Added OpenGL ES 2.0 back end
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139
example/example_gles2.c
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139
example/example_gles2.c
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@ -0,0 +1,139 @@
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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 <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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#define GLFW_INCLUDE_ES2
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#include <GLFW/glfw3.h>
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#include "nanovg.h"
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#define NANOVG_GLES2_IMPLEMENTATION
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#include "nanovg_gles2.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()) {
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printf("Failed to init GLFW.");
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return -1;
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}
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initFPS(&fps);
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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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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
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// window = glfwCreateWindow(1000, 600, "NanoVG", glfwGetPrimaryMonitor(), 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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glewExperimental = GL_TRUE;
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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 = nvgCreateGL3(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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if (loadDemoData(vg, &data) == -1)
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return -1;
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glfwSwapInterval(0);
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glfwSetTime(0);
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prevt = glfwGetTime();
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while (!glfwWindowShouldClose(window))
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{
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double mx, my, t, dt;
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int width, height;
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t = glfwGetTime();
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dt = t - prevt;
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prevt = t;
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updateFPS(&fps, dt);
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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_DEPTH_TEST);
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nvgBeginFrame(vg, width, height);
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renderDemo(vg, mx,my, width,height, t, blowup, &data);
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renderFPS(vg, 5,5, &fps);
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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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freeDemoData(vg, &data);
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nvgDeleteGLES2(vg);
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glfwTerminate();
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return 0;
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}
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27
premake4.lua
27
premake4.lua
@ -66,3 +66,30 @@ solution "nanovg"
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configuration "Release"
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defines { "NDEBUG" }
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flags { "Optimize", "ExtraWarnings"}
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project "example_gles2"
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kind "ConsoleApp"
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language "C"
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files { "example/example_gles2.c", "example/demo.c" }
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includedirs { "src", "example" }
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targetdir("build")
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links { "nanovg" }
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configuration { "linux" }
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links { "X11","Xrandr", "rt", "GL", "GLU", "pthread", "m", "glfw3", "GLEW" }
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defines { "NANOVG_GLEW" }
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configuration { "windows" }
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links { "glu32","opengl32", "gdi32", "winmm", "user32" }
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configuration { "macosx" }
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links { "glfw3" }
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linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit", "-framework CoreVideo" }
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configuration "Debug"
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defines { "DEBUG" }
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flags { "Symbols", "ExtraWarnings"}
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configuration "Release"
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defines { "NDEBUG" }
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flags { "Optimize", "ExtraWarnings"}
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816
src/nanovg_gles2.h
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816
src/nanovg_gles2.h
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//
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// Copyright (c) 2009-2013 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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#ifndef NANOVG_GLES2_H
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#define NANOVG_GLES2_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct NVGcontext* nvgCreateGLES2();
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void nvgDeleteGLES2(struct NVGcontext* ctx);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#ifdef NANOVG_GLES2_IMPLEMENTATION
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#include <stdlib.h>
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#include <string.h>
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#include "nanovg.h"
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enum GLNVGuniformLoc {
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GLNVG_LOC_VIEWSIZE,
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GLNVG_LOC_SCISSORMAT,
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GLNVG_LOC_SCISSOREXT,
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GLNVG_LOC_PAINTMAT,
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GLNVG_LOC_EXTENT,
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GLNVG_LOC_RADIUS,
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GLNVG_LOC_FEATHER,
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GLNVG_LOC_INNERCOL,
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GLNVG_LOC_OUTERCOL,
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GLNVG_LOC_STROKEMULT,
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GLNVG_LOC_TEX,
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GLNVG_LOC_TEXTYPE,
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GLNVG_LOC_TYPE,
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GLNVG_MAX_LOCS
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};
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enum GLNVGshaderType {
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NSVG_SHADER_FILLGRAD,
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NSVG_SHADER_FILLIMG,
