Implemented OGL 3.2 core profile back-end

- moved demo stuff to separate file
- created two separate examples for gl2 and gl3
- initial stab at OGL 3.2 core profile back-end (currently twice as
slows as 2.0)
- API change: glBeginFrame() takes view witdth and height as input
- added FPS counter to demo
This commit is contained in:
Mikko Mononen 2014-02-09 17:33:31 +02:00
parent 714d18a4c6
commit 9b00b7aaf5
10 changed files with 1305 additions and 186 deletions

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@ -17,12 +17,14 @@ The NanoVG API is modeled loosely on HTML5 canvas API. If you know canvas, you'r
## Creating drawing context
The drawing context is created using platform specific constructor function. If you're using the default OpenGL back-end the context is created as follows:
The drawing context is created using platform specific constructor function. If you're using the default OpenGL 2.0 back-end the context is created as follows:
```C
struct NVGcontext* vg = glnvgCreate(512, 512);
struct NVGcontext* vg = nvgCreateGL2(512, 512);
```
The two values passed to the constructor define the size of the texture atlas used for text rendering, 512x512 is a good starting point. If you're rendering retina sized text or plan to use a lot of different fonts, 1024x1024 is better choice.
Currently there are two different back-ends for NanoVG: [nanovg_gl2.h](/src/nanovg_gl2.h) for OpenGL 2.0 and [nanovg_gl3.h](/src/nanovg_gl3.h) for OpenGL 3.2 core profile.
## Drawing shapes with NanoVG
Drawing a simple shape using NanoVG consists of four steps: 1) begin a new shape, 2) define the path to draw, 3) set fill or stroke, 4) and finally fill or stroke the path.

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@ -1,21 +1,4 @@
//
// Copyright (c) 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.
//
#include "demo.h"
#include <stdio.h>
#include <string.h>
#include <math.h>
@ -24,8 +7,7 @@
#endif
#include <GLFW/glfw3.h>
#include "nanovg.h"
#define GLNANOVG_IMPLEMENTATION
#include "glnanovg.h"
#ifdef _MSC_VER
#define snprintf _snprintf
@ -709,179 +691,156 @@ void drawColorwheel(struct NVGcontext* vg, float x, float y, float w, float h, f
nvgRestore(vg);
}
void errorcb(int error, const char* desc)
{
printf("GLFW error: %s\n", desc);
}
int blowup = 0;
static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
int loadDemoData(struct NVGcontext* vg, struct DemoData* data)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
blowup = !blowup;
}
int main()
{
GLFWwindow* window;
int fontNormal = -1, fontBold = -1, fontIcons = -1;
struct NVGcontext* vg = NULL;
int images[12];
int i;
if (!glfwInit()) {
printf("Failed to init GLFW.");
if (vg == NULL)
return -1;
}
glfwSetErrorCallback(errorcb);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
#ifdef NANOVG_GLEW
if(glewInit() != GLEW_OK) {
printf("Could not init glew.\n");
return -1;
}
#endif
vg = glnvgCreate(512,512);
if (vg == NULL) {
printf("Could not init nanovg.\n");
return -1;
}
for (i = 0; i < 12; i++) {
char file[128];
snprintf(file, 128, "../example/images/image%d.jpg", i+1);
images[i] = nvgCreateImage(vg, file);
if (images[i] == 0) {
data->images[i] = nvgCreateImage(vg, file);
if (data->images[i] == 0) {
