37#if defined NANOVG_GL2_IMPLEMENTATION
39# define NANOVG_GL_IMPLEMENTATION 1
40#elif defined NANOVG_GL3_IMPLEMENTATION
42# define NANOVG_GL_IMPLEMENTATION 1
43# define NANOVG_GL_USE_UNIFORMBUFFER 1
44#elif defined NANOVG_GLES2_IMPLEMENTATION
45# define NANOVG_GLES2 1
46# define NANOVG_GL_IMPLEMENTATION 1
47#elif defined NANOVG_GLES3_IMPLEMENTATION
48# define NANOVG_GLES3 1
49# define NANOVG_GL_IMPLEMENTATION 1
52#define NANOVG_GL_USE_STATE_FILTER (1)
63int nvglCreateImageFromHandleGL2(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int flags);
64GLuint nvglImageHandleGL2(
NVGcontext* ctx,
int image);
74int nvglCreateImageFromHandleGL3(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int flags);
75GLuint nvglImageHandleGL3(
NVGcontext* ctx,
int image);
79#if defined NANOVG_GLES2
85int nvglCreateImageFromHandleGLES2(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int flags);
86GLuint nvglImageHandleGLES2(
NVGcontext* ctx,
int image);
90#if defined NANOVG_GLES3
96int nvglCreateImageFromHandleGLES3(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int flags);
97GLuint nvglImageHandleGLES3(
NVGcontext* ctx,
int image);
112#ifdef NANOVG_GL_IMPLEMENTATION
120enum GLNVGuniformLoc {
127enum GLNVGshaderType {
128 NSVG_SHADER_FILLGRAD,
134#if NANOVG_GL_USE_UNIFORMBUFFER
135enum GLNVGuniformBindings {
136 GLNVG_FRAG_BINDING = 0,
144 GLint loc[GLNVG_MAX_LOCS];
146typedef struct GLNVGshader GLNVGshader;
154#if defined NANOVG_GLES2
158typedef struct GLNVGtexture GLNVGtexture;
167typedef struct GLNVGblend GLNVGblend;
185 GLNVGblend blendFunc;
187typedef struct GLNVGcall GLNVGcall;
195typedef struct GLNVGpath GLNVGpath;
197struct GLNVGfragUniforms {
198 #if NANOVG_GL_USE_UNIFORMBUFFER
199 float scissorMat[12];
204 float scissorScale[2];
215 #define NANOVG_GL_UNIFORMARRAY_SIZE 11
218 float scissorMat[12];
223 float scissorScale[2];
232 float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
236typedef struct GLNVGfragUniforms GLNVGfragUniforms;
238struct GLNVGtextureContext {
240 GLNVGtexture* textures;
245typedef struct GLNVGtextureContext GLNVGtextureContext;
249 GLNVGtextureContext* textureContext;
252#if defined NANOVG_GL3
255#if NANOVG_GL_USE_UNIFORMBUFFER
271 unsigned char* uniforms;
276 #if NANOVG_GL_USE_STATE_FILTER
280 GLint stencilFuncRef;
281 GLuint stencilFuncMask;
282 GLNVGblend blendFunc;
287typedef struct GLNVGcontext GLNVGcontext;
289static int glnvg__maxi(
int a,
int b) {
return a >
b ?
a :
b; }
292static unsigned int glnvg__nearestPow2(
unsigned int num)
294 unsigned n = num > 0 ? num - 1 : 0;
305static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
307#if NANOVG_GL_USE_STATE_FILTER
308 if (gl->boundTexture != tex) {
309 gl->boundTexture = tex;
310 glBindTexture(GL_TEXTURE_2D, tex);
313 glBindTexture(GL_TEXTURE_2D, tex);
317static void glnvg__stencilMask(GLNVGcontext* gl, GLuint
mask)
319#if NANOVG_GL_USE_STATE_FILTER
320 if (gl->stencilMask !=
mask) {
321 gl->stencilMask =
mask;
329static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint
mask)
331#if NANOVG_GL_USE_STATE_FILTER
332 if ((gl->stencilFunc != func) ||
333 (gl->stencilFuncRef != ref) ||
334 (gl->stencilFuncMask !=
mask)) {
336 gl->stencilFunc =
func;
337 gl->stencilFuncRef = ref;
338 gl->stencilFuncMask =
mask;
339 glStencilFunc(func, ref,
mask);
342 glStencilFunc(func, ref,
mask);
345static void glnvg__blendFuncSeparate(GLNVGcontext* gl,
const GLNVGblend* blend)
347#if NANOVG_GL_USE_STATE_FILTER
348 if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
349 (gl->blendFunc.dstRGB != blend->dstRGB) ||
350 (gl->blendFunc.srcAlpha != blend->srcAlpha) ||
351 (gl->blendFunc.dstAlpha != blend->dstAlpha)) {
353 gl->blendFunc = *blend;
354 glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
357 glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
361static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
363 GLNVGtexture* tex =
NULL;
366 for (
i = 0;
i < gl->textureContext->ntextures;
i++) {
367 if (gl->textureContext->textures[
i].id == 0) {
368 tex = &gl->textureContext->textures[
i];
373 if (gl->textureContext->ntextures+1 > gl->textureContext->ctextures) {
374 GLNVGtexture* textures;
375 int ctextures = glnvg__maxi(gl->textureContext->ntextures+1, 4) + gl->textureContext->ctextures/2;
376 textures = (GLNVGtexture*)realloc(gl->textureContext->textures,
sizeof(GLNVGtexture)*ctextures);
378 gl->textureContext->textures = textures;
379 gl->textureContext->ctextures = ctextures;
381 tex = &gl->textureContext->textures[gl->textureContext->ntextures++];
384 memset(tex, 0,
sizeof(*tex));
385 tex->id = ++gl->textureContext->textureId;
390static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl,
int id)
393 for (
i = 0;
i < gl->textureContext->ntextures;
i++)
394 if (gl->textureContext->textures[
i].id ==
id)
395 return &gl->textureContext->textures[
i];
399static int glnvg__deleteTexture(GLNVGcontext* gl,
int id)
402 for (
i = 0;
i < gl->textureContext->ntextures;
i++) {
