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:
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@ -17,12 +17,14 @@ The NanoVG API is modeled loosely on HTML5 canvas API. If you know canvas, you'r
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## Creating drawing context
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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:
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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:
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```C
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struct NVGcontext* vg = glnvgCreate(512, 512);
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struct NVGcontext* vg = nvgCreateGL2(512, 512);
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```
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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.
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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.
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## Drawing shapes with NanoVG
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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 @@
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//
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// Copyright (c) 2013 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#include "demo.h"
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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@ -24,8 +7,7 @@
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#endif
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#include <GLFW/glfw3.h>
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#include "nanovg.h"
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#define GLNANOVG_IMPLEMENTATION
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#include "glnanovg.h"
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#ifdef _MSC_VER
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#define snprintf _snprintf
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@ -709,179 +691,156 @@ void drawColorwheel(struct NVGcontext* vg, float x, float y, float w, float h, f
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nvgRestore(vg);
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}
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void errorcb(int error, const char* desc)
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{
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printf("GLFW error: %s\n", desc);
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}
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int blowup = 0;
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static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
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int loadDemoData(struct NVGcontext* vg, struct DemoData* data)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
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blowup = !blowup;
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}
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int main()
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{
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GLFWwindow* window;
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int fontNormal = -1, fontBold = -1, fontIcons = -1;
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struct NVGcontext* vg = NULL;
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int images[12];
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int i;
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if (!glfwInit()) {
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printf("Failed to init GLFW.");
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if (vg == NULL)
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return -1;
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}
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glfwSetErrorCallback(errorcb);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
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if (!window) {
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glfwTerminate();
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return -1;
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}
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glfwSetKeyCallback(window, key);
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glfwMakeContextCurrent(window);
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#ifdef NANOVG_GLEW
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if(glewInit() != GLEW_OK) {
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printf("Could not init glew.\n");
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return -1;
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}
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#endif
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vg = glnvgCreate(512,512);
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if (vg == NULL) {
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printf("Could not init nanovg.\n");
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return -1;
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}
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for (i = 0; i < 12; i++) {
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char file[128];
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snprintf(file, 128, "../example/images/image%d.jpg", i+1);
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images[i] = nvgCreateImage(vg, file);
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if (images[i] == 0) {
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data->images[i] = nvgCreateImage(vg, file);
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if (data->images[i] == 0) {
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printf("Could not load %s.\n", file);
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return -1;
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}
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}
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fontIcons = nvgCreateFont(vg, "icons", "../example/entypo.ttf");
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if (fontIcons == -1) {
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data->fontIcons = nvgCreateFont(vg, "icons", "../example/entypo.ttf");
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if (data->fontIcons == -1) {
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printf("Could not add font icons.\n");
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return -1;
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}
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fontNormal = nvgCreateFont(vg, "sans", "../example/Roboto-Regular.ttf");
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// fontNormal = nvgAddFont(vg, "sans", "../example/FiraSans-Regular.ttf");
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if (fontNormal == -1) {
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data->fontNormal = nvgCreateFont(vg, "sans", "../example/Roboto-Regular.ttf");
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if (data->fontNormal == -1) {
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printf("Could not add font italic.\n");
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return -1;
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}
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fontBold = nvgCreateFont(vg, "sans-bold", "../example/Roboto-Bold.ttf");
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// fontBold = nvgAddFont(vg, "sans-bold", "../example/FiraSans-Bold.ttf");
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if (fontBold == -1) {
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data->fontBold = nvgCreateFont(vg, "sans-bold", "../example/Roboto-Bold.ttf");
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if (data->fontBold == -1) {
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printf("Could not add font bold.\n");
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return -1;
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}
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glfwSetTime(0);
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while (!glfwWindowShouldClose(window))
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{
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// float sx, sy, dx, dy, lh = 0;