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NSVG_SHADER_SIMPLE,
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NSVG_SHADER_IMG
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};
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struct GLNVGshader {
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GLuint prog;
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GLuint frag;
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GLuint vert;
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GLint loc[GLNVG_MAX_LOCS];
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};
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struct GLNVGtexture {
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int id;
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GLuint tex;
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int width, height;
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int type;
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};
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struct GLNVGcontext {
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struct GLNVGshader shader;
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/* struct GLNVGshader gradShader;
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struct GLNVGshader imgShader;
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struct GLNVGshader solidShader;
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struct GLNVGshader solidImgShader;*/
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struct GLNVGtexture* textures;
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float viewWidth, viewHeight;
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int ntextures;
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int ctextures;
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int textureId;
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GLuint vertArr;
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GLuint vertBuf;
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int vertArrSize;
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};
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static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl)
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{
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struct GLNVGtexture* tex = NULL;
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int i;
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for (i = 0; i < gl->ntextures; i++) {
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if (gl->textures[i].id == 0) {
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tex = &gl->textures[i];
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break;
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}
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}
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if (tex == NULL) {
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if (gl->ntextures+1 > gl->ctextures) {
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gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2;
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gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures);
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if (gl->textures == NULL) return NULL;
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}
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tex = &gl->textures[gl->ntextures++];
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}
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memset(tex, 0, sizeof(*tex));
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tex->id = ++gl->textureId;
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return tex;
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}
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static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id)
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{
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int i;
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for (i = 0; i < gl->ntextures; i++)
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if (gl->textures[i].id == id)
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return &gl->textures[i];
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return NULL;
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}
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static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id)
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{
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int i;
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for (i = 0; i < gl->ntextures; i++) {
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if (gl->textures[i].id == id) {
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if (gl->textures[i].tex != 0)
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glDeleteTextures(1, &gl->textures[i].tex);
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memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
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return 1;
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}
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}
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return 0;
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}
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static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
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{
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char str[512+1];
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int len = 0;
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glGetShaderInfoLog(shader, 512, &len, str);
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if (len > 512) len = 512;
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str[len] = '\0';
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printf("Shader %s/%s error:\n%s\n", name, type, str);
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}
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static void glnvg__dumpProgramError(GLuint prog, const char* name)
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{
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char str[512+1];
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int len = 0;
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glGetProgramInfoLog(prog, 512, &len, str);
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if (len > 512) len = 512;
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str[len] = '\0';
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printf("Program %s error:\n%s\n", name, str);
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}
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static int glnvg__checkError(const char* str)
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{
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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printf("Error %08x after %s\n", err, str);
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return 1;
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}
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return 0;
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}
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static int glnvg__createShader(struct GLNVGshader* shader, const char* name, const char* vshader, const char* fshader)
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{
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GLint status;
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GLuint prog, vert, frag;
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memset(shader, 0, sizeof(*shader));
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prog = glCreateProgram();
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vert = glCreateShader(GL_VERTEX_SHADER);