403 if (gl->textureContext->textures[
i].id ==
id) {
404 if (gl->textureContext->textures[
i].tex != 0 && (gl->textureContext->textures[
i].flags &
NVG_IMAGE_NODELETE) == 0)
406 glDeleteTextures(1, &gl->textureContext->textures[
i].tex);
407#if defined NANOVG_GLES2
408 free(gl->textureContext->textures[
i].data);
411 memset(&gl->textureContext->textures[
i], 0,
sizeof(gl->textureContext->textures[
i]));
418static void glnvg__dumpShaderError(GLuint shader,
const char*
name,
const char*
type)
422 glGetShaderInfoLog(shader, 512, &len, str);
423 if (len > 512) len = 512;
425 printf(
"Shader %s/%s error:\n%s\n",
name,
type, str);
428static void glnvg__dumpProgramError(GLuint prog,
const char*
name)
432 glGetProgramInfoLog(prog, 512, &len, str);
433 if (len > 512) len = 512;
435 printf(
"Program %s error:\n%s\n",
name, str);
438static void glnvg__checkError(GLNVGcontext* gl,
const char* str)
441 if ((gl->flags &
NVG_DEBUG) == 0)
return;
443 if (err != GL_NO_ERROR) {
444 printf(
"Error %08x after %s\n", err, str);
449static int glnvg__createShader(GLNVGshader* shader,
const char*
name,
const char* header,
const char* opts,
const char* vshader,
const char* fshader)
452 GLuint prog, vert, frag;
455 str[1] = opts !=
NULL ? opts :
"";
457 memset(shader, 0,
sizeof(*shader));
459 prog = glCreateProgram();
460 vert = glCreateShader(GL_VERTEX_SHADER);
461 frag = glCreateShader(GL_FRAGMENT_SHADER);
463 glShaderSource(vert, 3, str, 0);
465 glShaderSource(frag, 3, str, 0);
467 glCompileShader(vert);
468 glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
469 if (status != GL_TRUE) {
470 glnvg__dumpShaderError(vert,
name,
"vert");
474 glCompileShader(frag);
475 glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
476 if (status != GL_TRUE) {
477 glnvg__dumpShaderError(frag,
name,
"frag");
481 glAttachShader(prog, vert);
482 glAttachShader(prog, frag);
484 glBindAttribLocation(prog, 0,
"vertex");
485 glBindAttribLocation(prog, 1,
"tcoord");
488 glGetProgramiv(prog, GL_LINK_STATUS, &status);
489 if (status != GL_TRUE) {
490 glnvg__dumpProgramError(prog,
name);
501static void glnvg__deleteShader(GLNVGshader* shader)
503 if (shader->prog != 0)
504 glDeleteProgram(shader->prog);
505 if (shader->vert != 0)
506 glDeleteShader(shader->vert);
507 if (shader->frag != 0)
508 glDeleteShader(shader->frag);
511static void glnvg__getUniforms(GLNVGshader* shader)
513 shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog,
"viewSize");
514 shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog,
"tex");
516#if NANOVG_GL_USE_UNIFORMBUFFER
517 shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog,
"frag");
519 shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog,
"frag");
523static int glnvg__renderCreateTexture(
void* uptr,
int type,
int w,
int h,
int imageFlags,
const unsigned char*
data);
525static int glnvg__renderCreate(
void* uptr,
void* otherUptr)
527 GLNVGcontext* gl = (GLNVGcontext*)uptr;
530 GLNVGcontext* other = (GLNVGcontext*)otherUptr;
531 gl->textureContext = other->textureContext;
532 gl->textureContext->refCount++;
534 gl->textureContext = (GLNVGtextureContext*)
malloc(
sizeof(GLNVGtextureContext));
535 memset(gl->textureContext, 0,
sizeof(GLNVGtextureContext));
536 gl->textureContext->refCount = 1;
543 static const char* shaderHeader =
544#if defined NANOVG_GL2
545 "#define NANOVG_GL2 1\n"
546#elif defined NANOVG_GL3
547 "#version 150 core\n"
548 "#define NANOVG_GL3 1\n"
549#elif defined NANOVG_GLES2
551 "#define NANOVG_GL2 1\n"
552#elif defined NANOVG_GLES3
554 "#define NANOVG_GL3 1\n"
557#if NANOVG_GL_USE_UNIFORMBUFFER
558 "#define USE_UNIFORMBUFFER 1\n"
560 "#define UNIFORMARRAY_SIZE 11\n"
564 static const char* fillVertShader =
565 "#ifdef NANOVG_GL3\n"
566 " uniform vec2 viewSize;\n"
569 " out vec2 ftcoord;\n"
572 " uniform vec2 viewSize;\n"
573 " attribute vec2 vertex;\n"
574 " attribute vec2 tcoord;\n"
575 " varying vec2 ftcoord;\n"
576 " varying vec2 fpos;\n"
578 "void main(void) {\n"
579 " ftcoord = tcoord;\n"
581 " gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
584 static const char* fillFragShader =
586 "#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
587 " precision highp float;\n"
589 " precision mediump float;\n"
592 "#ifdef NANOVG_GL3\n"
593 "#ifdef USE_UNIFORMBUFFER\n"
594 " layout(std140) uniform frag {\n"
595 " mat3 scissorMat;\n"
599 " vec2 scissorExt;\n"
600 " vec2 scissorScale;\n"
604 " float strokeMult;\n"
605 " float strokeThr;\n"
610 " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
612 " uniform sampler2D tex;\n"
613 " in vec2 ftcoord;\n"
615 " out vec4 outColor;\n"
617 " uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
618 " uniform sampler2D tex;\n"
619 " varying vec2 ftcoord;\n"
620 " varying vec2 fpos;\n"
622 "#ifndef USE_UNIFORMBUFFER\n"
623 " #define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
624 " #define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
625 " #define innerCol frag[6]\n"
626 " #define outerCol frag[7]\n"
