nanovg/src/nanovg_gl.h

1269 lines
35 KiB
C

//
// 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
#ifdef __cplusplus
extern "C" {
#endif
#define NVG_ANTIALIAS 1
#if defined NANOVG_GL2_IMPLEMENTATION
# define NANOVG_GL2 1
# define NANOVG_GL_IMPLEMENTATION 1
#elif defined NANOVG_GL3_IMPLEMENTATION
# define NANOVG_GL3 1
# define NANOVG_GL_IMPLEMENTATION 1
# define NANOVG_GL_USE_UNIFORMBUFFER 1
#elif defined NANOVG_GLES2_IMPLEMENTATION
# define NANOVG_GLES2 1
# define NANOVG_GL_IMPLEMENTATION 1
#elif defined NANOVG_GLES3_IMPLEMENTATION
# define NANOVG_GLES3 1
# define NANOVG_GL_IMPLEMENTATION 1
#endif
#if defined NANOVG_GL2
struct NVGcontext* nvgCreateGL2(int atlasw, int atlash, int edgeaa);
void nvgDeleteGL2(struct NVGcontext* ctx);
#elif defined NANOVG_GL3
struct NVGcontext* nvgCreateGL3(int atlasw, int atlash, int edgeaa);
void nvgDeleteGL3(struct NVGcontext* ctx);
#elif defined NANOVG_GLES2
struct NVGcontext* nvgCreateGLES2(int atlasw, int atlash, int edgeaa);
void nvgDeleteGLES2(struct NVGcontext* ctx);
#elif defined NANOVG_GLES3
struct NVGcontext* nvgCreateGLES3(int atlasw, int atlash, int edgeaa);
void nvgDeleteGLES3(struct NVGcontext* ctx);
#endif
#ifdef __cplusplus
}
#endif
#endif
#ifdef NANOVG_GL_IMPLEMENTATION
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "nanovg.h"
enum GLNVGuniformLoc {
#if NANOVG_GL_USE_UNIFORMBUFFER
GLNVG_LOC_VIEW,
GLNVG_LOC_FRAG,
#else
GLNVG_LOC_VIEWSIZE,
GLNVG_LOC_SCISSORMAT,
GLNVG_LOC_SCISSOREXT,
GLNVG_LOC_SCISSORSCALE,
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_TEXTYPE,
GLNVG_LOC_TYPE,
#endif
GLNVG_MAX_LOCS
};
enum GLNVGshaderType {
NSVG_SHADER_FILLGRAD,
NSVG_SHADER_FILLIMG,
NSVG_SHADER_SIMPLE,
NSVG_SHADER_IMG
};
#if NANOVG_GL_USE_UNIFORMBUFFER
enum GLNVGuniformBindings {
GLNVG_VIEW_BINDING = 0,
GLNVG_FRAG_BINDING = 1,
};
#endif
struct GLNVGshader {
GLuint prog;
GLuint frag;
GLuint vert;
GLint loc[GLNVG_MAX_LOCS];
};
struct GLNVGtexture {
int id;
GLuint tex;
int width, height;
int type;
};
enum GLNVGcallType {
GLNVG_FILL,
GLNVG_CONVEXFILL,
GLNVG_STROKE,
GLNVG_TRIANGLES,
};
struct GLNVGcall {
int type;
int image;
int pathOffset;
int pathCount;
int triangleOffset;
int triangleCount;
int uniformOffset;
};
struct GLNVGpath {
int fillOffset;
int fillCount;
int strokeOffset;
int strokeCount;
};
struct GLNVGfragUniforms {
float scissorMat[12]; // matrices are actually 3 vec4s
float paintMat[12];
struct NVGcolor innerCol;
struct NVGcolor outerCol;
float scissorExt[2];
float scissorScale[2];
float extent[2];
float radius;
float feather;
float strokeMult;
int texType;
int type;
};
struct GLNVGcontext {
struct GLNVGshader shader;
struct GLNVGtexture* textures;
float view[2];
int ntextures;
int ctextures;
int textureId;
GLuint vertBuf;
#if defined NANOVG_GL3
GLuint vertArr;
#endif
#if NANOVG_GL_USE_UNIFORMBUFFER
GLuint viewBuf;
GLuint fragBuf;
#endif
int fragSize;
int edgeAntiAlias;
// Per frame buffers
struct GLNVGcall* calls;
int ccalls;
int ncalls;
struct GLNVGpath* paths;
int cpaths;
int npaths;
struct NVGvertex* verts;
int cverts;
int nverts;
unsigned char* uniforms;
int cuniforms;
int nuniforms;
};
