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+//
+// 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_GL_H
+#define NANOVG_GL_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Create flags
+
+enum NVGcreateFlags {
+ // Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
+ NVG_ANTIALIAS = 1<<0,
+ // Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
+ // slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
+ NVG_STENCIL_STROKES = 1<<1,
+ // Flag indicating that additional debug checks are done.
+ NVG_DEBUG = 1<<2,
+};
+
+#if defined NANOVG_GL2_IMPLEMENTATION
+# define NANOVG_GL2 1
+# define NANOVG_GL_IMPLEMENTATION 1
+#elif defined NANOVG_GL3_IMPLEMENTATION
+# define NANOVG_GL3 1
+# define NANOVG_GL_IMPLEMENTATION 1
+# define NANOVG_GL_USE_UNIFORMBUFFER 1
+#elif defined NANOVG_GLES2_IMPLEMENTATION
+# define NANOVG_GLES2 1
+# define NANOVG_GL_IMPLEMENTATION 1
+#elif defined NANOVG_GLES3_IMPLEMENTATION
+# define NANOVG_GLES3 1
+# define NANOVG_GL_IMPLEMENTATION 1
+#endif
+
+#define NANOVG_GL_USE_STATE_FILTER (1)
+
+// Creates NanoVG contexts for different OpenGL (ES) versions.
+// Flags should be combination of the create flags above.
+
+#if defined NANOVG_GL2
+
+NVGcontext* nvgCreateGL2(int flags);
+void nvgDeleteGL2(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GL3
+
+NVGcontext* nvgCreateGL3(int flags);
+void nvgDeleteGL3(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GLES2
+
+NVGcontext* nvgCreateGLES2(int flags);
+void nvgDeleteGLES2(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GLES3
+
+NVGcontext* nvgCreateGLES3(int flags);
+void nvgDeleteGLES3(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
+
+#endif
+
+// These are additional flags on top of NVGimageFlags.
+enum NVGimageFlagsGL {
+ NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle.
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* NANOVG_GL_H */
+
+#ifdef NANOVG_GL_IMPLEMENTATION
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+#include "nanovg.h"
+
+enum GLNVGuniformLoc {
+ GLNVG_LOC_VIEWSIZE,
+ GLNVG_LOC_TEX,
+ GLNVG_LOC_FRAG,
+ GLNVG_MAX_LOCS
+};
+
+enum GLNVGshaderType {
+ NSVG_SHADER_FILLGRAD,
+ NSVG_SHADER_FILLIMG,
+ NSVG_SHADER_SIMPLE,
+ NSVG_SHADER_IMG
+};
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+enum GLNVGuniformBindings {
+ GLNVG_FRAG_BINDING = 0,
+};
+#endif
+
+struct GLNVGshader {
+ GLuint prog;
+ GLuint frag;
+ GLuint vert;
+ GLint loc[GLNVG_MAX_LOCS];
+};
+typedef struct GLNVGshader GLNVGshader;
+
+struct GLNVGtexture {
+ int id;
+ GLuint tex;
+ int width, height;
+ int type;
+ int flags;
+};
+typedef struct GLNVGtexture GLNVGtexture;
+
+struct GLNVGblend
+{
+ GLenum srcRGB;
+ GLenum dstRGB;
+ GLenum srcAlpha;
+ GLenum dstAlpha;
+};
+typedef struct GLNVGblend GLNVGblend;
+
+enum GLNVGcallType {
+ GLNVG_NONE = 0,
+ GLNVG_FILL,
+ GLNVG_CONVEXFILL,
+ GLNVG_STROKE,
+ GLNVG_TRIANGLES,
+};
+
+struct GLNVGcall {
+ int type;
+ int image;
+ int pathOffset;
+ int pathCount;
+ int triangleOffset;
+ int triangleCount;
+ int uniformOffset;
+ GLNVGblend blendFunc;
+};
+typedef struct GLNVGcall GLNVGcall;
+
+struct GLNVGpath {
+ int fillOffset;
+ int fillCount;
+ int strokeOffset;
+ int strokeCount;
+};
+typedef struct GLNVGpath GLNVGpath;
+
+struct GLNVGfragUniforms {
+ #if NANOVG_GL_USE_UNIFORMBUFFER
+ float scissorMat[12]; // matrices are actually 3 vec4s
+ float paintMat[12];
+ struct NVGcolor innerCol;
+ struct NVGcolor outerCol;
+ float scissorExt[2];
+ float scissorScale[2];
+ float extent[2];
+ float radius;
+ float feather;
+ float strokeMult;
+ float strokeThr;
+ int texType;
+ int type;
+ #else
+ // note: after modifying layout or size of uniform array,
+ // don't forget to also update the fragment shader source!