627 " #define scissorExt frag[8].xy\n"
628 " #define scissorScale frag[8].zw\n"
629 " #define extent frag[9].xy\n"
630 " #define radius frag[9].z\n"
631 " #define feather frag[9].w\n"
632 " #define strokeMult frag[10].x\n"
633 " #define strokeThr frag[10].y\n"
634 " #define texType int(frag[10].z)\n"
635 " #define type int(frag[10].w)\n"
638 "float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
639 " vec2 ext2 = ext - vec2(rad,rad);\n"
640 " vec2 d = abs(pt) - ext2;\n"
641 " return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
645 "float scissorMask(vec2 p) {\n"
646 " vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
647 " sc = vec2(0.5,0.5) - sc * scissorScale;\n"
648 " return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
651 "// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
652 "float strokeMask() {\n"
653 " return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
657 "void main(void) {\n"
659 " float scissor = scissorMask(fpos);\n"
661 " float strokeAlpha = strokeMask();\n"
662 " if (strokeAlpha < strokeThr) discard;\n"
664 " float strokeAlpha = 1.0;\n"
666 " if (type == 0) { // Gradient\n"
667 " // Calculate gradient color using box gradient\n"
668 " vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
669 " float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
670 " vec4 color = mix(innerCol,outerCol,d);\n"
671 " // Combine alpha\n"
672 " color *= strokeAlpha * scissor;\n"
674 " } else if (type == 1) { // Image\n"
675 " // Calculate color fron texture\n"
676 " vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
677 "#ifdef NANOVG_GL3\n"
678 " vec4 color = texture(tex, pt);\n"
680 " vec4 color = texture2D(tex, pt);\n"
682 " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
683 " if (texType == 2) color = vec4(color.x);"
684 " // Apply color tint and alpha.\n"
685 " color *= innerCol;\n"
686 " // Combine alpha\n"
687 " color *= strokeAlpha * scissor;\n"
689 " } else if (type == 2) { // Stencil fill\n"
690 " result = vec4(1,1,1,1);\n"
691 " } else if (type == 3) { // Textured tris\n"
692 "#ifdef NANOVG_GL3\n"
693 " vec4 color = texture(tex, ftcoord);\n"
695 " vec4 color = texture2D(tex, ftcoord);\n"
697 " if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
698 " if (texType == 2) color = vec4(color.x);"
699 " color *= scissor;\n"
700 " result = color * innerCol;\n"
702 "#ifdef NANOVG_GL3\n"
703 " outColor = result;\n"
705 " gl_FragColor = result;\n"
709 glnvg__checkError(gl,
"init");
712 if (glnvg__createShader(&gl->shader,
"shader", shaderHeader,
"#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
715 if (glnvg__createShader(&gl->shader,
"shader", shaderHeader,
NULL, fillVertShader, fillFragShader) == 0)
719 glnvg__checkError(gl,
"uniform locations");
720 glnvg__getUniforms(&gl->shader);
723#if defined NANOVG_GL3
724 glGenVertexArrays(1, &gl->vertArr);
726 glGenBuffers(1, &gl->vertBuf);
728#if NANOVG_GL_USE_UNIFORMBUFFER
730 glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
731 glGenBuffers(1, &gl->fragBuf);
732 glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
734 gl->fragSize =
sizeof(GLNVGfragUniforms) + align -
sizeof(GLNVGfragUniforms) % align;
740 glnvg__checkError(gl,
"create done");
747static int glnvg__renderCreateTexture(
void* uptr,
int type,
int w,
int h,
int imageFlags,
const unsigned char*
data)
749 GLNVGcontext* gl = (GLNVGcontext*)uptr;
750 GLNVGtexture* tex = glnvg__allocTexture(gl);
752 if (tex ==
NULL)
return 0;
756 if (glnvg__nearestPow2(
w) != (
unsigned int)
w || glnvg__nearestPow2(
h) != (
unsigned int)
h) {
759 printf(
"Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n",
w,
h);
764 printf(
"Mip-maps is not supported for non power-of-two textures (%d x %d)\n",
w,
h);
770 glGenTextures(1, &tex->tex);
774 tex->flags = imageFlags;
775 glnvg__bindTexture(gl, tex->tex);
777 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
779 glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
780 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
781 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
784#if defined (NANOVG_GL2)
787 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
799 tex->data[
i*3+0] =
data[
i*3+2];
800 tex->data[
i*3+1] =
data[
i*3+1];
801 tex->data[
i*3+2] =
data[
i*3+0];
804 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
w,
h, 0, GL_RGB, GL_UNSIGNED_BYTE,
data);
806 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
w,
h, 0, GL_BGR, GL_UNSIGNED_BYTE,
data);
815 tex->data[
i*3+0] =
data[
i*3+3];
816 tex->data[
i*3+1] =
data[
i*3+2];
817 tex->data[
i*3+2] =
data[
i*3+1];
818 tex->data[
i*3+3] =
data[
i*3+0];
821 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
w,
h, 0, GL_BGRA, GL_UNSIGNED_BYTE,
data);
823 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
w,
h, 0, GL_BGRA, GL_UNSIGNED_BYTE,
data);
827 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
w,
h, 0, GL_RGB, GL_UNSIGNED_BYTE,
data);
830 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