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* header, const char* opts, const char* vshader, const char* fshader)
{
GLint status;
GLuint prog, vert, frag;
const char* str[3];
str[0] = header;
str[1] = opts != NULL ? opts : "";
memset(shader, 0, sizeof(*shader));
prog = glCreateProgram();
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
str[2] = vshader;
glShaderSource(vert, 3, str, 0);
str[2] = fshader;
glShaderSource(frag, 3, str, 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");
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)
{
#if NANOVG_GL_USE_UNIFORMBUFFER
shader->loc[GLNVG_LOC_VIEW] = glGetUniformBlockIndex(shader->prog, "view");
shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
#else
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_SCISSORSCALE] = glGetUniformLocation(shader->prog, "scissorScale");
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_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type");
#endif
}
static int glnvg__renderCreate(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
int align = 1;
// TODO: mediump float may not be enough for GLES2 in iOS.
// see the following discussion: https://github.com/memononen/nanovg/issues/46
static const char* shaderHeader =
#if defined NANOVG_GL2
"#define NANOVG_GL2 1\n";
#elif defined NANOVG_GL3
"#version 150 core\n"
#if NANOVG_GL_USE_UNIFORMBUFFER
"#define USE_UNIFORMBUFFER 1\n"
#endif
"#define NANOVG_GL3 1\n";
#elif defined NANOVG_GLES2
"#version 100\n"
"precision mediump float;\n"
"#define NANOVG_GL2 1\n";
#elif defined NANOVG_GLES3
"#version 300 es\n"
"precision mediump float;\n"
"#define NANOVG_GL3 1\n";
#endif
static const char* fillVertShader =
"#ifdef NANOVG_GL3\n"
"#ifdef USE_UNIFORMBUFFER\n"
" layout(std140) uniform view {\n"
" vec2 viewSize;\n"
" };\n"
"#else\n"
" uniform vec2 viewSize;\n"
"#endif\n"
" in vec2 vertex;\n"
" in vec2 tcoord;\n"
" out vec2 ftcoord;\n"
" out vec2 fpos;\n"
"#else\n"
" uniform vec2 viewSize;\n"
" attribute vec2 vertex;\n"
" attribute vec2 tcoord;\n"
" varying vec2 ftcoord;\n"
" varying vec2 fpos;\n"
"#endif\n"
"void main(void) {\n"
" ftcoord = tcoord;\n"
" fpos = vertex;\n"
" gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
"}\n";
static const char* fillFragShader =
"#ifdef NANOVG_GL3\n"
"#ifdef USE_UNIFORMBUFFER\n"
" layout(std140) uniform frag {\n"
" mat3 scissorMat;\n"
" mat3 paintMat;\n"
" vec4 innerCol;\n"
" vec4 outerCol;\n"
" vec2 scissorExt;\n"
" vec2 scissorScale;\n"
" vec2 extent;\n"
" float radius;\n"
" float feather;\n"
" float strokeMult;\n"
" int texType;\n"
" int type;\n"
" };\n"
"#else\n"
" uniform mat3 scissorMat;\n"
" uniform mat3 paintMat;\n"
" uniform vec4 innerCol;\n"
" uniform vec4 outerCol;\n"
" uniform vec2 scissorExt;\n"
" uniform vec2 scissorScale;\n"
" uniform vec2 extent;\n"
" uniform float radius;\n"
" uniform float feather;\n"
" uniform float strokeMult;\n"
" uniform int texType;\n"
" uniform int type;\n"
"#endif\n"
" uniform sampler2D tex;\n"
" in vec2 ftcoord;\n"
" in vec2 fpos;\n"
" out vec4 outColor;\n"
"#else\n"
" uniform mat3 scissorMat;\n"
" uniform mat3 paintMat;\n"
" uniform vec4 innerCol;\n"
" uniform vec4 outerCol;\n"
" uniform vec2 scissorExt;\n"