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double mx, my;
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int width, height;
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glfwGetCursorPos(window, &mx, &my);
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glfwGetFramebufferSize(window, &width, &height);
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// Update and render
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glViewport(0, 0, width, height);
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glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0,width,height,0,-1,1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glColor4ub(255,255,255,255);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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float t = glfwGetTime();
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float x,y,popy;
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nvgBeginFrame(vg);
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drawEyes(vg, width - 250, 50, 150, 100, mx, my, t);
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drawGraph(vg, 0, height/2, width, height/2, t);
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drawColorwheel(vg, width - 300, height - 300, 250.0f, 250.0f, t);
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nvgSave(vg);
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if (blowup) {
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// nvgRotate(vg, 3.0f/180.0f*NVG_PI);
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nvgScale(vg, 2.0f, 2.0f);
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}
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// Widgets
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drawWindow(vg, "Widgets `n Stuff", 50, 50, 300, 400);
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x = 60; y = 95;
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drawSearchBox(vg, "Search", x,y,280,25);
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y += 40;
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drawDropDown(vg, "Effects", x,y,280,28);
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popy = y + 14;
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y += 45;
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// Form
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drawLabel(vg, "Login", x,y, 280,20);
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y += 25;
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drawEditBox(vg, "Email", x,y, 280,28);
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y += 35;
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drawEditBox(vg, "Password", x,y, 280,28);
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y += 38;
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drawCheckBox(vg, "Remember me", x,y, 140,28);
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drawButton(vg, ICON_LOGIN, "Sign in", x+138, y, 140, 28, nvgRGBA(0,96,128,255));
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y += 45;
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// Slider
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drawLabel(vg, "Diameter", x,y, 280,20);
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y += 25;
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drawEditBoxNum(vg, "123.00", "px", x+180,y, 100,28);
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drawSlider(vg, 0.4f, x,y, 170,28);
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y += 55;
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drawButton(vg, ICON_TRASH, "Delete", x, y, 160, 28, nvgRGBA(128,16,8,255));
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drawButton(vg, 0, "Cancel", x+170, y, 110, 28, nvgRGBA(0,0,0,0));
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// Thumbnails box
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drawThumbnails(vg, 365, popy-30, 160, 300, images, 12, t);
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nvgRestore(vg);
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glEnable(GL_DEPTH_TEST);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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for (i = 0; i < 12; i++)
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nvgDeleteImage(vg, images[i]);
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glnvgDelete(vg);
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glfwTerminate();
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return 0;
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}
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void freeDemoData(struct NVGcontext* vg, struct DemoData* data)
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{
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int i;
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if (vg == NULL)
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return;
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for (i = 0; i < 12; i++)
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nvgDeleteImage(vg, data->images[i]);
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}
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void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float height,
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float t, int blowup, struct DemoData* data)
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{
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float x,y,popy;
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drawEyes(vg, width - 250, 50, 150, 100, mx, my, t);
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drawGraph(vg, 0, height/2, width, height/2, t);
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drawColorwheel(vg, width - 300, height - 300, 250.0f, 250.0f, t);
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nvgSave(vg);
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if (blowup) {
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// nvgRotate(vg, 3.0f/180.0f*NVG_PI);
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nvgScale(vg, 2.0f, 2.0f);
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}
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// Widgets
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drawWindow(vg, "Widgets `n Stuff", 50, 50, 300, 400);
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x = 60; y = 95;
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drawSearchBox(vg, "Search", x,y,280,25);
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y += 40;
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drawDropDown(vg, "Effects", x,y,280,28);
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popy = y + 14;
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y += 45;
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// Form
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drawLabel(vg, "Login", x,y, 280,20);
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y += 25;
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drawEditBox(vg, "Email", x,y, 280,28);
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y += 35;
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drawEditBox(vg, "Password", x,y, 280,28);
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y += 38;
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drawCheckBox(vg, "Remember me", x,y, 140,28);
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drawButton(vg, ICON_LOGIN, "Sign in", x+138, y, 140, 28, nvgRGBA(0,96,128,255));
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y += 45;
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// Slider
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drawLabel(vg, "Diameter", x,y, 280,20);
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y += 25;
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drawEditBoxNum(vg, "123.00", "px", x+180,y, 100,28);
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drawSlider(vg, 0.4f, x,y, 170,28);
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y += 55;
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drawButton(vg, ICON_TRASH, "Delete", x, y, 160, 28, nvgRGBA(128,16,8,255));
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drawButton(vg, 0, "Cancel", x+170, y, 110, 28, nvgRGBA(0,0,0,0));
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// Thumbnails box
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drawThumbnails(vg, 365, popy-30, 160, 300, data->images, 12, t);