printf("Could not load %s.\n", file);
return -1;
}
}
fontIcons = nvgCreateFont(vg, "icons", "../example/entypo.ttf");
if (fontIcons == -1) {
data->fontIcons = nvgCreateFont(vg, "icons", "../example/entypo.ttf");
if (data->fontIcons == -1) {
printf("Could not add font icons.\n");
return -1;
}
fontNormal = nvgCreateFont(vg, "sans", "../example/Roboto-Regular.ttf");
// fontNormal = nvgAddFont(vg, "sans", "../example/FiraSans-Regular.ttf");
if (fontNormal == -1) {
data->fontNormal = nvgCreateFont(vg, "sans", "../example/Roboto-Regular.ttf");
if (data->fontNormal == -1) {
printf("Could not add font italic.\n");
return -1;
}
fontBold = nvgCreateFont(vg, "sans-bold", "../example/Roboto-Bold.ttf");
// fontBold = nvgAddFont(vg, "sans-bold", "../example/FiraSans-Bold.ttf");
if (fontBold == -1) {
data->fontBold = nvgCreateFont(vg, "sans-bold", "../example/Roboto-Bold.ttf");
if (data->fontBold == -1) {
printf("Could not add font bold.\n");
return -1;
}
glfwSetTime(0);
while (!glfwWindowShouldClose(window))
{
// float sx, sy, dx, dy, lh = 0;
double mx, my;
int width, height;
glfwGetCursorPos(window, &mx, &my);
glfwGetFramebufferSize(window, &width, &height);
// Update and render
glViewport(0, 0, width, height);
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,width,height,0,-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glColor4ub(255,255,255,255);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
float t = glfwGetTime();
float x,y,popy;
nvgBeginFrame(vg);
drawEyes(vg, width - 250, 50, 150, 100, mx, my, t);
drawGraph(vg, 0, height/2, width, height/2, t);
drawColorwheel(vg, width - 300, height - 300, 250.0f, 250.0f, t);
nvgSave(vg);
if (blowup) {
// nvgRotate(vg, 3.0f/180.0f*NVG_PI);
nvgScale(vg, 2.0f, 2.0f);
}
// Widgets
drawWindow(vg, "Widgets `n Stuff", 50, 50, 300, 400);
x = 60; y = 95;
drawSearchBox(vg, "Search", x,y,280,25);
y += 40;
drawDropDown(vg, "Effects", x,y,280,28);
popy = y + 14;
y += 45;
// Form
drawLabel(vg, "Login", x,y, 280,20);
y += 25;
drawEditBox(vg, "Email", x,y, 280,28);
y += 35;
drawEditBox(vg, "Password", x,y, 280,28);
y += 38;
drawCheckBox(vg, "Remember me", x,y, 140,28);
drawButton(vg, ICON_LOGIN, "Sign in", x+138, y, 140, 28, nvgRGBA(0,96,128,255));
y += 45;
// Slider
drawLabel(vg, "Diameter", x,y, 280,20);
y += 25;
drawEditBoxNum(vg, "123.00", "px", x+180,y, 100,28);
drawSlider(vg, 0.4f, x,y, 170,28);
y += 55;
drawButton(vg, ICON_TRASH, "Delete", x, y, 160, 28, nvgRGBA(128,16,8,255));
drawButton(vg, 0, "Cancel", x+170, y, 110, 28, nvgRGBA(0,0,0,0));
// Thumbnails box
drawThumbnails(vg, 365, popy-30, 160, 300, images, 12, t);
nvgRestore(vg);
glEnable(GL_DEPTH_TEST);
glfwSwapBuffers(window);
glfwPollEvents();
}
for (i = 0; i < 12; i++)
nvgDeleteImage(vg, images[i]);
glnvgDelete(vg);
glfwTerminate();
return 0;
}
void freeDemoData(struct NVGcontext* vg, struct DemoData* data)
{
int i;
if (vg == NULL)
return;
for (i = 0; i < 12; i++)
nvgDeleteImage(vg, data->images[i]);
}
void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float height,
float t, int blowup, struct DemoData* data)
{
float x,y,popy;
drawEyes(vg, width - 250, 50, 150, 100, mx, my, t);
drawGraph(vg, 0, height/2, width, height/2, t);
drawColorwheel(vg, width - 300, height - 300, 250.0f, 250.0f, t);