" uniform vec2 scissorScale;\n"
" uniform vec2 extent;\n"
" uniform float radius;\n"
" uniform float feather;\n"
" uniform float strokeMult;\n"
" uniform int texType;\n"
" uniform int type;\n"
" uniform sampler2D tex;\n"
" varying vec2 ftcoord;\n"
" varying vec2 fpos;\n"
"#endif\n"
"\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"
"\n"
"// Scissoring\n"
"float scissorMask(vec2 p) {\n"
" vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
" sc = vec2(0.5,0.5) - sc * scissorScale;\n"
" return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
"}\n"
"#ifdef EDGE_AA\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) * min(1.0, ftcoord.y);\n"
"}\n"
"#endif\n"
"\n"
"void main(void) {\n"
" vec4 result;\n"
" float scissor = scissorMask(fpos);\n"
"#ifdef EDGE_AA\n"
" float strokeAlpha = strokeMask();\n"
"#else\n"
" float strokeAlpha = 1.0;\n"
"#endif\n"
" if (type == 0) { // Gradient\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"
" result = color;\n"
" } else if (type == 1) { // Image\n"
" // Calculate color fron texture\n"
" vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
"#ifdef NANOVG_GL3\n"
" vec4 color = texture(tex, pt);\n"
"#else\n"
" vec4 color = texture2D(tex, pt);\n"
"#endif\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" // Combine alpha\n"
" color.w *= strokeAlpha * scissor;\n"
" result = color;\n"
" } else if (type == 2) { // Stencil fill\n"
" result = vec4(1,1,1,1);\n"
" } else if (type == 3) { // Textured tris\n"
"#ifdef NANOVG_GL3\n"
" vec4 color = texture(tex, ftcoord);\n"
"#else\n"
" vec4 color = texture2D(tex, ftcoord);\n"
"#endif\n"
" color = texType == 0 ? color : vec4(1,1,1,color.x);\n"
" color.w *= scissor;\n"
" result = color * innerCol;\n"
" }\n"
"#ifdef NANOVG_GL3\n"
" outColor = result;\n"
"#else\n"
" gl_FragColor = result;\n"
"#endif\n"
"}\n";
glnvg__checkError("init");
if (gl->edgeAntiAlias) {
if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
return 0;
} else {
if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
return 0;
}
glnvg__checkError("uniform locations");
glnvg__getUniforms(&gl->shader);
// Create dynamic vertex array
#if defined NANOVG_GL3
glGenVertexArrays(1, &gl->vertArr);
#endif
glGenBuffers(1, &gl->vertBuf);
#if NANOVG_GL_USE_UNIFORMBUFFER
// Create UBOs
glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_VIEW], GLNVG_VIEW_BINDING);
glGenBuffers(1, &gl->viewBuf);
glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
glGenBuffers(1, &gl->fragBuf);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
#endif
gl->fragSize = sizeof(struct GLNVGfragUniforms) + align - sizeof(struct GLNVGfragUniforms) % align;
glnvg__checkError("create done");
glFinish();
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);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
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);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
if (glnvg__checkError("create tex"))
return 0;
glBindTexture(GL_TEXTURE_2D, 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);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
#else
// No support for all of skip, need to update a whole row at a time.