+ #define NANOVG_GL_UNIFORMARRAY_SIZE 11
+ union {
+ struct {
+ float scissorMat[12]; // matrices are actually 3 vec4s
+ float paintMat[12];
+ struct NVGcolor innerCol;
+ struct NVGcolor outerCol;
+ float scissorExt[2];
+ float scissorScale[2];
+ float extent[2];
+ float radius;
+ float feather;
+ float strokeMult;
+ float strokeThr;
+ float texType;
+ float type;
+ };
+ float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
+ };
+ #endif
+};
+typedef struct GLNVGfragUniforms GLNVGfragUniforms;
+
+struct GLNVGcontext {
+ GLNVGshader shader;
+ GLNVGtexture* textures;
+ float view[2];
+ int ntextures;
+ int ctextures;
+ int textureId;
+ GLuint vertBuf;
+#if defined NANOVG_GL3
+ GLuint vertArr;
+#endif
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ GLuint fragBuf;
+#endif
+ int fragSize;
+ int flags;
+
+ // Per frame buffers
+ GLNVGcall* calls;
+ int ccalls;
+ int ncalls;
+ GLNVGpath* paths;
+ int cpaths;
+ int npaths;
+ struct NVGvertex* verts;
+ int cverts;
+ int nverts;
+ unsigned char* uniforms;
+ int cuniforms;
+ int nuniforms;
+
+ // cached state
+ #if NANOVG_GL_USE_STATE_FILTER
+ GLuint boundTexture;
+ GLuint stencilMask;
+ GLenum stencilFunc;
+ GLint stencilFuncRef;
+ GLuint stencilFuncMask;
+ GLNVGblend blendFunc;
+ #endif
+
+ int dummyTex;
+};
+typedef struct GLNVGcontext GLNVGcontext;
+
+static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
+
+#ifdef NANOVG_GLES2
+static unsigned int glnvg__nearestPow2(unsigned int num)
+{
+ unsigned n = num > 0 ? num - 1 : 0;
+ n |= n >> 1;
+ n |= n >> 2;
+ n |= n >> 4;
+ n |= n >> 8;
+ n |= n >> 16;
+ n++;
+ return n;
+}
+#endif
+
+static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+ if (gl->boundTexture != tex) {
+ gl->boundTexture = tex;
+ glBindTexture(GL_TEXTURE_2D, tex);
+ }
+#else
+ glBindTexture(GL_TEXTURE_2D, tex);
+#endif
+}
+
+static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+ if (gl->stencilMask != mask) {
+ gl->stencilMask = mask;
+ glStencilMask(mask);
+ }
+#else
+ glStencilMask(mask);
+#endif
+}
+
+static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+ if ((gl->stencilFunc != func) ||
+ (gl->stencilFuncRef != ref) ||
+ (gl->stencilFuncMask != mask)) {
+
+ gl->stencilFunc = func;
+ gl->stencilFuncRef = ref;
+ gl->stencilFuncMask = mask;
+ glStencilFunc(func, ref, mask);
+ }
+#else
+ glStencilFunc(func, ref, mask);
+#endif
+}
+static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+ if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
+ (gl->blendFunc.dstRGB != blend->dstRGB) ||
+ (gl->blendFunc.srcAlpha != blend->srcAlpha) ||
+ (gl->blendFunc.dstAlpha != blend->dstAlpha)) {
+
+ gl->blendFunc = *blend;
+ glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
+ }
+#else
+ glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
+#endif
+}
+
+static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
+{
+ 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) {
+ GLNVGtexture* textures;
+ int ctextures = glnvg__maxi(gl->ntextures+1, 4) + gl->ctextures/2; // 1.5x Overallocate
+ textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
+ if (textures == NULL) return NULL;
+ gl->textures = textures;
+ gl->ctextures = ctextures;
+ }
+ tex = &gl->textures[gl->ntextures++];
+ }
+
+ memset(tex, 0, sizeof(*tex));
+ tex->id = ++gl->textureId;
+
+ return tex;
+}
+
+static GLNVGtexture* glnvg__findTexture(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(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 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 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)
+{
+ GLchar str[512+1];
+ GLsizei 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)
+{
+ GLchar str[512+1];
+ GLsizei 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 void glnvg__checkError(GLNVGcontext* gl, const char* str)
+{
+ GLenum err;
+ if ((gl->flags & NVG_DEBUG) == 0) return;
+ err = glGetError();
+ if (err != GL_NO_ERROR) {
+ printf("Error %08x after %s\n", err, str);
+ return;
+ }
+}
+
+static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
+{
+ GLint status;
+ GLuint prog, vert, frag;
+ const char* str[3];
+ str[0] = header;
+ str[1] = opts != NULL ? opts : "";
+
+ memset(shader, 0, sizeof(*shader));
+
+ prog = glCreateProgram();
+ vert = glCreateShader(GL_VERTEX_SHADER);
+ frag = glCreateShader(GL_FRAGMENT_SHADER);
+ str[2] = vshader;
+ glShaderSource(vert, 3, str, 0);
+ str[2] = fshader;
+ glShaderSource(frag, 3, str, 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");
+
+ 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(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(GLNVGshader* shader)
+{
+ shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
+ shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
+#else
+ shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
+#endif
+}
+
+static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
+
+static int glnvg__renderCreate(void* uptr)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ int align = 4;
+
+ // TODO: mediump float may not be enough for GLES2 in iOS.