nvgSave(vg);
if (blowup) {
// nvgRotate(vg, 3.0f/180.0f*NVG_PI);
nvgScale(vg, 2.0f, 2.0f);
}
// Widgets
drawWindow(vg, "Widgets `n Stuff", 50, 50, 300, 400);
x = 60; y = 95;
drawSearchBox(vg, "Search", x,y,280,25);
y += 40;
drawDropDown(vg, "Effects", x,y,280,28);
popy = y + 14;
y += 45;
// Form
drawLabel(vg, "Login", x,y, 280,20);
y += 25;
drawEditBox(vg, "Email", x,y, 280,28);
y += 35;
drawEditBox(vg, "Password", x,y, 280,28);
y += 38;
drawCheckBox(vg, "Remember me", x,y, 140,28);
drawButton(vg, ICON_LOGIN, "Sign in", x+138, y, 140, 28, nvgRGBA(0,96,128,255));
y += 45;
// Slider
drawLabel(vg, "Diameter", x,y, 280,20);
y += 25;
drawEditBoxNum(vg, "123.00", "px", x+180,y, 100,28);
drawSlider(vg, 0.4f, x,y, 170,28);
y += 55;
drawButton(vg, ICON_TRASH, "Delete", x, y, 160, 28, nvgRGBA(128,16,8,255));
drawButton(vg, 0, "Cancel", x+170, y, 110, 28, nvgRGBA(0,0,0,0));
// Thumbnails box
drawThumbnails(vg, 365, popy-30, 160, 300, data->images, 12, t);
nvgRestore(vg);
}
void initFPS(struct FPScounter* fps)
{
memset(fps, 0, sizeof(struct FPScounter));
}
void updateFPS(struct FPScounter* fps, float frameTime)
{
fps->head = (fps->head+1) % FPS_HISTORY_COUNT;
fps->values[fps->head] = frameTime;
}
void renderFPS(struct NVGcontext* vg, float x, float y, struct FPScounter* fps)
{
int i, head;
float avg, w, h;
char str[64];
avg = 0;
head = fps->head;
for (i = 0; i < 10; i++) {
avg += fps->values[head];
head = (head+FPS_HISTORY_COUNT-1) % FPS_HISTORY_COUNT;
}
avg /= 10.0f;
w = 200;
h = 30;
nvgBeginPath(vg);
nvgRect(vg, x,y, w,h);
nvgFillColor(vg, nvgRGBA(0,0,0,128));
nvgFill(vg);
nvgBeginPath(vg);
nvgMoveTo(vg, x, y+h);
for (i = 0; i < FPS_HISTORY_COUNT; i++) {
float v = 1.0f / (0.00001f + fps->values[(fps->head+i) % FPS_HISTORY_COUNT]);
if (v > 80.0f) v = 80.0f;
float vx = x + ((float)i/(FPS_HISTORY_COUNT-1)) * w;
float vy = y + h - ((v / 80.0f) * h);
nvgLineTo(vg, vx, vy);
}
nvgLineTo(vg, x+w, y+h);
nvgFillColor(vg, nvgRGBA(255,192,0,128));
nvgFill(vg);
nvgFontSize(vg, 18.0f);
nvgFontFace(vg, "sans");
nvgTextAlign(vg,NVG_ALIGN_RIGHT|NVG_ALIGN_MIDDLE);
nvgFillColor(vg, nvgRGBA(240,240,240,255));
sprintf(str, "%.2f FPS", 1.0f / avg);
nvgText(vg, x+w-5,y+h/2, str, NULL);
}

26
example/demo.h Normal file
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@ -0,0 +1,26 @@
#ifndef WIDGETS_H
#define WIDGETS_H
#include "nanovg.h"
struct DemoData {
int fontNormal, fontBold, fontIcons;
int images[12];
};
int loadDemoData(struct NVGcontext* vg, struct DemoData* data);
void freeDemoData(struct NVGcontext* vg, struct DemoData* data);
void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float height, float t, int blowup, struct DemoData* data);
#define FPS_HISTORY_COUNT 100
struct FPScounter
{
float values[FPS_HISTORY_COUNT];
int head;
};
void initFPS(struct FPScounter* fps);
void updateFPS(struct FPScounter* fps, float frameTime);
void renderFPS(struct NVGcontext* vg, float x, float y, struct FPScounter* fps);
#endif // WIDGETS_H

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example/example_gl2.c Normal file
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@ -0,0 +1,134 @@
//
// Copyright (c) 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.