if (tex->type == NVG_TEXTURE_RGBA)
data += y*tex->width*4;
else
data += y*tex->width;
x = 0;
w = tex->width;
#endif
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);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
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__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 invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1];
if (det > -1e-6 && det < 1e-6) {
glnvg__xformIdentity(t);
return;
}
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__xformToMat3x4(float* m3, float* t)
{
m3[0] = t[0];
m3[1] = t[1];
m3[2] = 0.0f;
m3[3] = 0.0f;
m3[4] = t[2];
m3[5] = t[3];
m3[6] = 0.0f;
m3[7] = 0.0f;
m3[8] = t[4];
m3[9] = t[5];
m3[10] = 1.0f;
m3[11] = 0.0f;
}
static int glnvg__convertPaint(struct GLNVGcontext* gl, struct GLNVGfragUniforms* frag, struct NVGpaint* paint,
struct NVGscissor* scissor, float width, float fringe)
{
struct GLNVGtexture* tex = NULL;
float invxform[6];
memset(frag, 0, sizeof(*frag));
frag->innerCol = paint->innerColor;
frag->outerCol = paint->outerColor;
glnvg__xformInverse(invxform, paint->xform);
glnvg__xformToMat3x4(frag->paintMat, invxform);
if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) {
memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
frag->scissorExt[0] = 1.0f;
frag->scissorExt[1] = 1.0f;
frag->scissorScale[0] = 1.0f;
frag->scissorScale[1] = 1.0f;
} else {
glnvg__xformInverse(invxform, scissor->xform);
glnvg__xformToMat3x4(frag->scissorMat, invxform);
frag->scissorExt[0] = scissor->extent[0];
frag->scissorExt[1] = scissor->extent[1];
frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
}
memcpy(frag->extent, paint->extent, sizeof(frag->extent));
frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
if (paint->image != 0) {
tex = glnvg__findTexture(gl, paint->image);
if (tex == NULL) return 0;
frag->type = NSVG_SHADER_FILLIMG;
frag->texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1;
} else {
frag->type = NSVG_SHADER_FILLGRAD;
frag->radius = paint->radius;
frag->feather = paint->feather;
}
return 1;
}
static struct GLNVGfragUniforms* nvg__fragUniformPtr(struct GLNVGcontext* gl, int i);
#if !NANOVG_GL_USE_UNIFORMBUFFER
static void glnvg__mat3(float* dst, float* src)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = src[4];
dst[4] = src[5];
dst[5] = src[6];
dst[6] = src[8];
dst[7] = src[9];
dst[8] = src[10];
}
#endif
static void glnvg__setUniforms(struct GLNVGcontext* gl, int uniformOffset, int image)
{
#if NANOVG_GL_USE_UNIFORMBUFFER
glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(struct GLNVGfragUniforms));
#else
struct GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
float tmp[9]; // Maybe there's a way to get rid of this...
glnvg__mat3(tmp, frag->scissorMat);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_SCISSORMAT], 1, GL_FALSE, tmp);
glnvg__mat3(tmp, frag->paintMat);
glUniformMatrix3fv(gl->shader.loc[GLNVG_LOC_PAINTMAT], 1, GL_FALSE, tmp);
glUniform4fv(gl->shader.loc[GLNVG_LOC_INNERCOL], 1, frag->innerCol.rgba);
glUniform4fv(gl->shader.loc[GLNVG_LOC_OUTERCOL], 1, frag->outerCol.rgba);
glUniform2fv(gl->shader.loc[GLNVG_LOC_SCISSOREXT], 1, frag->scissorExt);
glUniform2fv(gl->shader.loc[GLNVG_LOC_SCISSORSCALE], 1, frag->scissorScale);
glUniform2fv(gl->shader.loc[GLNVG_LOC_EXTENT], 1, frag->extent);
glUniform1f(gl->shader.loc[GLNVG_LOC_RADIUS], frag->radius);
glUniform1f(gl->shader.loc[GLNVG_LOC_FEATHER], frag->feather);
glUniform1f(gl->shader.loc[GLNVG_LOC_STROKEMULT], frag->strokeMult);
glUniform1i(gl->shader.loc[GLNVG_LOC_TEXTYPE], frag->texType);
glUniform1i(gl->shader.loc[GLNVG_LOC_TYPE], frag->type);
#endif
if (image != 0) {
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
glBindTexture(GL_TEXTURE_2D, tex != NULL ? tex->tex : 0);
glnvg__checkError("tex paint tex");
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
}
static void glnvg__renderViewport(void* uptr, int width, int height, int alphaBlend)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
NVG_NOTUSED(alphaBlend);