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nvgRestore(vg);
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}
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void initFPS(struct FPScounter* fps)
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{
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memset(fps, 0, sizeof(struct FPScounter));
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}
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void updateFPS(struct FPScounter* fps, float frameTime)
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{
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fps->head = (fps->head+1) % FPS_HISTORY_COUNT;
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fps->values[fps->head] = frameTime;
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}
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void renderFPS(struct NVGcontext* vg, float x, float y, struct FPScounter* fps)
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{
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int i, head;
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float avg, w, h;
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char str[64];
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avg = 0;
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head = fps->head;
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for (i = 0; i < 10; i++) {
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avg += fps->values[head];
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head = (head+FPS_HISTORY_COUNT-1) % FPS_HISTORY_COUNT;
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}
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avg /= 10.0f;
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w = 200;
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h = 30;
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nvgBeginPath(vg);
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nvgRect(vg, x,y, w,h);
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nvgFillColor(vg, nvgRGBA(0,0,0,128));
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nvgFill(vg);
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nvgBeginPath(vg);
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nvgMoveTo(vg, x, y+h);
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for (i = 0; i < FPS_HISTORY_COUNT; i++) {
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float v = 1.0f / (0.00001f + fps->values[(fps->head+i) % FPS_HISTORY_COUNT]);
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if (v > 80.0f) v = 80.0f;
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float vx = x + ((float)i/(FPS_HISTORY_COUNT-1)) * w;
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float vy = y + h - ((v / 80.0f) * h);
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nvgLineTo(vg, vx, vy);
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}
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nvgLineTo(vg, x+w, y+h);
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nvgFillColor(vg, nvgRGBA(255,192,0,128));
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nvgFill(vg);
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nvgFontSize(vg, 18.0f);
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nvgFontFace(vg, "sans");
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nvgTextAlign(vg,NVG_ALIGN_RIGHT|NVG_ALIGN_MIDDLE);
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nvgFillColor(vg, nvgRGBA(240,240,240,255));
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sprintf(str, "%.2f FPS", 1.0f / avg);
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nvgText(vg, x+w-5,y+h/2, str, NULL);
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}
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26
example/demo.h
Normal file
26
example/demo.h
Normal file
@ -0,0 +1,26 @@
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#ifndef WIDGETS_H
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#define WIDGETS_H
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#include "nanovg.h"
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struct DemoData {
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int fontNormal, fontBold, fontIcons;
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int images[12];
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};
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int loadDemoData(struct NVGcontext* vg, struct DemoData* data);
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void freeDemoData(struct NVGcontext* vg, struct DemoData* data);
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void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float height, float t, int blowup, struct DemoData* data);
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#define FPS_HISTORY_COUNT 100
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struct FPScounter
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{
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float values[FPS_HISTORY_COUNT];
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int head;
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};
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void initFPS(struct FPScounter* fps);
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void updateFPS(struct FPScounter* fps, float frameTime);
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void renderFPS(struct NVGcontext* vg, float x, float y, struct FPScounter* fps);
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#endif // WIDGETS_H
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134
example/example_gl2.c
Normal file
134
example/example_gl2.c
Normal file
@ -0,0 +1,134 @@
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//
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// Copyright (c) 2013 Mikko Mononen memon@inside.org
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//
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// 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.
|
||||
//
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#include <stdio.h>
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#ifdef NANOVG_GLEW
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# include <GL/glew.h>
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#endif
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#include <GLFW/glfw3.h>
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#include "nanovg.h"
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#define NANOVG_GL2_IMPLEMENTATION
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#include "nanovg_gl2.h"
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#include "demo.h"
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void errorcb(int error, const char* desc)
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{
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printf("GLFW error: %s\n", desc);
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}
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int blowup = 0;
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static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
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blowup = !blowup;
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}
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int main()
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{
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GLFWwindow* window;
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struct DemoData data;
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struct NVGcontext* vg = NULL;
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struct FPScounter fps;
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double prevt = 0;
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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
136
example/example_gl3.c
Normal file
@ -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;
|
||||
}
|
43
premake4.lua
43
premake4.lua
@ -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" }
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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
809
src/nanovg_gl3.h
Normal 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(¶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.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(¶ms);
|
||||
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
|
Loading…
x
Reference in New Issue
Block a user