//
#include <stdio.h>
#ifdef NANOVG_GLEW
# include <GL/glew.h>
#endif
#include <GLFW/glfw3.h>
#include "nanovg.h"
#define NANOVG_GL2_IMPLEMENTATION
#include "nanovg_gl2.h"
#include "demo.h"
void errorcb(int error, const char* desc)
{
printf("GLFW error: %s\n", desc);
}
int blowup = 0;
static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
blowup = !blowup;
}
int main()
{
GLFWwindow* window;
struct DemoData data;
struct NVGcontext* vg = NULL;
struct FPScounter fps;
double prevt = 0;
if (!glfwInit()) {
printf("Failed to init GLFW.");
return -1;
}
initFPS(&fps);
glfwSetErrorCallback(errorcb);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
#ifdef NANOVG_GLEW
if(glewInit() != GLEW_OK) {
printf("Could not init glew.\n");
return -1;
}
#endif
vg = nvgCreateGL2(512,512);
if (vg == NULL) {
printf("Could not init nanovg.\n");
return -1;
}
if (loadDemoData(vg, &data) == -1)
return -1;
glfwSetTime(0);
while (!glfwWindowShouldClose(window))
{
double mx, my, t, dt;
int width, height;
t = glfwGetTime();
dt = t - prevt;
prevt = t;
updateFPS(&fps, dt);
glfwGetCursorPos(window, &mx, &my);
glfwGetFramebufferSize(window, &width, &height);
// Update and render
glViewport(0, 0, width, height);
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glColor4ub(255,255,255,255);
nvgBeginFrame(vg, width, height);
renderDemo(vg, mx,my, width,height, t, blowup, &data);
renderFPS(vg, 5,5, &fps);
glEnable(GL_DEPTH_TEST);
glfwSwapBuffers(window);
glfwPollEvents();
}
freeDemoData(vg, &data);
nvgDeleteGL2(vg);
glfwTerminate();
return 0;
}

136
example/example_gl3.c Normal file
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@ -0,0 +1,136 @@
//
// Copyright (c) 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.
//
#include <stdio.h>
#ifdef NANOVG_GLEW
# include <GL/glew.h>
#endif
#define GLFW_NO_GLU
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
#include "nanovg.h"
#define NANOVG_GL3_IMPLEMENTATION
#include "nanovg_gl3.h"
#include "demo.h"
void errorcb(int error, const char* desc)
{
printf("GLFW error: %s\n", desc);
}
int blowup = 0;
static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
blowup = !blowup;
}
int main()
{
GLFWwindow* window;
struct DemoData data;
struct NVGcontext* vg = NULL;
struct FPScounter fps;
double prevt = 0;
if (!glfwInit()) {
printf("Failed to init GLFW.");
return -1;
}
initFPS(&fps);
glfwSetErrorCallback(errorcb);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
#ifdef NANOVG_GLEW
if(glewInit() != GLEW_OK) {
printf("Could not init glew.\n");
return -1;
}
#endif
vg = nvgCreateGL3(512,512);
if (vg == NULL) {
printf("Could not init nanovg.\n");
return -1;
}
if (loadDemoData(vg, &data) == -1)
return -1;
glfwSetTime(0);
prevt = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
double mx, my, t, dt;
int width, height;
t = glfwGetTime();
dt = t - prevt;
prevt = t;
updateFPS(&fps, dt);
glfwGetCursorPos(window, &mx, &my);
glfwGetFramebufferSize(window, &width, &height);
// Update and render
glViewport(0, 0, width, height);
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
nvgBeginFrame(vg, width, height);
renderDemo(vg, mx,my, width,height, t, blowup, &data);
renderFPS(vg, 5,5, &fps);
glEnable(GL_DEPTH_TEST);
glfwSwapBuffers(window);
glfwPollEvents();
}
freeDemoData(vg, &data);
nvgDeleteGL3(vg);
glfwTerminate();
return 0;
}

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@ -6,15 +6,50 @@ solution "nanovg"
configurations { "Debug", "Release" }
platforms {"native", "x64", "x32"}
project "example"
project "nanovg"
language "C"
kind "StaticLib"
includedirs { "src" }
files { "src/*.c" }
targetdir("build")
project "example_gl2"
kind "ConsoleApp"
language "C"
files { "example/*.c", "src/*.h", "src/*.c" }
includedirs { "src" }
files { "example/example_gl2.c", "example/demo.c" }
includedirs { "src", "example" }
targetdir("build")
links { "nanovg" }
configuration { "linux" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread","m","glfw3","GLEW" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3", "GLEW" }
defines { "NANOVG_GLEW" }
configuration { "windows" }
links { "glu32","opengl32", "gdi32", "winmm", "user32" }
configuration { "macosx" }
links { "glfw3" }
linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit" }
configuration "Debug"
defines { "DEBUG" }
flags { "Symbols", "ExtraWarnings"}
configuration "Release"
defines { "NDEBUG" }
flags { "Optimize", "ExtraWarnings"}
project "example_gl3"
kind "ConsoleApp"
language "C"
files { "example/example_gl3.c", "example/demo.c" }
includedirs { "src", "example" }
targetdir("build")
links { "nanovg" }
configuration { "linux" }
links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3", "GLEW" }
defines { "NANOVG_GLEW" }
configuration { "windows" }

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@ -238,11 +238,13 @@ void nvgDeleteInternal(struct NVGcontext* ctx)
free(ctx);
}
void nvgBeginFrame(struct NVGcontext* ctx)
void nvgBeginFrame(struct NVGcontext* ctx, int width, int height)
{
/* printf("Tris: draws:%d fill:%d stroke:%d text:%d TOT:%d\n",
ctx->drawCallCount, ctx->fillTriCount, ctx->strokeTriCount, ctx->textTriCount,
ctx->fillTriCount+ctx->strokeTriCount+ctx->textTriCount);*/
ctx->params.renderViewport(ctx->params.userPtr, width, height);
ctx->drawCallCount = 0;
ctx->fillTriCount = 0;

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@ -52,7 +52,8 @@ enum NVGaling {
// Called at the beginning of a frame.