gl->view[0] = (float)width;
gl->view[1] = (float)height;
}
static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call)
{
struct GLNVGpath* paths = &gl->paths[call->pathOffset];
int i, npaths = call->pathCount;
// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0L);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// set bindpoint for solid loc
glnvg__setUniforms(gl, call->uniformOffset, 0);
glnvg__checkError("fill simple");
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++)
glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
glEnable(GL_CULL_FACE);
// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
glnvg__checkError("fill fill");
if (gl->edgeAntiAlias) {
glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Draw fringes
for (i = 0; i < npaths; i++)
glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
}
// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
glDisable(GL_STENCIL_TEST);
}
static void glnvg__convexFill(struct GLNVGcontext* gl, struct GLNVGcall* call)
{
struct GLNVGpath* paths = &gl->paths[call->pathOffset];
int i, npaths = call->pathCount;
glnvg__setUniforms(gl, call->uniformOffset, call->image);
glnvg__checkError("convex fill");
for (i = 0; i < npaths; i++)
glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
if (gl->edgeAntiAlias) {
// Draw fringes
for (i = 0; i < npaths; i++)
glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
}
}
static void glnvg__stroke(struct GLNVGcontext* gl, struct GLNVGcall* call)
{
struct GLNVGpath* paths = &gl->paths[call->pathOffset];
int npaths = call->pathCount, i;
glnvg__setUniforms(gl, call->uniformOffset, call->image);
glnvg__checkError("stroke fill");
// Draw Strokes
for (i = 0; i < npaths; i++)
glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
}
static void glnvg__triangles(struct GLNVGcontext* gl, struct GLNVGcall* call)
{
glnvg__setUniforms(gl, call->uniformOffset, call->image);
glnvg__checkError("triangles fill");
glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
}
static void glnvg__renderFlush(void* uptr, int alphaBlend)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
int i;
if (gl->ncalls > 0) {
// Setup require GL state.
glUseProgram(gl->shader.prog);
if (alphaBlend == NVG_PREMULTIPLIED_ALPHA)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilMask(0xffffffff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
glActiveTexture(GL_TEXTURE0);
#if NANOVG_GL_USE_UNIFORMBUFFER
// Upload ubo for frag shaders
glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
#endif
// Upload vertex data
#if defined NANOVG_GL3
glBindVertexArray(gl->vertArr);
#endif
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(struct NVGvertex), gl->verts, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
#if NANOVG_GL_USE_UNIFORMBUFFER
// once per frame set ubo for view
glBindBuffer(GL_UNIFORM_BUFFER, gl->viewBuf);
glBufferData(GL_UNIFORM_BUFFER, sizeof(gl->view), 0, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(gl->view), gl->view, GL_STREAM_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, GLNVG_VIEW_BINDING, gl->viewBuf);
glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
#else
glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
#endif
for (i = 0; i < gl->ncalls; i++) {
struct GLNVGcall* call = &gl->calls[i];
if (call->type == GLNVG_FILL)
glnvg__fill(gl, call);
else if (call->type == GLNVG_CONVEXFILL)
glnvg__convexFill(gl, call);
else if (call->type == GLNVG_STROKE)
glnvg__stroke(gl, call);
else if (call->type == GLNVG_TRIANGLES)
glnvg__triangles(gl, call);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
#if defined NANOVG_GL3
glBindVertexArray(0);
#endif
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Reset calls
gl->nverts = 0;
gl->npaths = 0;
gl->ncalls = 0;
gl->nuniforms = 0;
}
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 int glnvg__maxi(int a, int b) { return a > b ? a : b; }
static struct GLNVGcall* glnvg__allocCall(struct GLNVGcontext* gl)
{
struct GLNVGcall* ret = NULL;
