--r--libs/nanovg/obsolete/nanovg_gl3.h957
-rw-r--r--libs/nanovg/obsolete/obsolete.md6
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(&params, 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(&params);
+ 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(&params, 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(&params);
+ 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 \ No newline at end of file