// // 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 #include #include #include #include "nanovg.h" enum GLNVGuniformLoc { GLNVG_LOC_VIEWSIZE, GLNVG_LOC_SCISSORMAT, GLNVG_LOC_SCISSOREXT, GLNVG_LOC_SCISSORSCALE, GLNVG_LOC_PAINTMAT, GLNVG_LOC_EXTENT, GLNVG_LOC_RADIUS, GLNVG_LOC_FEATHER, GLNVG_LOC_INNERCOL, GLNVG_LOC_OUTERCOL, GLNVG_LOC_STROKEMULT, GLNVG_LOC_TEX, GLNVG_LOC_TEXTYPE, GLNVG_LOC_TYPE, GLNVG_MAX_LOCS }; enum GLNVGshaderType { NSVG_SHADER_FILLGRAD, NSVG_SHADER_FILLIMG, NSVG_SHADER_SIMPLE, NSVG_SHADER_IMG }; struct GLNVGshader { GLuint prog; GLuint frag; GLuint vert; GLint loc[GLNVG_MAX_LOCS]; }; struct GLNVGtexture { int id; GLuint tex; int width, height; int type; }; struct GLNVGcontext { struct GLNVGshader shader; struct GLNVGtexture* textures; float viewWidth, viewHeight; int ntextures; int ctextures; int textureId; GLuint vertBuf; int edgeAntiAlias; }; static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) { struct GLNVGtexture* tex = NULL; int i; for (i = 0; i < gl->ntextures; i++) { if (gl->textures[i].id == 0) { tex = &gl->textures[i]; break; } } if (tex == NULL) { if (gl->ntextures+1 > gl->ctextures) { gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2; gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures); if (gl->textures == NULL) return NULL; } tex = &gl->textures[gl->ntextures++]; } memset(tex, 0, sizeof(*tex)); tex->id = ++gl->textureId; return tex; } static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id) { int i; for (i = 0; i < gl->ntextures; i++) if (gl->textures[i].id == id) return &gl->textures[i]; return NULL; } static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id) { int i; for (i = 0; i < gl->ntextures; i++) { if (gl->textures[i].id == id) { if (gl->textures[i].tex != 0) glDeleteTextures(1, &gl->textures[i].tex); memset(&gl->textures[i], 0, sizeof(gl->textures[i])); return 1; } } return 0; } static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type) { char str[512+1]; int len = 0; glGetShaderInfoLog(shader, 512, &len, str); if (len > 512) len = 512; str[len] = '\0'; printf("Shader %s/%s error:\n%s\n", name, type, str); } static void glnvg__dumpProgramError(GLuint prog, const char* name) { char str[512+1]; int len = 0; glGetProgramInfoLog(prog, 512, &len, str); if (len > 512) len = 512; str[len] = '\0'; printf("Program %s error:\n%s\n", name, str); } static int glnvg__checkError(const char* str) { GLenum err = glGetError(); if (err != GL_NO_ERROR) { printf("Error %08x after %s\n", err, str); return 1; } return 0; } static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader) { GLint status; GLuint prog, vert, frag; memset(shader, 0, sizeof(*shader)); prog = glCreateProgram(); vert = glCreateShader(GL_VERTEX_SHADER); frag = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vert, 1, &vshader, 0); glShaderSource(frag, 1, &fshader, 0); glCompileShader(vert); glGetShaderiv(vert, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { glnvg__dumpShaderError(vert, name, "vert"); return 0; } glCompileShader(frag); glGetShaderiv(frag, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { glnvg__dumpShaderError(frag, name, "frag"); return 0; } glAttachShader(prog, vert); glAttachShader(prog, frag); glBindAttribLocation(prog, 0, "vertex"); glBindAttribLocation(prog, 1, "tcoord"); glBindAttribLocation(prog, 2, "color"); glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &status); if (status != GL_TRUE) { glnvg__dumpProgramError(prog, name); return 0; } shader->prog = prog; shader->vert = vert; shader->frag = frag; return 1; } static void glnvg__deleteShader(struct GLNVGshader* shader) { if (shader->prog != 0) glDeleteProgram(shader->prog); if (shader->vert != 0) glDeleteShader(shader->vert); if (shader->frag != 0) glDeleteShader(shader->frag); } static void glnvg__getUniforms(struct GLNVGshader* shader) { shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize"); shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat"); shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt"); shader->loc[GLNVG_LOC_SCISSORSCALE] = glGetUniformLocation(shader->prog, "scissorScale"); shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat"); shader->loc[GLNVG_LOC_EXTENT] = glGetUniformLocation(shader->prog, "extent"); shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius"); shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather"); shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol"); shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol"); shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult"); shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex"); shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType"); shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type"); } static