void nvgBeginFrame(struct NVGcontext* ctx);
//
void nvgBeginFrame(struct NVGcontext* ctx, int width, int height);
//
// Color utils
@ -396,6 +397,7 @@ struct NVGparams {
int (*renderDeleteTexture)(void* uptr, int image);
int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
void (*renderViewport)(void* uptr, int width, int height);
void (*renderFill)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize, const float* bounds, const struct NVGpath* paths, int npaths);
void (*renderStroke)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize, float strokeWidth, const struct NVGpath* paths, int npaths);
void (*renderTriangles)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, int image, const struct NVGvertex* verts, int nverts);

View File

@ -15,17 +15,18 @@
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#ifndef GLNANOVG_H
#define GLNANOVG_H
#ifndef NANOVG_GL2_H
#define NANOVG_GL2_H
struct NVGcontext* glnvgCreate();
void glnvgDelete(struct NVGcontext* ctx);
struct NVGcontext* nvgCreateGL2();
void nvgDeleteGL2(struct NVGcontext* ctx);
#endif
#ifdef GLNANOVG_IMPLEMENTATION
#ifdef NANOVG_GL2_IMPLEMENTATION
#include <stdlib.h>
#include <string.h>
#include "nanovg.h"
enum GLNVGuniformLoc {
@ -463,6 +464,18 @@ static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, st
return 1;
}
static void glnvg__renderViewport(void* uptr, int width, int height)
{
/*struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
const float* bounds, const struct NVGpath* paths, int npaths)
{
@ -633,7 +646,7 @@ static void glnvg__renderDelete(void* uptr)
}
struct NVGcontext* glnvgCreate(int atlasw, int atlash)
struct NVGcontext* nvgCreateGL2(int atlasw, int atlash)
{
struct NVGparams params;
struct NVGcontext* ctx = NULL;
@ -647,6 +660,7 @@ struct NVGcontext* glnvgCreate(int atlasw, int atlash)
params.renderDeleteTexture = glnvg__renderDeleteTexture;
params.renderUpdateTexture = glnvg__renderUpdateTexture;
params.renderGetTextureSize = glnvg__renderGetTextureSize;
params.renderViewport = glnvg__renderViewport;
params.renderFill = glnvg__renderFill;
params.renderStroke = glnvg__renderStroke;
params.renderTriangles = glnvg__renderTriangles;
@ -661,12 +675,12 @@ struct NVGcontext* glnvgCreate(int atlasw, int atlash)
return ctx;
error:
if (gl != NULL) free(gl);
// 'gl' is freed by nvgDeleteInternal.