w,
h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
data);
833#if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
834 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
w,
h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
data);
835#elif defined(NANOVG_GLES3)
836 glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
w,
h, 0, GL_RED, GL_UNSIGNED_BYTE,
data);
838 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED,
w,
h, 0, GL_RED, GL_UNSIGNED_BYTE,
data);
845 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
847 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
851 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
853 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
858 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
860 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
864 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
866 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
869 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
871 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
873 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
875 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
876 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
877 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
881#if !defined(NANOVG_GL2)
883 glGenerateMipmap(GL_TEXTURE_2D);
887 glnvg__checkError(gl,
"create tex");
888 glnvg__bindTexture(gl, 0);
894static int glnvg__renderDeleteTexture(
void* uptr,
int image)
896 GLNVGcontext* gl = (GLNVGcontext*)uptr;
897 return glnvg__deleteTexture(gl, image);
900static int glnvg__renderUpdateTexture(
void* uptr,
int image,
int x,
int y,
int w,
int h,
const unsigned char*
data)
902 GLNVGcontext* gl = (GLNVGcontext*)uptr;
903 GLNVGtexture* tex = glnvg__findTexture(gl, image);
905 if (tex ==
NULL)
return 0;
906 glnvg__bindTexture(gl, tex->tex);
908 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
911 glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
912 glPixelStorei(GL_UNPACK_SKIP_PIXELS,
x);
913 glPixelStorei(GL_UNPACK_SKIP_ROWS,
y);
919 data +=
y*tex->width*3;
922 data +=
y*tex->width*4;
925 data +=
y*tex->width*3;
928 data +=
y*tex->width*4;
931 data +=
y*tex->width;
941 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_BGR, GL_UNSIGNED_BYTE,
data);
944 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_BGRA, GL_UNSIGNED_BYTE,
data);
947 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_RGB, GL_UNSIGNED_BYTE,
data);
950 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_RGBA, GL_UNSIGNED_BYTE,
data);
953#if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
954 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_LUMINANCE, GL_UNSIGNED_BYTE,
data);
956 glTexSubImage2D(GL_TEXTURE_2D, 0,
x,
y,
w,
h, GL_RED, GL_UNSIGNED_BYTE,
data);
961 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
963 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
964 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
965 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
968 glnvg__bindTexture(gl, 0);
973static int glnvg__renderGetTextureSize(
void* uptr,
int image,
int*
w,
int*
h)
975 GLNVGcontext* gl = (GLNVGcontext*)uptr;
976 GLNVGtexture* tex = glnvg__findTexture(gl, image);
977 if (tex ==
NULL)
return 0;
983static void glnvg__xformToMat3x4(
float* m3,
float*
t)
1007static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag,
NVGpaint* paint,
1010 GLNVGtexture* tex =
NULL;
1013 memset(frag, 0,
sizeof(*frag));
1015 frag->innerCol = glnvg__premulColor(paint->
innerColor);
1016 frag->outerCol = glnvg__premulColor(paint->
outerColor);
1018 if (scissor->
extent[0] < -0.5f || scissor->
extent[1] < -0.5f) {
1019 memset(frag->scissorMat, 0,
sizeof(frag->scissorMat));
1020 frag->scissorExt[0] = 1.0f;
1021 frag->scissorExt[1] = 1.0f;
1022 frag->scissorScale[0] = 1.0f;
1023 frag->scissorScale[1] = 1.0f;
1026 glnvg__xformToMat3x4(frag->scissorMat, invxform);
1027 frag->scissorExt[0] = scissor->
extent[0];
1028 frag->scissorExt[1] = scissor->
extent[1];
1029 frag->scissorScale[0] = sqrtf(scissor->
xform[0]*scissor->
xform[0] + scissor->
xform[2]*scissor->
xform[2]) / fringe;
1030 frag->scissorScale[1] = sqrtf(scissor->
xform[1]*scissor->
xform[1] + scissor->
xform[3]*scissor->
xform[3]) / fringe;
1033 memcpy(frag->extent, paint->
extent,
sizeof(frag->extent));
1034 frag->strokeMult = (
width*0.5f + fringe*0.5f) / fringe;
1035 frag->strokeThr = strokeThr;
1037 if (paint->
image != 0) {
1038 tex = glnvg__findTexture(gl, paint->
image);
1039 if (tex ==
NULL)
return 0;
1052 frag->type = NSVG_SHADER_FILLIMG;
1054 #if NANOVG_GL_USE_UNIFORMBUFFER
1077 frag->texType = 2.0f;
1083 frag->type = NSVG_SHADER_FILLGRAD;
1084 frag->radius = paint->
radius;
1085 frag->feather = paint->
feather;
1089 glnvg__xformToMat3x4(frag->paintMat, invxform);
1094static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl,
int i);
1096static void glnvg__setUniforms(GLNVGcontext* gl,