+ // see the following discussion: https://github.com/memononen/nanovg/issues/46
+ static const char* shaderHeader =
+#if defined NANOVG_GL2
+ "#define NANOVG_GL2 1\n"
+#elif defined NANOVG_GL3
+ "#version 150 core\n"
+ "#define NANOVG_GL3 1\n"
+#elif defined NANOVG_GLES2
+ "#version 100\n"
+ "#define NANOVG_GL2 1\n"
+#elif defined NANOVG_GLES3
+ "#version 300 es\n"
+ "#define NANOVG_GL3 1\n"
+#endif
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ "#define USE_UNIFORMBUFFER 1\n"
+#else
+ "#define UNIFORMARRAY_SIZE 11\n"
+#endif
+ "\n";
+
+ static const char* fillVertShader =
+ "#ifdef NANOVG_GL3\n"
+ " uniform vec2 viewSize;\n"
+ " in vec2 vertex;\n"
+ " in vec2 tcoord;\n"
+ " out vec2 ftcoord;\n"
+ " out vec2 fpos;\n"
+ "#else\n"
+ " uniform vec2 viewSize;\n"
+ " attribute vec2 vertex;\n"
+ " attribute vec2 tcoord;\n"
+ " varying vec2 ftcoord;\n"
+ " varying vec2 fpos;\n"
+ "#endif\n"
+ "void main(void) {\n"
+ " ftcoord = tcoord;\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* fillFragShader =
+ "#ifdef GL_ES\n"
+ "#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
+ " precision highp float;\n"
+ "#else\n"
+ " precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "#ifdef NANOVG_GL3\n"
+ "#ifdef USE_UNIFORMBUFFER\n"
+ " layout(std140) uniform frag {\n"
+ " mat3 scissorMat;\n"
+ " mat3 paintMat;\n"
+ " vec4 innerCol;\n"
+ " vec4 outerCol;\n"
+ " vec2 scissorExt;\n"
+ " vec2 scissorScale;\n"
+ " vec2 extent;\n"
+ " float radius;\n"
+ " float feather;\n"
+ " float strokeMult;\n"
+ " float strokeThr;\n"
+ " int texType;\n"
+ " int type;\n"
+ " };\n"
+ "#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
+ " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
+ "#endif\n"
+ " uniform sampler2D tex;\n"
+ " in vec2 ftcoord;\n"
+ " in vec2 fpos;\n"
+ " out vec4 outColor;\n"
+ "#else\n" // !NANOVG_GL3
+ " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
+ " uniform sampler2D tex;\n"
+ " varying vec2 ftcoord;\n"
+ " varying vec2 fpos;\n"
+ "#endif\n"
+ "#ifndef USE_UNIFORMBUFFER\n"
+ " #define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
+ " #define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
+ " #define innerCol frag[6]\n"
+ " #define outerCol frag[7]\n"
+ " #define scissorExt frag[8].xy\n"
+ " #define scissorScale frag[8].zw\n"
+ " #define extent frag[9].xy\n"
+ " #define radius frag[9].z\n"
+ " #define feather frag[9].w\n"
+ " #define strokeMult frag[10].x\n"
+ " #define strokeThr frag[10].y\n"
+ " #define texType int(frag[10].z)\n"
+ " #define type int(frag[10].w)\n"
+ "#endif\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"
+ "#ifdef EDGE_AA\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) * min(1.0, ftcoord.y);\n"
+ "}\n"
+ "#endif\n"
+ "\n"
+ "void main(void) {\n"
+ " vec4 result;\n"
+ " float scissor = scissorMask(fpos);\n"
+ "#ifdef EDGE_AA\n"
+ " float strokeAlpha = strokeMask();\n"
+ " if (strokeAlpha < strokeThr) discard;\n"
+ "#else\n"
+ " float strokeAlpha = 1.0;\n"
+ "#endif\n"
+ " if (type == 0) { // Gradient\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 *= strokeAlpha * scissor;\n"
+ " result = color;\n"
+ " } else if (type == 1) { // Image\n"
+ " // Calculate color fron texture\n"
+ " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
+ "#ifdef NANOVG_GL3\n"
+ " vec4 color = texture(tex, pt);\n"
+ "#else\n"
+ " vec4 color = texture2D(tex, pt);\n"
+ "#endif\n"
+ " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
+ " if (texType == 2) color = vec4(color.x);"
+ " // Apply color tint and alpha.\n"
+ " color *= innerCol;\n"
+ " // Combine alpha\n"
+ " color *= strokeAlpha * scissor;\n"
+ " result = color;\n"
+ " } else if (type == 2) { // Stencil fill\n"
+ " result = vec4(1,1,1,1);\n"
+ " } else if (type == 3) { // Textured tris\n"
+ "#ifdef NANOVG_GL3\n"
+ " vec4 color = texture(tex, ftcoord);\n"
+ "#else\n"
+ " vec4 color = texture2D(tex, ftcoord);\n"
+ "#endif\n"
+ " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
+ " if (texType == 2) color = vec4(color.x);"
+ " color *= scissor;\n"
+ " result = color * innerCol;\n"
+ " }\n"
+ "#ifdef NANOVG_GL3\n"
+ " outColor = result;\n"
+ "#else\n"
+ " gl_FragColor = result;\n"
+ "#endif\n"
+ "}\n";
+
+ glnvg__checkError(gl, "init");
+
+ if (gl->flags & NVG_ANTIALIAS) {
+ if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
+ return 0;
+ } else {
+ if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
+ return 0;
+ }
+
+ glnvg__checkError(gl, "uniform locations");
+ glnvg__getUniforms(&gl->shader);
+
+ // Create dynamic vertex array
+#if defined NANOVG_GL3
+ glGenVertexArrays(1, &gl->vertArr);
+#endif
+ glGenBuffers(1, &gl->vertBuf);
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ // Create UBOs
+ glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
+ glGenBuffers(1, &gl->fragBuf);
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
+#endif
+ gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
+
+ // Some platforms does not allow to have samples to unset textures.
