Converted gl2 path.
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@ -516,14 +516,6 @@ static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
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return 1;
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}
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static void glnvg__toFloatColor(float* fc, unsigned int c)
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{
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fc[0] = ((c) & 0xff) / 255.0f;
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fc[1] = ((c>>8) & 0xff) / 255.0f;
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fc[2] = ((c>>16) & 0xff) / 255.0f;
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fc[3] = ((c>>24) & 0xff) / 255.0f;
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}
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static void glnvg__xformIdentity(float* t)
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{
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t[0] = 1.0f; t[1] = 0.0f;
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@ -562,15 +554,15 @@ static void glnvg__xformToMat3x3(float* m3, float* t)
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static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, float fringe)
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{
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float innerCol[4];
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float outerCol[4];
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struct NVGcolor innerCol;
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struct NVGcolor outerCol;
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struct GLNVGtexture* tex = NULL;
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float invxform[6], paintMat[9], scissorMat[9];
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float scissorx = 0, scissory = 0;
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float scissorsx = 0, scissorsy = 0;
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glnvg__toFloatColor(innerCol, paint->innerColor);
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glnvg__toFloatColor(outerCol, paint->outerColor);
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innerCol = paint->innerColor;
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outerCol = paint->outerColor;
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glnvg__xformInverse(invxform, paint->xform);
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glnvg__xformToMat3x3(paintMat, invxform);
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@ -618,8 +610,8 @@ static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, st
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glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
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glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius);
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glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather);
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glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
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glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
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glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol.rgba);
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glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol.rgba);
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glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], (width*0.5f + fringe*0.5f)/fringe);
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glnvg__checkError("grad paint loc");
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}
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@ -850,7 +842,7 @@ static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NV
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{
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struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
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struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image);
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float color[4];
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struct NVGcolor color;
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NVG_NOTUSED(scissor);
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if (gl->shader.prog == 0)
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@ -875,8 +867,8 @@ static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NV
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glnvg__toFloatColor(color, paint->innerColor);
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glVertexAttrib4fv(2, color);
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color = paint->innerColor;
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glVertexAttrib4fv(2, color.rgba);
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glDrawArrays(GL_TRIANGLES, 0, nverts);
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