if (ctx != NULL) nvgDeleteInternal(ctx);
return NULL;
}
void glnvgDelete(struct NVGcontext* ctx)
void nvgDeleteGL2(struct NVGcontext* ctx)
{
nvgDeleteInternal(ctx);
}

809
src/nanovg_gl3.h Normal file
View File

@ -0,0 +1,809 @@
//
// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#ifndef NANOVG_GL3_H
#define NANOVG_GL3_H
struct NVGcontext* nvgCreateGL3();
void nvgDeleteGL3(struct NVGcontext* ctx);
#endif
#ifdef NANOVG_GL3_IMPLEMENTATION
#include <stdlib.h>
#include <string.h>
#include "nanovg.h"
enum GLNVGuniformLoc {
GLNVG_LOC_VIEWPOS,
GLNVG_LOC_VIEWSIZE,
GLNVG_LOC_SCISSORMAT,
GLNVG_LOC_SCISSOREXT,
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_TEXOFFSET,
GLNVG_LOC_TEXTYPE,
GLNVG_MAX_LOCS
};
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 gradShader;
struct GLNVGshader imgShader;
struct GLNVGshader solidShader;
struct GLNVGshader solidImgShader;
struct GLNVGtexture* textures;
float viewWidth, viewHeight;
int ntextures;
int ctextures;
int textureId;
GLuint vertArr;
GLuint vertBuf;
int vertArrSize;
};
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_VIEWPOS] = glGetUniformLocation(shader->prog, "viewPos");
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_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_TEXOFFSET] = glGetUniformLocation(shader->prog, "texOffset");
shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
}
static void glnvg__resizeVertexBuffer(struct GLNVGcontext* gl, int size)
{
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(struct NVGvertex), 0, GL_STREAM_DRAW);
gl->vertArrSize = size;
}
static int glnvg__renderCreate(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
static const char* fillVertShader =
"#version 150 core\n"
"uniform vec2 viewPos;\n"
"uniform vec2 viewSize;\n"
"in vec2 vertex;\n"
"in vec2 tcoord;\n"
"out vec2 pos;\n"
"out vec2 alpha;\n"
"void main(void) {\n"
" alpha = tcoord.st;\n"
" pos = vertex.xy;\n"
" gl_Position = vec4(2.0*(vertex.x+viewPos.x-0.5)/viewSize.x - 1.0, 1.0 - 2.0*(vertex.y+viewPos.y-0.5)/viewSize.y, 0, 1);\n"
"}\n";
static const char* fillVertSolidShader =
"#version 150 core\n"
"uniform vec2 viewPos;\n"
"uniform vec2 viewSize;\n"
"in vec2 vertex;\n"
"void main(void) {\n"
" gl_Position = vec4(2.0*(vertex.x+viewPos.x-0.5)/viewSize.x - 1.0, 1.0 - 2.0*(vertex.y+viewPos.y-0.5)/viewSize.y, 0, 1);\n"
"}\n";
static const char* fillVertSolidImgShader =
"#version 150 core\n"
"uniform vec2 viewPos;\n"
"uniform vec2 viewSize;\n"
"in vec2 vertex;\n"
"in vec2 tcoord;\n"
"in vec4 color;\n"
"out vec2 ftcoord;\n"
"out vec4 fcolor;\n"
"void main(void) {\n"
" ftcoord = tcoord;\n"
" fcolor = color;\n"
" gl_Position = vec4(2.0*(vertex.x+viewPos.x-0.5)/viewSize.x - 1.0, 1.0 - 2.0*(vertex.y+viewPos.y-0.5)/viewSize.y, 0, 1);\n"
"}\n";
static const char* fillFragGradShader =
"#version 150 core\n"
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\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"
"in vec2 pos;\n"
"in vec2 alpha;\n"
"out vec4 outColor;\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"
"void main(void) {\n"
" // Scissoring\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n"
" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
// " if (scissor < 0.001) discard;\n"
" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n"
" // Calculate gradient color using box gradient\n"
" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n"
" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
" vec4 color = mix(innerCol,outerCol,d);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" outColor = color;\n"
"}\n";
static const char* fillFragImgShader =
"#version 150 core\n"
"uniform mat3 scissorMat;\n"
"uniform vec2 scissorExt;\n"
"uniform mat3 paintMat;\n"
"uniform vec2 extent;\n"
"uniform float strokeMult;\n"
"uniform sampler2D tex;\n"
"uniform vec2 texOffset;\n"
"uniform int texType;\n"
"in vec2 pos;\n"
"in vec2 alpha;\n"
"out vec4 outColor;\n"
"void main(void) {\n"
" // Scissoring\n"
" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(pos,1.0)).xy) - scissorExt);\n"
" float scissor = clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
// " if (scissor < 0.001) discard;\n"
" // Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
" float strokeAlpha = min(1.0, (1.0-abs(alpha.x*2.0-1.0))*strokeMult) * alpha.y;\n"
" // Calculate color fron texture\n"
" vec2 pt = (paintMat * vec3(pos,1.0)).xy;\n"
" pt /= extent;\n"
" vec4 color = texture(tex, pt + texOffset);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" outColor = color;\n"
"}\n";
static const char* fillFragSolidShader =