+ // Create empty one which is bound when there's no texture specified.
+ gl->dummyTex = glnvg__renderCreateTexture(gl, NVG_TEXTURE_ALPHA, 1, 1, 0, NULL);
+
+ glnvg__checkError(gl, "create done");
+
+ glFinish();
+
+ return 1;
+}
+
+static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGtexture* tex = glnvg__allocTexture(gl);
+
+ if (tex == NULL) return 0;
+
+#ifdef NANOVG_GLES2
+ // Check for non-power of 2.
+ if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
+ // No repeat
+ if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
+ printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
+ imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
+ }
+ // No mips.
+ if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+ printf("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h);
+ imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
+ }
+ }
+#endif
+
+ glGenTextures(1, &tex->tex);
+ tex->width = w;
+ tex->height = h;
+ tex->type = type;
+ tex->flags = imageFlags;
+ glnvg__bindTexture(gl, tex->tex);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+#ifndef NANOVG_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+#if defined (NANOVG_GL2)
+ // GL 1.4 and later has support for generating mipmaps using a tex parameter.
+ if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
+ }
+#endif
+
+ if (type == NVG_TEXTURE_RGBA)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ else
+#if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
+#elif defined(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
+
+ if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+ if (imageFlags & NVG_IMAGE_NEAREST) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ }
+ } else {
+ if (imageFlags & NVG_IMAGE_NEAREST) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+ }
+
+ if (imageFlags & NVG_IMAGE_NEAREST) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+
+ if (imageFlags & NVG_IMAGE_REPEATX)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ if (imageFlags & NVG_IMAGE_REPEATY)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef NANOVG_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+ // The new way to build mipmaps on GLES and GL3
+#if !defined(NANOVG_GL2)
+ if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+#endif
+
+ glnvg__checkError(gl, "create tex");
+ glnvg__bindTexture(gl, 0);
+
+ return tex->id;
+}
+
+
+static int glnvg__renderDeleteTexture(void* uptr, int image)
+{
+ GLNVGcontext* gl = (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)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGtexture* tex = glnvg__findTexture(gl, image);
+
+ if (tex == NULL) return 0;
+ glnvg__bindTexture(gl, tex->tex);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+
+#ifndef NANOVG_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
+#else
+ // No support for all of skip, 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;
+#endif
+
+ if (tex->type == NVG_TEXTURE_RGBA)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ else
+#if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
+#else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
+#endif
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef NANOVG_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+ glnvg__bindTexture(gl, 0);
+
+ return 1;
+}
+
+static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGtexture* tex = glnvg__findTexture(gl, image);
+ if (tex == NULL) return 0;
+ *w = tex->width;
+ *h = tex->height;
+ return 1;
+}
+
+static void glnvg__xformToMat3x4(float* m3, float* t)
+{
+ m3[0] = t[0];
+ m3[1] = t[1];
+ m3[2] = 0.0f;
+ m3[3] = 0.0f;
+ m3[4] = t[2];
+ m3[5] = t[3];
+ m3[6] = 0.0f;
+ m3[7] = 0.0f;
+ m3[8] = t[4];
+ m3[9] = t[5];
+ m3[10] = 1.0f;
+ m3[11] = 0.0f;
+}
+
+static NVGcolor glnvg__premulColor(NVGcolor c)
+{
+ c.r *= c.a;
+ c.g *= c.a;
+ c.b *= c.a;
+ return c;
+}
+
+static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
+ NVGscissor* scissor, float width, float fringe, float strokeThr)
+{
+ GLNVGtexture* tex = NULL;
+ float invxform[6];
+
+ memset(frag, 0, sizeof(*frag));
+
+ frag->innerCol = glnvg__premulColor(paint->innerColor);
+ frag->outerCol = glnvg__premulColor(paint->outerColor);
+
+ if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
+ memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
+ frag->scissorExt[0] = 1.0f;
+ frag->scissorExt[1] = 1.0f;
+ frag->scissorScale[0] = 1.0f;
+ frag->scissorScale[1] = 1.0f;
+ } else {
+ nvgTransformInverse(invxform, scissor->xform);