int glnvg__renderCreate(void* uptr) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; static const char* fillVertShader = #ifdef NANOVG_GLES2 "#version 100\n" "precision mediump float;\n" #endif "uniform vec2 viewSize;\n" "attribute vec2 vertex;\n" "attribute vec2 tcoord;\n" "attribute vec4 color;\n" "varying vec2 ftcoord;\n" "varying vec4 fcolor;\n" "varying vec2 fpos;\n" "void main(void) {\n" " ftcoord = tcoord;\n" " fcolor = color;\n" " fpos = vertex;\n" " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n" "}\n"; static const char* fillFragShaderEdgeAA = #ifdef NANOVG_GLES2 "#version 100\n" "precision mediump float;\n" #endif "uniform mat3 scissorMat;\n" "uniform vec2 scissorExt;\n" "uniform vec2 scissorScale;\n" "uniform mat3 paintMat;\n" "uniform vec2 extent;\n" "uniform float radius;\n" "uniform float feather;\n" "uniform vec4 innerCol;\n" "uniform vec4 outerCol;\n" "uniform float strokeMult;\n" "uniform sampler2D tex;\n" "uniform int texType;\n" "uniform int type;\n" "varying vec2 ftcoord;\n" "varying vec4 fcolor;\n" "varying vec2 fpos;\n" "\n" "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" " vec2 ext2 = ext - vec2(rad,rad);\n" " vec2 d = abs(pt) - ext2;\n" " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" "}\n" "\n" "// Scissoring\n" "float scissorMask(vec2 p) {\n" " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" " sc = vec2(0.5,0.5) - sc * scissorScale;\n" " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" "}\n" "\n" "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n" "float strokeMask() {\n" " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n" "}\n" "\n" "void main(void) {\n" " if (type == 0) {\n" " float scissor = scissorMask(fpos);\n" " float strokeAlpha = strokeMask();\n" " // Calculate gradient color using box gradient\n" " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" " vec4 color = mix(innerCol,outerCol,d);\n" " // Combine alpha\n" " color.w *= strokeAlpha * scissor;\n" " gl_FragColor = color;\n" " } else if (type == 1) {\n" " float scissor = scissorMask(fpos);\n" " float strokeAlpha = strokeMask();\n" " // Calculate color fron texture\n" " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" " vec4 color = texture2D(tex, pt);\n" " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" " // Combine alpha\n" " color.w *= strokeAlpha * scissor;\n" " gl_FragColor = color;\n" " } else if (type == 2) {\n" " gl_FragColor = vec4(1,1,1,1);\n" " } else if (type == 3) {\n" " vec4 color = texture2D(tex, ftcoord);\n" " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" " gl_FragColor = color * fcolor;\n" " }\n" "}\n"; static const char* fillFragShader = #ifdef NANOVG_GLES2 "#version 100\n" "precision mediump float;\n" #endif "uniform mat3 scissorMat;\n" "uniform vec2 scissorExt;\n" "uniform vec2 scissorScale;\n" "uniform mat3 paintMat;\n" "uniform vec2 extent;\n" "uniform float radius;\n" "uniform float feather;\n" "uniform vec4 innerCol;\n" "uniform vec4 outerCol;\n" "uniform float strokeMult;\n" "uniform sampler2D tex;\n" "uniform int texType;\n" "uniform int type;\n" "varying vec2 ftcoord;\n" "varying vec4 fcolor;\n" "varying vec2 fpos;\n" "\n" "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n" " vec2 ext2 = ext - vec2(rad,rad);\n" " vec2 d = abs(pt) - ext2;\n" " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n" "}\n" "\n" "// Scissoring\n" "float scissorMask(vec2 p) {\n" " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n" " sc = vec2(0.5,0.5) - sc * scissorScale;\n" " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n" "}\n" "\n" "void main(void) {\n" " if (type == 0) {\n" " float scissor = scissorMask(fpos);\n" " // Calculate gradient color using box gradient\n" " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n" " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n" " vec4 color = mix(innerCol,outerCol,d);\n" " // Combine