"#version 150 core\n"
"out vec4 outColor;\n"
"void main(void) {\n"
" outColor = vec4(1,1,1,1);\n"
"}\n";
static const char* fillFragSolidImgShader =
"#version 150 core\n"
"uniform sampler2D tex;\n"
"uniform vec2 texOffset;\n"
"uniform int texType;\n"
"in vec2 ftcoord;\n"
"in vec4 fcolor;\n"
"out vec4 outColor;\n"
"void main(void) {\n"
" vec4 color = texture(tex, ftcoord + texOffset);\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" outColor = color * fcolor;\n"
"}\n";
glnvg__checkError("init");
if (glnvg__createShader(&gl->gradShader, "grad", fillVertShader, fillFragGradShader) == 0)
return 0;
if (glnvg__createShader(&gl->imgShader, "image", fillVertShader, fillFragImgShader) == 0)
return 0;
if (glnvg__createShader(&gl->solidShader, "solid", fillVertSolidShader, fillFragSolidShader) == 0)
return 0;
if (glnvg__createShader(&gl->solidImgShader, "solid-img", fillVertSolidImgShader, fillFragSolidImgShader) == 0)
return 0;
glnvg__checkError("uniform locations");
glnvg__getUniforms(&gl->gradShader);
glnvg__getUniforms(&gl->imgShader);
glnvg__getUniforms(&gl->solidShader);
glnvg__getUniforms(&gl->solidImgShader);
// Create dynamic vertex array
glGenVertexArrays(1, &gl->vertArr);
glGenBuffers(1, &gl->vertBuf);
gl->vertArrSize = 0;
glnvg__checkError("done");
return 1;
}
static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, const unsigned char* data)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__allocTexture(gl);
if (tex == NULL) return 0;
glGenTextures(1, &tex->tex);
tex->width = w;
tex->height = h;
tex->type = type;
glBindTexture(GL_TEXTURE_2D, tex->tex);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
if (type == NVG_TEXTURE_RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, 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);
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
if (tex->type == NVG_TEXTURE_RGBA)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
return 1;
}
static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
if (tex == NULL) return 0;
*w = tex->width;
*h = tex->height;
return 1;
}
static void glnvg__toFloatColor(float* fc, unsigned int c)
{
fc[0] = ((c) & 0xff) / 255.0f;
fc[1] = ((c>>8) & 0xff) / 255.0f;
fc[2] = ((c>>16) & 0xff) / 255.0f;
fc[3] = ((c>>24) & 0xff) / 255.0f;
}
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 det = (double)t[0] * t[3] - (double)t[2] * t[1];
if (det > -1e-6 && det < 1e-6) {
glnvg__xformIdentity(t);
return;
}
double 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 aasize)
{
float innerCol[4];
float outerCol[4];
glnvg__toFloatColor(innerCol, paint->innerColor);
glnvg__toFloatColor(outerCol, paint->outerColor);
struct GLNVGtexture* tex = NULL;
float invxform[6], paintMat[9], scissorMat[9];
float scissorx = 0, scissory = 0;
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;
} else {
glnvg__xformInverse(invxform, scissor->xform);
glnvg__xformToMat3x3(scissorMat, invxform);
scissorx = scissor->extent[0];
scissory = scissor->extent[1];
}
if (paint->image != 0) {
tex = glnvg__findTexture(gl, paint->image);
if (tex == NULL) return 0;
glUseProgram(gl->imgShader.prog);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->imgShader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->imgShader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->imgShader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glUniform1i(gl->imgShader.loc[GLNVG_LOC_TEX], 0);
glUniform2f(gl->imgShader.loc[GLNVG_LOC_TEXOFFSET], 0.5f / (float)tex->width, 0.5f / (float)tex->height);
glUniform1i(gl->imgShader.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->gradShader.prog);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniformMatrix3fv(gl->gradShader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
glUniformMatrix3fv(gl->gradShader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
glUniform2f(gl->gradShader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_RADIUS], paint->radius);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_FEATHER], paint->feather);
glUniform4fv(gl->gradShader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
glUniform4fv(gl->gradShader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
glUniform1f(gl->gradShader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
glnvg__checkError("grad paint loc");
}
return 1;
}
static void glnvg__renderViewport(void* uptr, int width, int height)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
gl->viewWidth = width;
gl->viewHeight = height;
}
static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths)
{
int i, count = 0;