+ glnvg__xformToMat3x4(frag->scissorMat, invxform);
+ frag->scissorExt[0] = scissor->extent[0];
+ frag->scissorExt[1] = scissor->extent[1];
+ frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
+ frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
+ }
+
+ memcpy(frag->extent, paint->extent, sizeof(frag->extent));
+ frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
+ frag->strokeThr = strokeThr;
+
+ if (paint->image != 0) {
+ tex = glnvg__findTexture(gl, paint->image);
+ if (tex == NULL) return 0;
+ if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
+ float m1[6], m2[6];
+ nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
+ nvgTransformMultiply(m1, paint->xform);
+ nvgTransformScale(m2, 1.0f, -1.0f);
+ nvgTransformMultiply(m2, m1);
+ nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
+ nvgTransformMultiply(m1, m2);
+ nvgTransformInverse(invxform, m1);
+ } else {
+ nvgTransformInverse(invxform, paint->xform);
+ }
+ frag->type = NSVG_SHADER_FILLIMG;
+
+ #if NANOVG_GL_USE_UNIFORMBUFFER
+ if (tex->type == NVG_TEXTURE_RGBA)
+ frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
+ else
+ frag->texType = 2;
+ #else
+ if (tex->type == NVG_TEXTURE_RGBA)
+ frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f;
+ else
+ frag->texType = 2.0f;
+ #endif
+// printf("frag->texType = %d\n", frag->texType);
+ } else {
+ frag->type = NSVG_SHADER_FILLGRAD;
+ frag->radius = paint->radius;
+ frag->feather = paint->feather;
+ nvgTransformInverse(invxform, paint->xform);
+ }
+
+ glnvg__xformToMat3x4(frag->paintMat, invxform);
+
+ return 1;
+}
+
+static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
+
+static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
+{
+ GLNVGtexture* tex = NULL;
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
+#else
+ GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
+ glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
+#endif
+
+ if (image != 0) {
+ tex = glnvg__findTexture(gl, image);
+ }
+ // If no image is set, use empty texture
+ if (tex == NULL) {
+ tex = glnvg__findTexture(gl, gl->dummyTex);
+ }
+ glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
+ glnvg__checkError(gl, "tex paint tex");
+}
+
+static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
+{
+ NVG_NOTUSED(devicePixelRatio);
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ gl->view[0] = width;
+ gl->view[1] = height;
+}
+
+static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
+{
+ GLNVGpath* paths = &gl->paths[call->pathOffset];
+ int i, npaths = call->pathCount;
+
+ // Draw shapes
+ glEnable(GL_STENCIL_TEST);
+ glnvg__stencilMask(gl, 0xff);
+ glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ // set bindpoint for solid loc
+ glnvg__setUniforms(gl, call->uniformOffset, 0);
+ glnvg__checkError(gl, "fill simple");
+
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glDisable(GL_CULL_FACE);
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
+ glEnable(GL_CULL_FACE);
+
+ // Draw anti-aliased pixels
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
+ glnvg__checkError(gl, "fill fill");
+
+ if (gl->flags & NVG_ANTIALIAS) {
+ glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ // Draw fringes
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+ }
+
+ // Draw fill
+ glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ glDrawArrays(GL_TRIANGLE_STRIP, call->triangleOffset, call->triangleCount);
+
+ glDisable(GL_STENCIL_TEST);
+}
+
+static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
+{
+ GLNVGpath* paths = &gl->paths[call->pathOffset];
+ int i, npaths = call->pathCount;
+
+ glnvg__setUniforms(gl, call->uniformOffset, call->image);
+ glnvg__checkError(gl, "convex fill");
+
+ for (i = 0; i < npaths; i++) {
+ glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
+ // Draw fringes
+ if (paths[i].strokeCount > 0) {
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+ }
+ }
+}
+
+static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
+{
+ GLNVGpath* paths = &gl->paths[call->pathOffset];
+ int npaths = call->pathCount, i;
+
+ if (gl->flags & NVG_STENCIL_STROKES) {
+
+ glEnable(GL_STENCIL_TEST);
+ glnvg__stencilMask(gl, 0xff);
+
+ // Fill the stroke base without overlap
+ glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
+ glnvg__checkError(gl, "stroke fill 0");
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+
+ // Draw anti-aliased pixels.
+ glnvg__setUniforms(gl, call->uniformOffset, call->image);
+ glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+
+ // Clear stencil buffer.
