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-rw-r--r--libs/dgl/src/nanovg/nanovg_gl.h1293
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diff --git a/libs/dgl/src/nanovg/nanovg_gl.h b/libs/dgl/src/nanovg/nanovg_gl.h
deleted file mode 100644
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--- a/libs/dgl/src/nanovg/nanovg_gl.h
+++ /dev/null
@@ -1,1293 +0,0 @@
-//
-// 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 {
- GLNVG_LOC_VIEWSIZE,
- GLNVG_LOC_TEX,
-#if NANOVG_GL_USE_UNIFORMBUFFER
- GLNVG_LOC_FRAG,
-#else
- 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_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_FRAG_BINDING = 0,
-};
-#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_NONE = 0,
- 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 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 int glnvg__maxi(int a, int b) { return a > b ? a : b; }
-
-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) {
- struct GLNVGtexture* textures;
- int ctextures = glnvg__maxi(gl->ntextures+1, 4) + gl->ctextures/2; // 1.5x Overallocate
- textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*ctextures);
- if (textures == NULL) return NULL;
- gl->textures = textures;
- gl->ctextures = ctextures;
- }
- 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)
-{
- shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
- shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
-
-#if NANOVG_GL_USE_UNIFORMBUFFER
- shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
-#else
- 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_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 = 4;
-
- // 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"
- " uniform vec2 viewSize;\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_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
-#if defined(NANOVG_GLES2)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
-#elif defined(NANOVG_GLES3)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
-#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
-#endif
-
- 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
-#ifdef NANOVG_GLES2
- glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
-#else
- glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
-#endif
-
- 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__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;
-
- nvgTransformInverse(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 {
- nvgTransformInverse(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
- 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);
-
- 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);
- glFrontFace(GL_CCW);
- 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)));
-
- // Set view and texture just once per frame.
- glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
- glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
-
-#if NANOVG_GL_USE_UNIFORMBUFFER
- glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
-#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 struct GLNVGcall* glnvg__allocCall(struct GLNVGcontext* gl)
-{
- struct GLNVGcall* ret = NULL;
- if (gl->ncalls+1 > gl->ccalls) {
- struct GLNVGcall* calls;
- int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls; // 1.5x Overallocate
- calls = (struct GLNVGcall*)realloc(gl->calls, sizeof(struct GLNVGcall) * ccalls);
- if (calls == NULL) return NULL;
- gl->calls = calls;
- gl->ccalls = 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) {
- struct GLNVGpath* paths;
- int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths; // 1.5x Overallocate
- paths = (struct GLNVGpath*)realloc(gl->paths, sizeof(struct GLNVGpath) * cpaths);
- if (paths == NULL) return -1;
- gl->paths = paths;
- gl->cpaths = 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) {
- struct NVGvertex* verts;
- int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
- verts = (struct NVGvertex*)realloc(gl->verts, sizeof(struct NVGvertex) * cverts);
- if (verts == NULL) return -1;
- gl->verts = verts;
- gl->cverts = 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) {
- unsigned char* uniforms;
- int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
- uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
- if (uniforms == NULL) return -1;
- gl->uniforms = uniforms;
- gl->cuniforms = cuniforms;
- }
- 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;
-
- if (call == NULL) return;
-
- call->type = GLNVG_FILL;
- call->pathOffset = glnvg__allocPaths(gl, npaths);
- if (call->pathOffset == -1) goto error;
- 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);
- if (offset == -1) goto error;
-
- 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);
- if (call->uniformOffset == -1) goto error;
- // 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);
- if (call->uniformOffset == -1) goto error;
- // Fill shader
- glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe);
- }
-
- return;
-
-error:
- // We get here if call alloc was ok, but something else is not.
- // Roll back the last call to prevent drawing it.
- if (gl->ncalls > 0) gl->ncalls--;
-}
-
-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;
-
- if (call == NULL) return;
-
- call->type = GLNVG_STROKE;
- call->pathOffset = glnvg__allocPaths(gl, npaths);
- if (call->pathOffset == -1) goto error;
- call->pathCount = npaths;
- call->image = paint->image;
-
- // Allocate vertices for all the paths.
- maxverts = glnvg__maxVertCount(paths, npaths);
- offset = glnvg__allocVerts(gl, maxverts);
- if (offset == -1) goto error;
-
- 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);
- if (call->uniformOffset == -1) goto error;
- glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe);
-
- return;
-
-error:
- // We get here if call alloc was ok, but something else is not.
- // Roll back the last call to prevent drawing it.
- if (gl->ncalls > 0) gl->ncalls--;
-}
-
-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;
-
- if (call == NULL) return;
-
- call->type = GLNVG_TRIANGLES;
- call->image = paint->image;
-
- // Allocate vertices for all the paths.
- call->triangleOffset = glnvg__allocVerts(gl, nverts);
- if (call->triangleOffset == -1) goto error;
- call->triangleCount = nverts;
-
- memcpy(&gl->verts[call->triangleOffset], verts, sizeof(struct NVGvertex) * nverts);
-
- // Fill shader
- 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);
- frag->type = NSVG_SHADER_IMG;
-
- return;
-
-error:
- // We get here if call alloc was ok, but something else is not.
- // Roll back the last call to prevent drawing it.
- if (gl->ncalls > 0) gl->ncalls--;
-}
-
-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->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