Merge pull request #561 from olilarkin/rendertriangles_fringe

Pass fringe parameter to renderTriangles
master
Mikko Mononen 2020-02-28 11:59:23 +02:00 committed by GitHub
commit f3825a08ce
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 4 additions and 4 deletions

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@ -2433,7 +2433,7 @@ static void nvg__renderText(NVGcontext* ctx, NVGvertex* verts, int nverts)
paint.innerColor.a *= state->alpha;
paint.outerColor.a *= state->alpha;
ctx->params.renderTriangles(ctx->params.userPtr, &paint, state->compositeOperation, &state->scissor, verts, nverts);
ctx->params.renderTriangles(ctx->params.userPtr, &paint, state->compositeOperation, &state->scissor, verts, nverts, ctx->fringeWidth);
ctx->drawCallCount++;
ctx->textTriCount += nverts/3;

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@ -664,7 +664,7 @@ struct NVGparams {
void (*renderFlush)(void* uptr);
void (*renderFill)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
void (*renderStroke)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths);
void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, const NVGvertex* verts, int nverts);
void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, const NVGvertex* verts, int nverts, float fringe);
void (*renderDelete)(void* uptr);
};
typedef struct NVGparams NVGparams;

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@ -1481,7 +1481,7 @@ error:
}
static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
const NVGvertex* verts, int nverts)
const NVGvertex* verts, int nverts, float fringe)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
GLNVGcall* call = glnvg__allocCall(gl);
@ -1504,7 +1504,7 @@ static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOper
call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
if (call->uniformOffset == -1) goto error;
frag = nvg__fragUniformPtr(gl, call->uniformOffset);
glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f, -1.0f);
glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
frag->type = NSVG_SHADER_IMG;
return;