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ glnvg__checkError(gl, "stroke fill 1");
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glDisable(GL_STENCIL_TEST);
+
+// glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
+
+ } else {
+ glnvg__setUniforms(gl, call->uniformOffset, call->image);
+ glnvg__checkError(gl, "stroke fill");
+ // Draw Strokes
+ for (i = 0; i < npaths; i++)
+ glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+ }
+}
+
+static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
+{
+ glnvg__setUniforms(gl, call->uniformOffset, call->image);
+ glnvg__checkError(gl, "triangles fill");
+
+ glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
+}
+
+static void glnvg__renderCancel(void* uptr) {
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ gl->nverts = 0;
+ gl->npaths = 0;
+ gl->ncalls = 0;
+ gl->nuniforms = 0;
+}
+
+static GLenum glnvg_convertBlendFuncFactor(int factor)
+{
+ if (factor == NVG_ZERO)
+ return GL_ZERO;
+ if (factor == NVG_ONE)
+ return GL_ONE;
+ if (factor == NVG_SRC_COLOR)
+ return GL_SRC_COLOR;
+ if (factor == NVG_ONE_MINUS_SRC_COLOR)
+ return GL_ONE_MINUS_SRC_COLOR;
+ if (factor == NVG_DST_COLOR)
+ return GL_DST_COLOR;
+ if (factor == NVG_ONE_MINUS_DST_COLOR)
+ return GL_ONE_MINUS_DST_COLOR;
+ if (factor == NVG_SRC_ALPHA)
+ return GL_SRC_ALPHA;
+ if (factor == NVG_ONE_MINUS_SRC_ALPHA)
+ return GL_ONE_MINUS_SRC_ALPHA;
+ if (factor == NVG_DST_ALPHA)
+ return GL_DST_ALPHA;
+ if (factor == NVG_ONE_MINUS_DST_ALPHA)
+ return GL_ONE_MINUS_DST_ALPHA;
+ if (factor == NVG_SRC_ALPHA_SATURATE)
+ return GL_SRC_ALPHA_SATURATE;
+ return GL_INVALID_ENUM;
+}
+
+static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
+{
+ GLNVGblend blend;
+ blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
+ blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
+ blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
+ blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
+ if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
+ {
+ blend.srcRGB = GL_ONE;
+ blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
+ blend.srcAlpha = GL_ONE;
+ blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ return blend;
+}
+
+static void glnvg__renderFlush(void* uptr)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ int i;
+
+ if (gl->ncalls > 0) {
+
+ // Setup require GL state.
+ glUseProgram(gl->shader.prog);
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glStencilMask(0xffffffff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ #if NANOVG_GL_USE_STATE_FILTER
+ gl->boundTexture = 0;
+ gl->stencilMask = 0xffffffff;
+ gl->stencilFunc = GL_ALWAYS;
+ gl->stencilFuncRef = 0;
+ gl->stencilFuncMask = 0xffffffff;
+ gl->blendFunc.srcRGB = GL_INVALID_ENUM;
+ gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
+ gl->blendFunc.dstRGB = GL_INVALID_ENUM;
+ gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
+ #endif
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ // Upload ubo for frag shaders
+ glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
+ glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
+#endif
+
+ // Upload vertex data
+#if defined NANOVG_GL3
+ glBindVertexArray(gl->vertArr);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
+ glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
+
+ // Set view and texture just once per frame.
+ glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
+ glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
+#endif
+
+ for (i = 0; i < gl->ncalls; i++) {
+ GLNVGcall* call = &gl->calls[i];
+ glnvg__blendFuncSeparate(gl,&call->blendFunc);
+ if (call->type == GLNVG_FILL)
+ glnvg__fill(gl, call);
+ else if (call->type == GLNVG_CONVEXFILL)
+ glnvg__convexFill(gl, call);
+ else if (call->type == GLNVG_STROKE)
+ glnvg__stroke(gl, call);
+ else if (call->type == GLNVG_TRIANGLES)
+ glnvg__triangles(gl, call);
+ }
+
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+#if defined NANOVG_GL3
+ glBindVertexArray(0);
+#endif
+ glDisable(GL_CULL_FACE);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glUseProgram(0);
+ glnvg__bindTexture(gl, 0);
+ }
+
+ // Reset calls
+ gl->nverts = 0;
+ gl->npaths = 0;
+ gl->ncalls = 0;
+ gl->nuniforms = 0;
+}
+
+static int glnvg__maxVertCount(const 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 GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
+{
+ GLNVGcall* ret = NULL;
+ if (gl->ncalls+1 > gl->ccalls) {
+ GLNVGcall* calls;
+ int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
+ calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
+ if (calls == NULL) return NULL;
+ gl->calls = calls;
+ gl->ccalls = ccalls;
+ }
+ ret = &gl->calls[gl->ncalls++];
+ memset(ret, 0, sizeof(GLNVGcall));
+ return ret;
+}
+
+static int glnvg__allocPaths(GLNVGcontext* gl, int n)
+{
+ int ret = 0;
+ if (gl->npaths+n > gl->cpaths) {
+ GLNVGpath* paths;
+ int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
+ paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
+ if (paths == NULL) return -1;
+ gl->paths = paths;
+ gl->cpaths = cpaths;
+ }
+ ret = gl->npaths;
+ gl->npaths += n;
+ return ret;
+}
+
+static int glnvg__allocVerts(GLNVGcontext* gl, int n)