if (gl->ncalls+1 > gl->ccalls) {
gl->ccalls = gl->ccalls == 0 ? 32 : gl->ccalls * 2;
gl->calls = (struct GLNVGcall*)realloc(gl->calls, sizeof(struct GLNVGcall) * gl->ccalls);
}
ret = &gl->calls[gl->ncalls++];
memset(ret, 0, sizeof(struct GLNVGcall));
return ret;
}
static int glnvg__allocPaths(struct GLNVGcontext* gl, int n)
{
int ret = 0;
if (gl->npaths+n > gl->cpaths) {
gl->cpaths = gl->cpaths == 0 ? glnvg__maxi(n, 32) : gl->cpaths * 2;
gl->paths = (struct GLNVGpath*)realloc(gl->paths, sizeof(struct GLNVGpath) * gl->cpaths);
}
ret = gl->npaths;
gl->npaths += n;
return ret;
}
static int glnvg__allocVerts(struct GLNVGcontext* gl, int n)
{
int ret = 0;
if (gl->nverts+n > gl->cverts) {
gl->cverts = gl->cverts == 0 ? glnvg__maxi(n, 256) : gl->cverts * 2;
gl->verts = (struct NVGvertex*)realloc(gl->verts, sizeof(struct NVGvertex) * gl->cverts);
}
ret = gl->nverts;
gl->nverts += n;
return ret;
}
static int glnvg__allocFragUniforms(struct GLNVGcontext* gl, int n)
{
int ret = 0, structSize = gl->fragSize;
if (gl->nuniforms+n > gl->cuniforms) {
gl->cuniforms = gl->cuniforms == 0 ? glnvg__maxi(n, 32) : gl->cuniforms * 2;
gl->uniforms = (unsigned char*)realloc(gl->uniforms, gl->cuniforms * structSize);
}
ret = gl->nuniforms * structSize;
gl->nuniforms += n;
return ret;
}
static struct GLNVGfragUniforms* nvg__fragUniformPtr(struct GLNVGcontext* gl, int i)
{
return (struct GLNVGfragUniforms*)&gl->uniforms[i];
}
static void glnvg__vset(struct NVGvertex* vtx, float x, float y, float u, float v)
{
vtx->x = x;
vtx->y = y;
vtx->u = u;
vtx->v = v;
}
static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe,
const float* bounds, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGcall* call = glnvg__allocCall(gl);
struct NVGvertex* quad;
struct GLNVGfragUniforms* frag;
int i, maxverts, offset;
call->type = GLNVG_FILL;
call->pathOffset = glnvg__allocPaths(gl, npaths);
call->pathCount = npaths;
call->image = paint->image;
if (npaths == 1 && paths[0].convex)
call->type = GLNVG_CONVEXFILL;
// Allocate vertices for all the paths.
maxverts = glnvg__maxVertCount(paths, npaths) + 6;
offset = glnvg__allocVerts(gl, maxverts);
for (i = 0; i < npaths; i++) {
struct GLNVGpath* copy = &gl->paths[call->pathOffset + i];
const struct NVGpath* path = &paths[i];
memset(copy, 0, sizeof(struct GLNVGpath));
if (path->nfill > 0) {
copy->fillOffset = offset;
copy->fillCount = path->nfill;
memcpy(&gl->verts[offset], path->fill, sizeof(struct NVGvertex) * path->nfill);
offset += path->nfill;
}
if (path->nstroke > 0) {
copy->strokeOffset = offset;
copy->strokeCount = path->nstroke;
memcpy(&gl->verts[offset], path->stroke, sizeof(struct NVGvertex) * path->nstroke);
offset += path->nstroke;
}
}
// Quad
call->triangleOffset = offset;
call->triangleCount = 6;
quad = &gl->verts[call->triangleOffset];
glnvg__vset(&quad[0], bounds[0], bounds[3], 0.5f, 1.0f);
glnvg__vset(&quad[1], bounds[2], bounds[3], 0.5f, 1.0f);
glnvg__vset(&quad[2], bounds[2], bounds[1], 0.5f, 1.0f);
glnvg__vset(&quad[3], bounds[0], bounds[3], 0.5f, 1.0f);
glnvg__vset(&quad[4], bounds[2], bounds[1], 0.5f, 1.0f);
glnvg__vset(&quad[5], bounds[0], bounds[1], 0.5f, 1.0f);
// Setup uniforms for draw calls
if (call->type == GLNVG_FILL) {
call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
// Simple shader for stencil
frag = nvg__fragUniformPtr(gl, call->uniformOffset);
memset(frag, 0, sizeof(*frag));
frag->type = NSVG_SHADER_SIMPLE;
// Fill shader
glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe);
} else {
call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
// Fill shader
glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe);
}
}
static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe,
float strokeWidth, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGcall* call = glnvg__allocCall(gl);
int i, maxverts, offset;
call->type = GLNVG_STROKE;
call->pathOffset = glnvg__allocPaths(gl, npaths);
call->pathCount = npaths;
call->image = paint->image;
// Allocate vertices for all the paths.