int uniformOffset,
int image)
1098 GLNVGtexture* tex =
NULL;
1099#if NANOVG_GL_USE_UNIFORMBUFFER
1100 glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset,
sizeof(GLNVGfragUniforms));
1102 GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
1103 glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
1107 tex = glnvg__findTexture(gl, image);
1111 tex = glnvg__findTexture(gl, gl->dummyTex);
1113 glnvg__bindTexture(gl, tex !=
NULL ? tex->tex : 0);
1114 glnvg__checkError(gl,
"tex paint tex");
1117static void glnvg__renderViewport(
void* uptr,
float width,
float height,
float devicePixelRatio)
1120 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1121 gl->view[0] =
width;
1125static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
1127 GLNVGpath* paths = &gl->paths[
call->pathOffset];
1128 int i, npaths =
call->pathCount;
1131 glEnable(GL_STENCIL_TEST);
1132 glnvg__stencilMask(gl, 0xff);
1133 glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
1134 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1137 glnvg__setUniforms(gl,
call->uniformOffset, 0);
1138 glnvg__checkError(gl,
"fill simple");
1140 glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
1141 glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
1142 glDisable(GL_CULL_FACE);
1143 for (
i = 0;
i < npaths;
i++)
1144 glDrawArrays(GL_TRIANGLE_FAN, paths[
i].fillOffset, paths[
i].fillCount);
1145 glEnable(GL_CULL_FACE);
1148 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1150 glnvg__setUniforms(gl,
call->uniformOffset + gl->fragSize,
call->image);
1151 glnvg__checkError(gl,
"fill fill");
1154 glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1155 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1157 for (
i = 0;
i < npaths;
i++)
1158 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1162 glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
1163 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1164 glDrawArrays(GL_TRIANGLE_STRIP,
call->triangleOffset,
call->triangleCount);
1166 glDisable(GL_STENCIL_TEST);
1169static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
1171 GLNVGpath* paths = &gl->paths[
call->pathOffset];
1172 int i, npaths =
call->pathCount;
1174 glnvg__setUniforms(gl,
call->uniformOffset,
call->image);
1175 glnvg__checkError(gl,
"convex fill");
1177 for (
i = 0;
i < npaths;
i++) {
1178 glDrawArrays(GL_TRIANGLE_FAN, paths[
i].fillOffset, paths[
i].fillCount);
1180 if (paths[
i].strokeCount > 0) {
1181 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1186static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
1188 GLNVGpath* paths = &gl->paths[
call->pathOffset];
1189 int npaths =
call->pathCount,
i;
1193 glEnable(GL_STENCIL_TEST);
1194 glnvg__stencilMask(gl, 0xff);
1197 glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
1198 glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
1199 glnvg__setUniforms(gl,
call->uniformOffset + gl->fragSize,
call->image);
1200 glnvg__checkError(gl,
"stroke fill 0");
1201 for (
i = 0;
i < npaths;
i++)
1202 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1205 glnvg__setUniforms(gl,
call->uniformOffset,
call->image);
1206 glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1207 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1208 for (
i = 0;
i < npaths;
i++)
1209 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1212 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1213 glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
1214 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1215 glnvg__checkError(gl,
"stroke fill 1");
1216 for (
i = 0;
i < npaths;
i++)
1217 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1218 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1220 glDisable(GL_STENCIL_TEST);
1225 glnvg__setUniforms(gl,
call->uniformOffset,
call->image);
1226 glnvg__checkError(gl,
"stroke fill");
1228 for (
i = 0;
i < npaths;
i++)
1229 glDrawArrays(GL_TRIANGLE_STRIP, paths[
i].strokeOffset, paths[
i].strokeCount);
1233static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
1235 glnvg__setUniforms(gl,
call->uniformOffset,
call->image);
1236 glnvg__checkError(gl,
"triangles fill");
1238 glDrawArrays(GL_TRIANGLES,
call->triangleOffset,
call->triangleCount);
1241static void glnvg__renderCancel(
void* uptr) {
1242 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1249static GLenum glnvg_convertBlendFuncFactor(
int factor)
1256 return GL_SRC_COLOR;
1258 return GL_ONE_MINUS_SRC_COLOR;
1260 return GL_DST_COLOR;
1262 return GL_ONE_MINUS_DST_COLOR;
1264 return GL_SRC_ALPHA;
1266 return GL_ONE_MINUS_SRC_ALPHA;
1268 return GL_DST_ALPHA;
1270 return GL_ONE_MINUS_DST_ALPHA;
1272 return GL_SRC_ALPHA_SATURATE;
1273 return GL_INVALID_ENUM;
1279 blend.srcRGB = glnvg_convertBlendFuncFactor(op.
srcRGB);
1280 blend.dstRGB = glnvg_convertBlendFuncFactor(op.
dstRGB);
1281 blend.srcAlpha = glnvg_convertBlendFuncFactor(op.
srcAlpha);
1282 blend.dstAlpha = glnvg_convertBlendFuncFactor(op.
