// // 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 #include #include #include #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 }; 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__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; 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) 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 #ifdef NANOVG_GLES2 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) { #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) { GLNVGtexture* tex = glnvg__findTexture(gl, image); glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0); glnvg__checkError(gl, "tex paint tex"); } else { glnvg__bindTexture(gl, 0); } } static void glnvg__renderViewport(void* uptr, int width, int height, float devicePixelRatio) { NVG_NOTUSED(devicePixelRatio); GLNVGcontext* gl = (GLNVGcontext*)uptr; gl->view[0] = (float)width; gl->view[1] = (float)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); if (gl->flags & NVG_ANTIALIAS) { // Draw fringes for (i = 0; i < npaths; i++) 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) { 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, 1.0f, -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(¶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.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(¶ms); 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 */