+{
+ int ret = 0;
+ if (gl->nverts+n > gl->cverts) {
+ NVGvertex* verts;
+ int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
+ verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
+ if (verts == NULL) return -1;
+ gl->verts = verts;
+ gl->cverts = cverts;
+ }
+ ret = gl->nverts;
+ gl->nverts += n;
+ return ret;
+}
+
+static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
+{
+ int ret = 0, structSize = gl->fragSize;
+ if (gl->nuniforms+n > gl->cuniforms) {
+ unsigned char* uniforms;
+ int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
+ uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
+ if (uniforms == NULL) return -1;
+ gl->uniforms = uniforms;
+ gl->cuniforms = cuniforms;
+ }
+ ret = gl->nuniforms * structSize;
+ gl->nuniforms += n;
+ return ret;
+}
+
+static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
+{
+ return (GLNVGfragUniforms*)&gl->uniforms[i];
+}
+
+static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
+{
+ vtx->x = x;
+ vtx->y = y;
+ vtx->u = u;
+ vtx->v = v;
+}
+
+static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
+ const float* bounds, const NVGpath* paths, int npaths)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGcall* call = glnvg__allocCall(gl);
+ NVGvertex* quad;
+ GLNVGfragUniforms* frag;
+ int i, maxverts, offset;
+
+ if (call == NULL) return;
+
+ call->type = GLNVG_FILL;
+ call->triangleCount = 4;
+ call->pathOffset = glnvg__allocPaths(gl, npaths);
+ if (call->pathOffset == -1) goto error;
+ call->pathCount = npaths;
+ call->image = paint->image;
+ call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+ if (npaths == 1 && paths[0].convex)
+ {
+ call->type = GLNVG_CONVEXFILL;
+ call->triangleCount = 0; // Bounding box fill quad not needed for convex fill
+ }
+
+ // Allocate vertices for all the paths.
+ maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount;
+ offset = glnvg__allocVerts(gl, maxverts);
+ if (offset == -1) goto error;
+
+ for (i = 0; i < npaths; i++) {
+ GLNVGpath* copy = &gl->paths[call->pathOffset + i];
+ const NVGpath* path = &paths[i];
+ memset(copy, 0, sizeof(GLNVGpath));
+ if (path->nfill > 0) {
+ copy->fillOffset = offset;
+ copy->fillCount = path->nfill;
+ memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
+ offset += path->nfill;
+ }
+ if (path->nstroke > 0) {
+ copy->strokeOffset = offset;
+ copy->strokeCount = path->nstroke;
+ memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
+ offset += path->nstroke;
+ }
+ }
+
+ // Setup uniforms for draw calls
+ if (call->type == GLNVG_FILL) {
+ // Quad
+ call->triangleOffset = offset;
+ quad = &gl->verts[call->triangleOffset];
+ glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
+ glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
+ glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
+ glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
+
+ call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
+ if (call->uniformOffset == -1) goto error;
+ // Simple shader for stencil
+ frag = nvg__fragUniformPtr(gl, call->uniformOffset);
+ memset(frag, 0, sizeof(*frag));
+ frag->strokeThr = -1.0f;
+ frag->type = NSVG_SHADER_SIMPLE;
+ // Fill shader
+ glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
+ } else {
+ call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+ if (call->uniformOffset == -1) goto error;
+ // Fill shader
+ glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
+ }
+
+ return;
+
+error:
+ // We get here if call alloc was ok, but something else is not.
+ // Roll back the last call to prevent drawing it.
+ if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
+ float strokeWidth, const NVGpath* paths, int npaths)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGcall* call = glnvg__allocCall(gl);
+ int i, maxverts, offset;
+
+ if (call == NULL) return;
+
+ call->type = GLNVG_STROKE;
+ call->pathOffset = glnvg__allocPaths(gl, npaths);
+ if (call->pathOffset == -1) goto error;
+ call->pathCount = npaths;
+ call->image = paint->image;
+ call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+ // Allocate vertices for all the paths.
+ maxverts = glnvg__maxVertCount(paths, npaths);
+ offset = glnvg__allocVerts(gl, maxverts);
+ if (offset == -1) goto error;
+
+ for (i = 0; i < npaths; i++) {
+ GLNVGpath* copy = &gl->paths[call->pathOffset + i];
+ const NVGpath* path = &paths[i];
+ memset(copy, 0, sizeof(GLNVGpath));
+ if (path->nstroke) {
+ copy->strokeOffset = offset;
+ copy->strokeCount = path->nstroke;
+ memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
+ offset += path->nstroke;
+ }
+ }
+
+ if (gl->flags & NVG_STENCIL_STROKES) {
+ // Fill shader
+ call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
+ if (call->uniformOffset == -1) goto error;
+
+ glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
+ glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
+
+ } else {
+ // Fill shader
+ call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+ if (call->uniformOffset == -1) goto error;
+ glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
+ }
+
+ return;
+
+error:
+ // We get here if call alloc was ok, but something else is not.