dstAlpha);
1283 if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
1285 blend.srcRGB = GL_ONE;
1286 blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
1287 blend.srcAlpha = GL_ONE;
1288 blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
1293static void glnvg__renderFlush(
void* uptr)
1295 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1298 if (gl->ncalls > 0) {
1301 glUseProgram(gl->shader.prog);
1303 glEnable(GL_CULL_FACE);
1304 glCullFace(GL_BACK);
1305 glFrontFace(GL_CCW);
1307 glDisable(GL_DEPTH_TEST);
1308 glDisable(GL_SCISSOR_TEST);
1309 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1310 glStencilMask(0xffffffff);
1311 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1312 glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
1313 glActiveTexture(GL_TEXTURE0);
1314 glBindTexture(GL_TEXTURE_2D, 0);
1315 #if NANOVG_GL_USE_STATE_FILTER
1316 gl->boundTexture = 0;
1317 gl->stencilMask = 0xffffffff;
1318 gl->stencilFunc = GL_ALWAYS;
1319 gl->stencilFuncRef = 0;
1320 gl->stencilFuncMask = 0xffffffff;
1321 gl->blendFunc.srcRGB = GL_INVALID_ENUM;
1322 gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
1323 gl->blendFunc.dstRGB = GL_INVALID_ENUM;
1324 gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
1327#if NANOVG_GL_USE_UNIFORMBUFFER
1329 glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1330 glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
1334#if defined NANOVG_GL3
1335 glBindVertexArray(gl->vertArr);
1337 glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
1338 glBufferData(GL_ARRAY_BUFFER, gl->nverts *
sizeof(
NVGvertex), gl->verts, GL_STREAM_DRAW);
1339 glEnableVertexAttribArray(0);
1340 glEnableVertexAttribArray(1);
1341 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
sizeof(
NVGvertex), (
const GLvoid*)(
size_t)0);
1342 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
sizeof(
NVGvertex), (
const GLvoid*)(0 + 2*
sizeof(
float)));
1345 glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
1346 glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
1348#if NANOVG_GL_USE_UNIFORMBUFFER
1349 glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1352 for (
i = 0;
i < gl->ncalls;
i++) {
1353 GLNVGcall*
call = &gl->calls[
i];
1354 glnvg__blendFuncSeparate(gl,&
call->blendFunc);
1355 if (
call->type == GLNVG_FILL)
1356 glnvg__fill(gl, call);
1357 else if (
call->type == GLNVG_CONVEXFILL)
1358 glnvg__convexFill(gl, call);
1359 else if (
call->type == GLNVG_STROKE)
1360 glnvg__stroke(gl, call);
1361 else if (
call->type == GLNVG_TRIANGLES)
1362 glnvg__triangles(gl, call);
1365 glDisableVertexAttribArray(0);
1366 glDisableVertexAttribArray(1);
1367#if defined NANOVG_GL3
1368 glBindVertexArray(0);
1370 glDisable(GL_CULL_FACE);
1371 glBindBuffer(GL_ARRAY_BUFFER, 0);
1373 glnvg__bindTexture(gl, 0);
1383static int glnvg__maxVertCount(
const NVGpath* paths,
int npaths)
1386 for (
i = 0;
i < npaths;
i++) {
1393static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
1395 GLNVGcall* ret =
NULL;
1396 if (gl->ncalls+1 > gl->ccalls) {
1398 int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2;
1399 calls = (GLNVGcall*)realloc(gl->calls,
sizeof(GLNVGcall) * ccalls);
1402 gl->ccalls = ccalls;
1404 ret = &gl->calls[gl->ncalls++];
1405 memset(ret, 0,
sizeof(GLNVGcall));
1409static int glnvg__allocPaths(GLNVGcontext* gl,
int n)
1412 if (gl->npaths+
n > gl->cpaths) {
1414 int cpaths = glnvg__maxi(gl->npaths +
n, 128) + gl->cpaths/2;
1415 paths = (GLNVGpath*)realloc(gl->paths,
sizeof(GLNVGpath) * cpaths);
1416 if (paths ==
NULL)
return -1;
1418 gl->cpaths = cpaths;
1425static int glnvg__allocVerts(GLNVGcontext* gl,
int n)
1428 if (gl->nverts+
n > gl->cverts) {
1430 int cverts = glnvg__maxi(gl->nverts +
n, 4096) + gl->cverts/2;
1432 if (verts ==
NULL)
return -1;
1434 gl->cverts = cverts;
1441static int glnvg__allocFragUniforms(GLNVGcontext* gl,
int n)
1443 int ret = 0, structSize = gl->fragSize;
1444 if (gl->nuniforms+
n > gl->cuniforms) {
1445 unsigned char* uniforms;
1446 int cuniforms = glnvg__maxi(gl->nuniforms+
n, 128) + gl->cuniforms/2;
1447 uniforms = (
unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
1448 if (uniforms ==
NULL)
return -1;
1449 gl->uniforms = uniforms;
1450 gl->cuniforms = cuniforms;
1452 ret = gl->nuniforms * structSize;
1457static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl,
int i)
1459 return (GLNVGfragUniforms*)&gl->uniforms[
i];
1462static void glnvg__vset(
NVGvertex* vtx,
float x,
float y,
float u,
float v)
1471 const float* bounds,
const NVGpath* paths,
int npaths)
1473 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1474 GLNVGcall*
call = glnvg__allocCall(gl);
1476 GLNVGfragUniforms* frag;
1477 int i, maxverts, offset;
1479 if (call ==
NULL)
return;
1481 call->type = GLNVG_FILL;
1482 call->triangleCount = 4;
1483 call->pathOffset = glnvg__allocPaths(gl, npaths);
1485 call->pathCount = npaths;
1487 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1489 if (npaths == 1 && paths[0].convex)
1491 call->type = GLNVG_CONVEXFILL;
1492 call->triangleCount = 0;