for (i = 0; i < npaths; i++) {
if (paths[i].nfill > count) count = paths[i].nfill;
if (paths[i].nstroke > count) count = paths[i].nstroke;
}
return count;
}
static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
const float* bounds, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, maxCount;
maxCount = glnvg__maxVertCount(paths, npaths);
if (maxCount > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, maxCount);
if (gl->gradShader.prog == 0)
return;
glEnable(GL_CULL_FACE);
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glUseProgram(gl->solidShader.prog);
glUniform2f(gl->solidShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->solidShader.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);
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}
glEnable(GL_CULL_FACE);
// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glEnableVertexAttribArray(1);
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);
// Draw fringes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
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)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}
// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glDisableVertexAttribArray(1);
float quad[6*2] = {
bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1],
bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1],
};
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0);
glVertexAttrib2f(1, 0.5f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(0);
glDisableVertexAttribArray(0);
glDisable(GL_STENCIL_TEST);
}
static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
float width, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, maxCount;
maxCount = glnvg__maxVertCount(paths, npaths);
if (maxCount > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, maxCount);
if (gl->gradShader.prog == 0)
return;
glnvg__setupPaint(gl, paint, scissor, width, aasize);
glEnable(GL_CULL_FACE);
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// Draw Strokes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
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)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}
static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, int image,
const struct NVGvertex* verts, int nverts)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
float color[4];
if (nverts > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, nverts);
if (tex != NULL) {
glBindTexture(GL_TEXTURE_2D, tex->tex);
}
glUseProgram(gl->solidImgShader.prog);
glUniform2f(gl->solidImgShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->solidImgShader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glUniform1i(gl->solidImgShader.loc[GLNVG_LOC_TEX], 0);
glUniform2f(gl->solidImgShader.loc[GLNVG_LOC_TEXOFFSET], 0.5f / (float)tex->width, 0.5f / (float)tex->height);
glUniform1i(gl->solidImgShader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
glnvg__checkError("tris solid img loc");
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferSubData(GL_ARRAY_BUFFER, 0, nverts * sizeof(struct NVGvertex), verts);
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);
glnvg__toFloatColor(color, paint->innerColor);
glVertexAttrib4fv(2, color);
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->gradShader);
glnvg__deleteShader(&gl->imgShader);
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].tex != 0)
glDeleteTextures(1, &gl->textures[i].tex);
}
free(gl->textures);
free(gl);
}
struct NVGcontext* nvgCreateGL3(int atlasw, int atlash)
{
struct NVGparams params;
struct NVGcontext* ctx = NULL;
struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext));
if (gl == NULL) goto error;
memset(gl, 0, sizeof(struct GLNVGcontext));
memset(&params, 0, sizeof(params));
params.renderCreate = glnvg__renderCreate;
params.renderCreateTexture = glnvg__renderCreateTexture;
params.renderDeleteTexture = glnvg__renderDeleteTexture;
params.renderUpdateTexture = glnvg__renderUpdateTexture;
params.renderGetTextureSize = glnvg__renderGetTextureSize;
params.renderViewport = glnvg__renderViewport;
params.renderFill = glnvg__renderFill;
params.renderStroke = glnvg__renderStroke;
params.renderTriangles = glnvg__renderTriangles;
params.renderDelete = glnvg__renderDelete;
params.userPtr = gl;
params.atlasWidth = atlasw;
params.atlasHeight = atlash;
ctx = nvgCreateInternal(&params);
if (ctx == NULL) goto error;
return ctx;
error:
// 'gl' is freed by nvgDeleteInternal.
if (ctx != NULL) nvgDeleteInternal(ctx);
return NULL;
}
void nvgDeleteGL3(struct NVGcontext* ctx)
{
nvgDeleteInternal(ctx);
}
#endif