+ // Roll back the last call to prevent drawing it.
+ if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
+ const NVGvertex* verts, int nverts, float fringe)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ GLNVGcall* call = glnvg__allocCall(gl);
+ GLNVGfragUniforms* frag;
+
+ if (call == NULL) return;
+
+ call->type = GLNVG_TRIANGLES;
+ call->image = paint->image;
+ call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+ // Allocate vertices for all the paths.
+ call->triangleOffset = glnvg__allocVerts(gl, nverts);
+ if (call->triangleOffset == -1) goto error;
+ call->triangleCount = nverts;
+
+ memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
+
+ // Fill shader
+ call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+ if (call->uniformOffset == -1) goto error;
+ frag = nvg__fragUniformPtr(gl, call->uniformOffset);
+ glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
+ frag->type = NSVG_SHADER_IMG;
+
+ return;
+
+error:
+ // We get here if call alloc was ok, but something else is not.
+ // Roll back the last call to prevent drawing it.
+ if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderDelete(void* uptr)
+{
+ GLNVGcontext* gl = (GLNVGcontext*)uptr;
+ int i;
+ if (gl == NULL) return;
+
+ glnvg__deleteShader(&gl->shader);
+
+#if NANOVG_GL3
+#if NANOVG_GL_USE_UNIFORMBUFFER
+ if (gl->fragBuf != 0)
+ glDeleteBuffers(1, &gl->fragBuf);
+#endif
+ if (gl->vertArr != 0)
+ glDeleteVertexArrays(1, &gl->vertArr);
+#endif
+ if (gl->vertBuf != 0)
+ glDeleteBuffers(1, &gl->vertBuf);
+
+ for (i = 0; i < gl->ntextures; i++) {
+ if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
+ glDeleteTextures(1, &gl->textures[i].tex);
+ }
+ free(gl->textures);
+
+ free(gl->paths);
+ free(gl->verts);
+ free(gl->uniforms);
+ free(gl->calls);
+
+ free(gl);
+}
+
+
+#if defined NANOVG_GL2
+NVGcontext* nvgCreateGL2(int flags)
+#elif defined NANOVG_GL3
+NVGcontext* nvgCreateGL3(int flags)
+#elif defined NANOVG_GLES2
+NVGcontext* nvgCreateGLES2(int flags)
+#elif defined NANOVG_GLES3
+NVGcontext* nvgCreateGLES3(int flags)
+#endif
+{
+ NVGparams params;
+ NVGcontext* ctx = NULL;
+ GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
+ if (gl == NULL) goto error;
+ memset(gl, 0, sizeof(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.renderCancel = glnvg__renderCancel;
+ params.renderFlush = glnvg__renderFlush;
+ params.renderFill = glnvg__renderFill;
+ params.renderStroke = glnvg__renderStroke;
+ params.renderTriangles = glnvg__renderTriangles;
+ params.renderDelete = glnvg__renderDelete;
+ params.userPtr = gl;
+ params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
+
+ gl->flags = flags;
+
+ ctx = nvgCreateInternal(&params);
+ if (ctx == NULL) goto error;
+
+ return ctx;
+
+error:
+ // 'gl' is freed by nvgDeleteInternal.
+ if (ctx != NULL) nvgDeleteInternal(ctx);
+ return NULL;
+}
+
+#if defined NANOVG_GL2
+void nvgDeleteGL2(NVGcontext* ctx)
+#elif defined NANOVG_GL3
+void nvgDeleteGL3(NVGcontext* ctx)
+#elif defined NANOVG_GLES2
+void nvgDeleteGLES2(NVGcontext* ctx)
+#elif defined NANOVG_GLES3
+void nvgDeleteGLES3(NVGcontext* ctx)
+#endif
+{
+ nvgDeleteInternal(ctx);
+}
+
+#if defined NANOVG_GL2
+int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GL3
+int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES2
+int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES3
+int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#endif
+{
+ GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
+ GLNVGtexture* tex = glnvg__allocTexture(gl);
+
+ if (tex == NULL) return 0;
+
+ tex->type = NVG_TEXTURE_RGBA;
+ tex->tex = textureId;
+ tex->flags = imageFlags;
+ tex->width = w;
+ tex->height = h;
+
+ return tex->id;
+}
+
+#if defined NANOVG_GL2
+GLuint nvglImageHandleGL2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GL3
+GLuint nvglImageHandleGL3(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES2
+GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES3
+GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image)
+#endif
+{
+ GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
+ GLNVGtexture* tex = glnvg__findTexture(gl, image);
+ return tex->tex;
+}
+
+#endif /* NANOVG_GL_IMPLEMENTATION */