1496 maxverts = glnvg__maxVertCount(paths, npaths) +
call->triangleCount;
1497 offset = glnvg__allocVerts(gl, maxverts);
1498 if (offset == -1)
goto error;
1500 for (
i = 0;
i < npaths;
i++) {
1501 GLNVGpath*
copy = &gl->paths[
call->pathOffset +
i];
1503 memset(
copy, 0,
sizeof(GLNVGpath));
1504 if (path->
nfill > 0) {
1505 copy->fillOffset = offset;
1508 offset += path->
nfill;
1511 copy->strokeOffset = offset;
1519 if (
call->type == GLNVG_FILL) {
1521 call->triangleOffset = offset;
1522 quad = &gl->verts[
call->triangleOffset];
1523 glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
1524 glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
1525 glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
1526 glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
1528 call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1529 if (
call->uniformOffset == -1)
goto error;
1531 frag = nvg__fragUniformPtr(gl,
call->uniformOffset);
1532 memset(frag, 0,
sizeof(*frag));
1533 frag->strokeThr = -1.0f;
1534 frag->type = NSVG_SHADER_SIMPLE;
1536 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl,
call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
1538 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1539 if (
call->uniformOffset == -1)
goto error;
1541 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl,
call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
1549 if (gl->ncalls > 0) gl->ncalls--;
1553 float strokeWidth,
const NVGpath* paths,
int npaths)
1555 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1556 GLNVGcall*
call = glnvg__allocCall(gl);
1557 int i, maxverts, offset;
1559 if (call ==
NULL)
return;
1561 call->type = GLNVG_STROKE;
1562 call->pathOffset = glnvg__allocPaths(gl, npaths);
1564 call->pathCount = npaths;
1566 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1569 maxverts = glnvg__maxVertCount(paths, npaths);
1570 offset = glnvg__allocVerts(gl, maxverts);
1571 if (offset == -1)
goto error;
1573 for (
i = 0;
i < npaths;
i++) {
1574 GLNVGpath*
copy = &gl->paths[
call->pathOffset +
i];
1576 memset(
copy, 0,
sizeof(GLNVGpath));
1578 copy->strokeOffset = offset;
1587 call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1588 if (
call->uniformOffset == -1)
goto error;
1590 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl,
call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1591 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl,
call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1595 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1596 if (
call->uniformOffset == -1)
goto error;
1597 glnvg__convertPaint(gl, nvg__fragUniformPtr(gl,
call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1605 if (gl->ncalls > 0) gl->ncalls--;
1609 const NVGvertex* verts,
int nverts,
float fringe)
1611 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1612 GLNVGcall*
call = glnvg__allocCall(gl);
1613 GLNVGfragUniforms* frag;
1615 if (call ==
NULL)
return;
1617 call->type = GLNVG_TRIANGLES;
1619 call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1622 call->triangleOffset = glnvg__allocVerts(gl, nverts);
1623 if (
call->triangleOffset == -1)
goto error;
1624 call->triangleCount = nverts;
1629 call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1630 if (
call->uniformOffset == -1)
goto error;
1631 frag = nvg__fragUniformPtr(gl,
call->uniformOffset);
1632 glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
1633 frag->type = NSVG_SHADER_IMG;
1640 if (gl->ncalls > 0) gl->ncalls--;
1643static void glnvg__renderDelete(
void* uptr)
1645 GLNVGcontext* gl = (GLNVGcontext*)uptr;
1647 if (gl ==
NULL)
return;
1649 glnvg__deleteShader(&gl->shader);
1652#if NANOVG_GL_USE_UNIFORMBUFFER
1653 if (gl->fragBuf != 0)
1654 glDeleteBuffers(1, &gl->fragBuf);
1656 if (gl->vertArr != 0)
1657 glDeleteVertexArrays(1, &gl->vertArr);
1659 if (gl->vertBuf != 0)
1660 glDeleteBuffers(1, &gl->vertBuf);
1662 if (gl->textureContext !=
NULL && --gl->textureContext->refCount == 0) {
1663 for (
i = 0;
i < gl->textureContext->ntextures;
i++) {
1664 if (gl->textureContext->textures[
i].tex != 0 && (gl->textureContext->textures[
i].flags &
NVG_IMAGE_NODELETE) == 0)
1665 glDeleteTextures(1, &gl->textureContext->textures[
i].tex);
1667 free(gl->textureContext->textures);
1668 free(gl->textureContext);
1680#if defined NANOVG_GL2
1682#elif defined NANOVG_GL3
1684#elif defined NANOVG_GLES2
1686#elif defined NANOVG_GLES3
1690#if defined NANOVG_GL2
1691 return nvgCreateSharedGL2(
NULL, flags);
1692#elif defined NANOVG_GL3
1693 return nvgCreateSharedGL3(
NULL, flags);
1694#elif defined NANOVG_GLES2
1695 return nvgCreateSharedGLES2(
NULL, flags);
1696#elif defined NANOVG_GLES3
1697 return nvgCreateSharedGLES3(
NULL, flags);
1702#if defined NANOVG_GL2
1704#elif defined NANOVG_GL3
1706#elif defined NANOVG_GLES2
1708#elif defined NANOVG_GLES3
1714 GLNVGcontext* gl = (GLNVGcontext*)
malloc(
sizeof(GLNVGcontext));
1716 memset(gl, 0,
sizeof(GLNVGcontext));
1718 memset(¶ms, 0,
sizeof(params));
1747#if defined NANOVG_GL2
1749#elif defined NANOVG_GL3