maxverts = glnvg__maxVertCount(paths, npaths);
offset = glnvg__allocVerts(gl, maxverts);
for (i = 0; i < npaths; i++) {
struct GLNVGpath* copy = &gl->paths[call->pathOffset + i];
const struct NVGpath* path = &paths[i];
memset(copy, 0, sizeof(struct GLNVGpath));
if (path->nstroke) {
copy->strokeOffset = offset;
copy->strokeCount = path->nstroke;
memcpy(&gl->verts[offset], path->stroke, sizeof(struct NVGvertex) * path->nstroke);
offset += path->nstroke;
}
}
// Fill shader
call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe);
}
static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor,
const struct NVGvertex* verts, int nverts)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
struct GLNVGcall* call = glnvg__allocCall(gl);
struct GLNVGfragUniforms* frag;
call->type = GLNVG_TRIANGLES;
call->image = paint->image;
// Allocate vertices for all the paths.
call->triangleOffset = glnvg__allocVerts(gl, nverts);
call->triangleCount = nverts;
memcpy(&gl->verts[call->triangleOffset], verts, sizeof(struct NVGvertex) * nverts);
// Fill shader
call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
frag = nvg__fragUniformPtr(gl, call->uniformOffset);
glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f);
frag->type = NSVG_SHADER_IMG;
}
static void glnvg__renderDelete(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
int i;
if (gl == NULL) return;
glnvg__deleteShader(&gl->shader);
#if NANOVG_GL3
#if NANOVG_GL_USE_UNIFORMBUFFER
if (gl->viewBuf != 0)
glDeleteBuffers(1, &gl->viewBuf);
if (gl->fragBuf != 0)
glDeleteBuffers(1, &gl->fragBuf);
#endif
if (gl->vertArr != 0)
glDeleteVertexArrays(1, &gl->vertArr);
#endif
if (gl->vertBuf != 0)
glDeleteBuffers(1, &gl->vertBuf);
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].tex != 0)
glDeleteTextures(1, &gl->textures[i].tex);
}
free(gl->textures);
free(gl);
}
#if defined NANOVG_GL2
struct NVGcontext* nvgCreateGL2(int atlasw, int atlash, int edgeaa)
#elif defined NANOVG_GL3
struct NVGcontext* nvgCreateGL3(int atlasw, int atlash, int edgeaa)
#elif defined NANOVG_GLES2
struct NVGcontext* nvgCreateGLES2(int atlasw, int atlash, int edgeaa)
#elif defined NANOVG_GLES3
struct NVGcontext* nvgCreateGLES3(int atlasw, int atlash, int edgeaa)
#endif
{
struct NVGparams params;
struct NVGcontext* ctx = NULL;
struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext));
if (gl == NULL) goto error;
memset(gl, 0, sizeof(struct GLNVGcontext));
memset(&params, 0, sizeof(params));
params.renderCreate = glnvg__renderCreate;
params.renderCreateTexture = glnvg__renderCreateTexture;
params.renderDeleteTexture = glnvg__renderDeleteTexture;
params.renderUpdateTexture = glnvg__renderUpdateTexture;
params.renderGetTextureSize = glnvg__renderGetTextureSize;
params.renderViewport = glnvg__renderViewport;
params.renderFlush = glnvg__renderFlush;
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;
params.edgeAntiAlias = edgeaa;
gl->edgeAntiAlias = edgeaa;
ctx = nvgCreateInternal(&params);
if (ctx == NULL) goto error;
return ctx;
error:
// 'gl' is freed by nvgDeleteInternal.
if (ctx != NULL) nvgDeleteInternal(ctx);
return NULL;
}
#if NANOVG_GL2
void nvgDeleteGL2(struct NVGcontext* ctx)
#elif NANOVG_GL3
void nvgDeleteGL3(struct NVGcontext* ctx)
#elif NANOVG_GLES2
void nvgDeleteGLES2(struct NVGcontext* ctx)
#elif NANOVG_GLES3
void nvgDeleteGLES3(struct NVGcontext* ctx)
#endif
{
nvgDeleteInternal(ctx);
}
#endif