alpha\n" " color.w *= scissor;\n" " gl_FragColor = color;\n" " } else if (type == 1) {\n" " float scissor = scissorMask(fpos);\n" " // Calculate color fron texture\n" " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n" " vec4 color = texture2D(tex, pt);\n" " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" " // Combine alpha\n" " color.w *= scissor;\n" " gl_FragColor = color;\n" " } else if (type == 2) {\n" " gl_FragColor = vec4(1,1,1,1);\n" " } else if (type == 3) {\n" " vec4 color = texture2D(tex, ftcoord);\n" " color = texType == 0 ? color : vec4(1,1,1,color.x);\n" " gl_FragColor = color * fcolor;\n" " }\n" "}\n"; glnvg__checkError("init"); if (gl->edgeAntiAlias) { if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShaderEdgeAA) == 0) return 0; } else { if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0) return 0; } glnvg__checkError("uniform locations"); glnvg__getUniforms(&gl->shader); // Create dynamic vertex array glGenBuffers(1, &gl->vertBuf); glnvg__checkError("done"); return 1; } static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGtexture* tex = glnvg__allocTexture(gl); if (tex == NULL) return 0; glGenTextures(1, &tex->tex); tex->width = w; tex->height = h; tex->type = type; glBindTexture(GL_TEXTURE_2D, tex->tex); glPixelStorei(GL_UNPACK_ALIGNMENT,1); if (type == NVG_TEXTURE_RGBA) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); else glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (glnvg__checkError("create tex")) return 0; return tex->id; } static int glnvg__renderDeleteTexture(void* uptr, int image) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; return glnvg__deleteTexture(gl, image); } static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGtexture* tex = glnvg__findTexture(gl, image); if (tex == NULL) return 0; glBindTexture(GL_TEXTURE_2D, tex->tex); glPixelStorei(GL_UNPACK_ALIGNMENT,1); #ifdef NANOVG_GLES2 // No support for all of unpack, need to update a whole row at a time. if (tex->type == NVG_TEXTURE_RGBA) data += y*tex->width*4; else data += y*tex->width; x = 0; w = tex->width; #else glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width); glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); glPixelStorei(GL_UNPACK_SKIP_ROWS, y); #endif if (tex->type == NVG_TEXTURE_RGBA) glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data); else glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); return 1; } static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGtexture* tex = glnvg__findTexture(gl, image); if (tex == NULL) return 0; *w = tex->width; *h = tex->height; return 1; } static void glnvg__xformIdentity(float* t) { t[0] = 1.0f; t[1] = 0.0f; t[2] = 0.0f; t[3] = 1.0f; t[4] = 0.0f; t[5] = 0.0f; } static void glnvg__xformInverse(float* inv, float* t) { double invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1]; if (det > -1e-6 && det < 1e-6) { glnvg__xformIdentity(t); return; } invdet = 1.0 / det; inv[0] = (float)(t[3] * invdet); inv[2] = (float)(-t[2] * invdet); inv[4] = (float)(((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet); inv[1] = (float)(-t[1] * invdet); inv[3] = (float)(t[0] * invdet); inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); } static void glnvg__xformToMat3x3(float* m3, float* t) { m3[0] = t[0]; m3[1] = t[1]; m3[2] = 0.0f; m3[3] = t[2]; m3[4] = t[3]; m3[5] = 0.0f; m3[6] = t[4]; m3[7] = t[5]; m3[8] = 1.0f; } static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, float fringe) { struct NVGcolor innerCol; struct NVGcolor outerCol; struct GLNVGtexture* tex = NULL; float invxform[6], paintMat[9], scissorMat[9]; float scissorx = 0, scissory = 0; float scissorsx = 0, scissorsy = 0; innerCol = paint->innerColor; outerCol = paint->outerColor; glnvg__xformInverse(invxform, paint->xform); glnvg__xformToMat3x3(paintMat, invxform); if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) { memset(scissorMat, 0, sizeof(scissorMat)); scissorx = 1.0f; scissory = 1.0f; scissorsx = 1.0f; scissorsy = 1.0f; } else { glnvg__xformInverse(invxform, scissor->xform); glnvg__xformToMat3x3(scissorMat, invxform); scissorx = scissor->extent[0]; scissory = scissor->extent[1]; scissorsx = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe; scissorsy = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe; } if (paint->image != 0) { tex = glnvg__findTexture(gl, paint->image); if (tex == NULL) return 0; glUseProgram(gl->shader.prog); glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG); glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1); glnvg__checkError("tex paint loc"); glBindTexture(GL_TEXTURE_2D, tex->tex); glnvg__checkError("tex paint tex"); } else { glUseProgram(gl->shader.prog); glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD); glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat); glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory); glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], scissorsx, scissorsy); glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat); glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]); glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius); glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather); glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol.rgba); glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol.rgba); glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe); glnvg__checkError("grad paint loc"); } return 1; } static void glnvg__renderViewport(void* uptr, int width, int height, int alphaBlend) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; gl->viewWidth = (float)width; gl->viewHeight = (float)height; glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); if (alphaBlend == NVG_PREMULTIPLIED_ALPHA) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } static void glnvg__renderFlush(void* uptr, int alphaBlend) { // struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; NVG_NOTUSED(uptr); NVG_NOTUSED(alphaBlend); } static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths) { int i, count = 0; for (i = 0; i < npaths; i++) { count += paths[i].nfill; count += paths[i].nstroke; } return count; } static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths) { const struct NVGpath* path; int i, n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; if (path->nfill > 0) { glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x); n += path->nfill; } if (path->nstroke > 0) { glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x); n += path->nstroke; } } } static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, const float* bounds, const struct NVGpath* paths, int npaths) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; const struct NVGpath* path; int i, n, offset, maxCount; if (gl->shader.prog == 0) return; maxCount = glnvg__maxVertCount(paths, npaths); glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); glnvg__uploadPaths(paths, npaths); if (npaths == 1 && paths[0].convex) { glEnable(GL_CULL_FACE); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glnvg__setupPaint(gl, paint, scissor, fringe, fringe); glDisable(GL_CULL_FACE); n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; offset = n * sizeof(struct NVGvertex); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); n += path->nfill + path->nstroke; } glEnable(GL_CULL_FACE); if (gl->edgeAntiAlias) { // Draw fringes n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; offset = (n + path->nfill) * sizeof(struct NVGvertex); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); n += path->nfill + path->nstroke; } } glUseProgram(0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } else { float quad[6*2] = { bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1], bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1], }; glEnable(GL_CULL_FACE); glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); // Draw shapes glDisable(GL_BLEND); glEnable(GL_STENCIL_TEST); glStencilMask(0xff); glStencilFunc(GL_ALWAYS, 0, ~0U); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glUseProgram(gl->shader.prog); glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE); glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); glnvg__checkError("fill solid loc"); glEnableVertexAttribArray(0); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); glDisable(GL_CULL_FACE); n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; offset = n * sizeof(struct NVGvertex); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill); n += path->nfill + path->nstroke; } glEnable(GL_CULL_FACE); // Draw aliased off-pixels glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glEnable(GL_BLEND); glEnableVertexAttribArray(1); glnvg__setupPaint(gl, paint, scissor, fringe, fringe); if (gl->edgeAntiAlias) { glStencilFunc(GL_EQUAL, 0x00, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Draw fringes n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; offset = (n + path->nfill) * sizeof(struct NVGvertex); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); n += path->nfill + path->nstroke; } } // Draw fill glStencilFunc(GL_NOTEQUAL, 0x0, 0xff); glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); glDisableVertexAttribArray(1); glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0); glVertexAttrib2f(1, 0.5f, 1.0f); glDrawArrays(GL_TRIANGLES, 0, 6); glUseProgram(0); glDisableVertexAttribArray(0); glDisable(GL_STENCIL_TEST); } } static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, float width, const struct NVGpath* paths, int npaths) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; const struct NVGpath* path; int i, n, offset, maxCount; if (gl->shader.prog == 0) return; glnvg__setupPaint(gl, paint, scissor, width, fringe); glEnable(GL_CULL_FACE); maxCount = glnvg__maxVertCount(paths, npaths); glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW); glnvg__uploadPaths(paths, npaths); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); // Draw Strokes n = 0; for (i = 0; i < npaths; i++) { path = &paths[i]; offset = (n + path->nfill) * sizeof(struct NVGvertex); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke); n += path->nfill + path->nstroke; } glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glUseProgram(0); } static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, const struct NVGvertex* verts, int nverts) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image); struct NVGcolor color; NVG_NOTUSED(scissor); if (gl->shader.prog == 0) return; if (tex != NULL) { glBindTexture(GL_TEXTURE_2D, tex->tex); } glUseProgram(gl->shader.prog); glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG); glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight); glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0); glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], (tex != NULL && tex->type == NVG_TEXTURE_RGBA) ? 0 : 1); glnvg__checkError("tris solid img loc"); glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf); glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float))); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); color = paint->innerColor; glVertexAttrib4fv(2, color.rgba); glDrawArrays(GL_TRIANGLES, 0, nverts); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } static void glnvg__renderDelete(void* uptr) { struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr; int i; if (gl == NULL) return; glnvg__deleteShader(&gl->shader); for (i = 0; i < gl->ntextures; i++) { if (gl->textures[i].tex != 0) glDeleteTextures(1, &gl->textures[i].tex); } free(gl->textures); free(gl); } #ifdef NANOVG_GLES2 struct NVGcontext* nvgCreateGLES2(int atlasw, int atlash, int edgeaa) #else struct NVGcontext* nvgCreateGL2(int atlasw, int atlash, int edgeaa) #endif { struct NVGparams params; struct NVGcontext* ctx = NULL; struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext)); if (gl == NULL) goto error; memset(gl, 0, sizeof(struct GLNVGcontext)); memset(¶ms, 0, sizeof(params)); params.renderCreate = glnvg__renderCreate; params.renderCreateTexture = glnvg__renderCreateTexture; params.renderDeleteTexture = glnvg__renderDeleteTexture; params.renderUpdateTexture = glnvg__renderUpdateTexture; params.renderGetTextureSize = glnvg__renderGetTextureSize; params.renderViewport = glnvg__renderViewport; params.renderFlush = glnvg__renderFlush; params.renderFill = glnvg__renderFill; params.renderStroke = glnvg__renderStroke; params.renderTriangles = glnvg__renderTriangles; params.renderDelete = glnvg__renderDelete; params.userPtr = gl; params.atlasWidth = atlasw; params.atlasHeight = atlash; params.edgeAntiAlias = edgeaa; gl->edgeAntiAlias = edgeaa; ctx = nvgCreateInternal(¶ms); if (ctx == NULL) goto error; return ctx; error: // 'gl' is freed by nvgDeleteInternal. if (ctx != NULL) nvgDeleteInternal(ctx); return NULL; } #ifdef NANOVG_GLES2 void nvgDeleteGLES2(struct NVGcontext* ctx) #else void nvgDeleteGL2(struct NVGcontext* ctx) #endif { nvgDeleteInternal(ctx); } #endif