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frag = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(vert, 1, &vshader, 0);
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glShaderSource(frag, 1, &fshader, 0);
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glCompileShader(vert);
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glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpShaderError(vert, name, "vert");
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return 0;
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}
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glCompileShader(frag);
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glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpShaderError(frag, name, "frag");
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return 0;
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}
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glBindAttribLocation(prog, 0, "vertex");
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glBindAttribLocation(prog, 1, "tcoord");
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glBindAttribLocation(prog, 2, "color");
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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glnvg__dumpProgramError(prog, name);
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return 0;
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}
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shader->prog = prog;
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shader->vert = vert;
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shader->frag = frag;
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return 1;
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}
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static void glnvg__deleteShader(struct GLNVGshader* shader)
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{
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if (shader->prog != 0)
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glDeleteProgram(shader->prog);
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if (shader->vert != 0)
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glDeleteShader(shader->vert);
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if (shader->frag != 0)
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glDeleteShader(shader->frag);
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}
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static void glnvg__getUniforms(struct GLNVGshader* shader)
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{
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shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
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shader->loc[GLNVG_LOC_SCISSORMAT] = glGetUniformLocation(shader->prog, "scissorMat");
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shader->loc[GLNVG_LOC_SCISSOREXT] = glGetUniformLocation(shader->prog, "scissorExt");
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shader->loc[GLNVG_LOC_PAINTMAT] = glGetUniformLocation(shader->prog, "paintMat");
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shader->loc[GLNVG_LOC_EXTENT] = glGetUniformLocation(shader->prog, "extent");
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shader->loc[GLNVG_LOC_RADIUS] = glGetUniformLocation(shader->prog, "radius");
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shader->loc[GLNVG_LOC_FEATHER] = glGetUniformLocation(shader->prog, "feather");
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shader->loc[GLNVG_LOC_INNERCOL] = glGetUniformLocation(shader->prog, "innerCol");
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shader->loc[GLNVG_LOC_OUTERCOL] = glGetUniformLocation(shader->prog, "outerCol");
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shader->loc[GLNVG_LOC_STROKEMULT] = glGetUniformLocation(shader->prog, "strokeMult");
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shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
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shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
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shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type");
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}
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static int glnvg__renderCreate(void* uptr)
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{
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struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
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static const char* fillVertShader =
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"uniform vec2 viewSize;\n"
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"attribute vec2 vertex;\n"
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"attribute vec2 tcoord;\n"
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"attribute vec4 color;\n"
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"varying vec2 ftcoord;\n"
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"varying vec4 fcolor;\n"
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"varying vec2 fpos;\n"
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"void main(void) {\n"
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" ftcoord = tcoord;\n"
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" fcolor = color;\n"
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" fpos = vertex;\n"
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" gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
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"}\n";
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static const char* fillFragShader =
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"uniform mat3 scissorMat;\n"
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"uniform vec2 scissorExt;\n"
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"uniform mat3 paintMat;\n"
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"uniform vec2 extent;\n"
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"uniform float radius;\n"
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"uniform float feather;\n"
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"uniform vec4 innerCol;\n"
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"uniform vec4 outerCol;\n"
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"uniform float strokeMult;\n"
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"uniform sampler2D tex;\n"
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"uniform int texType;\n"
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"uniform int type;\n"
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"varying vec2 ftcoord;\n"
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"varying vec4 fcolor;\n"
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"varying vec2 fpos;\n"
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"\n"
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"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
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" vec2 ext2 = ext - vec2(rad,rad);\n"
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" vec2 d = abs(pt) - ext2;\n"
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" return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
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"}\n"
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"\n"
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"// Scissoring\n"
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"float scissorMask(vec2 p) {\n"
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" vec2 sc = vec2(0.5,0.5) - (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
|
||||
" return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
|
||||
"float strokeMask() {\n"
|
||||
" return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * ftcoord.y;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"void main(void) {\n"
|
||||
" if (type == 0) {\n"
|
||||
" float scissor = scissorMask(fpos);\n"
|
||||
" float strokeAlpha = strokeMask();\n"
|
||||
" // Calculate gradient color using box gradient\n"
|
||||
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
|
||||
" float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
|
||||
" vec4 color = mix(innerCol,outerCol,d);\n"
|
||||
" // Combine alpha\n"
|
||||
" color.w *= strokeAlpha * scissor;\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" } else if (type == 1) {\n"
|
||||
" float scissor = scissorMask(fpos);\n"
|
||||
" float strokeAlpha = strokeMask();\n"
|
||||
" // Calculate color fron texture\n"
|
||||
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
|
||||
" vec4 color = texture2D(tex, pt);\n"
|
||||
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
|
||||
" // Combine alpha\n"
|
||||
" color.w *= strokeAlpha * scissor;\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" } else if (type == 2) {\n"
|
||||
" gl_FragColor = vec4(1,1,1,1);\n"
|
||||
" } else if (type == 3) {\n"
|
||||
" vec4 color = texture2D(tex, ftcoord);\n"
|
||||
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
|
||||
" gl_FragColor = color * fcolor;\n"
|
||||
" }\n"
|
||||
"}\n";
|
||||
|
||||
glnvg__checkError("init");
|
||||
|
||||
if (glnvg__createShader(&gl->shader, "shader", fillVertShader, fillFragShader) == 0)
|
||||
return 0;
|
||||
|
||||
glnvg__checkError("uniform locations");
|
||||
glnvg__getUniforms(&gl->shader);
|
||||
|
||||
// Create dynamic vertex array
|
||||
glGenBuffers(1, &gl->vertBuf);
|
||||
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->shader.prog);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLIMG);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
|
||||
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
|
||||
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
|
||||
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], width*0.5f + aasize*0.5f);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
|
||||
glnvg__checkError("tex paint loc");
|
||||
glBindTexture(GL_TEXTURE_2D, tex->tex);
|
||||
glnvg__checkError("tex paint tex");
|
||||
} else {
|
||||
glUseProgram(gl->shader.prog);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_FILLGRAD);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
|
||||
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, scissorMat);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_SCISSOREXT], scissorx, scissory);
|
||||
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, paintMat);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_EXTENT], paint->extent[0], paint->extent[1]);
|
||||
glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], paint->radius);
|
||||
glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], paint->feather);
|
||||
glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, innerCol);
|
||||
glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, outerCol);
|
||||
glUniform1f(gl->shader.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++) {
|
||||
count += paths[i].nfill;
|
||||
count += paths[i].nstroke;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths)
|
||||
{
|
||||
const struct NVGpath* path;
|
||||
int i, n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
if (path->nfill > 0) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
|
||||
n += path->nfill;
|
||||
}
|
||||
if (path->nstroke > 0) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
|
||||
n += path->nstroke;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
|
||||
const float* bounds, const struct NVGpath* paths, int npaths)
|
||||
{
|
||||
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
|
||||
const struct NVGpath* path;
|
||||
int i, n, offset, maxCount;
|
||||
|
||||
if (gl->shader.prog == 0)
|
||||
return;
|
||||
|
||||
maxCount = glnvg__maxVertCount(paths, npaths);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
|
||||
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
|
||||
glnvg__uploadPaths(paths, npaths);
|
||||
|
||||
if (npaths == 1 && paths[0].convex) {
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
offset = n * sizeof(struct NVGvertex);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
|
||||
n += path->nfill + path->nstroke;
|
||||
}
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Draw fringes
|
||||
n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
offset = (n + path->nfill) * sizeof(struct NVGvertex);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
|
||||
n += path->nfill + path->nstroke;
|
||||
}
|
||||
|
||||
glUseProgram(0);
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
} else {
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
|
||||
|
||||
// Draw shapes
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilMask(0xff);
|
||||
glStencilFunc(GL_ALWAYS, 0, ~0);
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
glUseProgram(gl->shader.prog);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_SIMPLE);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
|
||||
glnvg__checkError("fill solid loc");
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
|
||||
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
|
||||
glDisable(GL_CULL_FACE);
|
||||
n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
offset = n * sizeof(struct NVGvertex);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
|
||||
n += path->nfill + path->nstroke;
|
||||
}
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Draw aliased off-pixels
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glStencilFunc(GL_EQUAL, 0x00, 0xff);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);
|
||||
|
||||
// Draw fringes
|
||||
n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
offset = (n + path->nfill) * sizeof(struct NVGvertex);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
|
||||
n += path->nfill + path->nstroke;
|
||||
}
|
||||
|
||||
// Draw fill
|
||||
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
|
||||
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
|
||||
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
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, n, offset, maxCount;
|
||||
|
||||
if (gl->shader.prog == 0)
|
||||
return;
|
||||
|
||||
glnvg__setupPaint(gl, paint, scissor, width, aasize);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
maxCount = glnvg__maxVertCount(paths, npaths);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
|
||||
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
|
||||
glnvg__uploadPaths(paths, npaths);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// Draw Strokes
|
||||
n = 0;
|
||||
for (i = 0; i < npaths; i++) {
|
||||
path = &paths[i];
|
||||
offset = (n + path->nfill) * sizeof(struct NVGvertex);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
|
||||
n += path->nfill + path->nstroke;
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, 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 (gl->shader.prog == 0)
|
||||
return;
|
||||
|
||||
if (tex != NULL) {
|
||||
glBindTexture(GL_TEXTURE_2D, tex->tex);
|
||||
}
|
||||
|
||||
glUseProgram(gl->shader.prog);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], NSVG_SHADER_IMG);
|
||||
glUniform2f(gl->shader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
|
||||
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], tex->type == NVG_TEXTURE_RGBA ? 0 : 1);
|
||||
glnvg__checkError("tris solid img loc");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
|
||||
glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
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->shader);
|
||||
|
||||
for (i = 0; i < gl->ntextures; i++) {
|
||||
if (gl->textures[i].tex != 0)
|
||||
glDeleteTextures(1, &gl->textures[i].tex);
|
||||
}
|
||||
free(gl->textures);
|
||||
|
||||
free(gl);
|
||||
}
|
||||
|
||||
|
||||
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 nvgDeleteGLES2(struct NVGcontext* ctx)
|
||||
{
|
||||
nvgDeleteInternal(ctx);
|
||||
}
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user