1751#elif defined NANOVG_GLES2
1753#elif defined NANOVG_GLES3
1760#if defined NANOVG_GL2
1761int nvglCreateImageFromHandleGL2(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int imageFlags)
1762#elif defined NANOVG_GL3
1763int nvglCreateImageFromHandleGL3(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int imageFlags)
1764#elif defined NANOVG_GLES2
1765int nvglCreateImageFromHandleGLES2(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int imageFlags)
1766#elif defined NANOVG_GLES3
1767int nvglCreateImageFromHandleGLES3(
NVGcontext* ctx, GLuint textureId,
int w,
int h,
int imageFlags)
1771 GLNVGtexture* tex = glnvg__allocTexture(gl);
1773 if (tex ==
NULL)
return 0;
1776 tex->tex = textureId;
1777 tex->flags = imageFlags;
1784#if defined NANOVG_GL2
1785GLuint nvglImageHandleGL2(
NVGcontext* ctx,
int image)
1786#elif defined NANOVG_GL3
1787GLuint nvglImageHandleGL3(
NVGcontext* ctx,
int image)
1788#elif defined NANOVG_GLES2
1789GLuint nvglImageHandleGLES2(
NVGcontext* ctx,
int image)
1790#elif defined NANOVG_GLES3
1791GLuint nvglImageHandleGLES3(
NVGcontext* ctx,
int image)
1795 GLNVGtexture* tex = glnvg__findTexture(gl, image);
#define copy(x)
Definition ADnoteParameters.cpp:1011
uint8_t a
Definition Spc_Cpu.h:141
CAdPlugDatabase::CRecord::RecordType type
Definition adplugdb.cpp:93
static const unsigned long mask[]
Definition bitwise.c:31
UINT_D64 w
Definition inflate.c:942
struct huft * t
Definition inflate.c:943
int y
Definition inflate.c:1588
unsigned v[N_MAX]
Definition inflate.c:1584
struct huft * u[BMAX]
Definition inflate.c:1583
register unsigned i
Definition inflate.c:1575
unsigned x[BMAX+1]
Definition inflate.c:1586
static const char * name
Definition pugl.h:1582
static int int height
Definition pugl.h:1594
static int width
Definition pugl.h:1593
JSAMPIMAGE data
Definition jpeglib.h:945
unsigned int uint32_t
Definition mid.cpp:100
unsigned char uint8_t
Definition mid.cpp:98
std::enable_if< std::is_same< Ret, void >::value, Ret >::type call(void *s, Args... args)
Definition juce_FixedSizeFunction.h:59
jack_client_t client jack_client_t client jack_client_t client jack_client_t JackInfoShutdownCallback void arg jack_client_t jack_port_t port void(* func)(const char *))
Definition juce_linux_JackAudio.cpp:67
@ image
Definition juce_AccessibilityRole.h:42
jack_client_t client jack_client_t client jack_client_t client jack_client_t JackInfoShutdownCallback void arg jack_client_t jack_port_t port void func jack_client_t const char const char unsigned long flags
Definition juce_linux_JackAudio.cpp:69
void nvgTransformMultiply(float *t, const float *s)
Definition nanovg.c:597
void nvgTransformScale(float *t, float sx, float sy)
Definition nanovg.c:568
NVGcontext * nvgCreateInternal(NVGparams *params, NVGcontext *other)
Definition nanovg.c:305
void nvgTransformTranslate(float *t, float tx, float ty)
Definition nanovg.c:561
int nvgTransformInverse(float *inv, const float *t)
Definition nanovg.c:618
void nvgDeleteInternal(NVGcontext *ctx)
Definition nanovg.c:377
NVGparams * nvgInternalParams(NVGcontext *ctx)
Definition nanovg.c:372
@ NVG_IMAGE_REPEATX
Definition nanovg.h:140
@ NVG_IMAGE_NEAREST
Definition nanovg.h:144
@ NVG_IMAGE_PREMULTIPLIED
Definition nanovg.h:143
@ NVG_IMAGE_REPEATY
Definition nanovg.h:141
@ NVG_IMAGE_FLIPY
Definition nanovg.h:142
@ NVG_IMAGE_GENERATE_MIPMAPS
Definition nanovg.h:139
struct NVGcolor NVGcolor
Definition nanovg.h:43
struct NVGvertex NVGvertex
Definition nanovg.h:655
@ NVG_ONE_MINUS_SRC_COLOR
Definition nanovg.h:90
@ NVG_SRC_COLOR
Definition nanovg.h:89
@ NVG_SRC_ALPHA
Definition nanovg.h:93
@ NVG_ONE_MINUS_SRC_ALPHA
Definition nanovg.h:94
@ NVG_ONE
Definition nanovg.h:88
@ NVG_SRC_ALPHA_SATURATE
Definition nanovg.h:97
@ NVG_ZERO
Definition nanovg.h:87
@ NVG_DST_ALPHA
Definition nanovg.h:95
@ NVG_ONE_MINUS_DST_COLOR
Definition nanovg.h:92
@ NVG_DST_COLOR
Definition nanovg.h:91
@ NVG_ONE_MINUS_DST_ALPHA
Definition nanovg.h:96
#define NVG_NOTUSED(v)
Definition nanovg.h:702
@ NVG_TEXTURE_BGR
Definition nanovg.h:149
@ NVG_TEXTURE_RGB
Definition nanovg.h:151
@ NVG_TEXTURE_ALPHA
Definition nanovg.h:148
@ NVG_TEXTURE_RGBA
Definition nanovg.h:152
@ NVG_TEXTURE_BGRA
Definition nanovg.h:150
NVGcreateFlags
Definition nanovg_gl.h:27
@ NVG_ANTIALIAS
Definition nanovg_gl.h:29
@ NVG_DEBUG
Definition nanovg_gl.h:34
@ NVG_STENCIL_STROKES
Definition nanovg_gl.h:32
NVGimageFlagsGL
Definition nanovg_gl.h:102
@ NVG_IMAGE_NODELETE
Definition nanovg_gl.h:103
int srcAlpha
Definition nanovg.h:117
int dstRGB
Definition nanovg.h:116
int srcRGB
Definition nanovg.h:115
int dstAlpha
Definition nanovg.h:118
float xform[6]
Definition nanovg.h:46
float radius
Definition nanovg.h:48
NVGcolor innerColor
Definition nanovg.h:50
int image
Definition nanovg.h:52
float feather
Definition nanovg.h:49
float extent[2]
Definition nanovg.h:47
NVGcolor outerColor
Definition nanovg.h:51
int(* renderUpdateTexture)(void *uptr, int image, int x, int y, int w, int h, const unsigned char *data)
Definition nanovg.h:677
int(* renderGetTextureSize)(void *uptr, int image, int *w, int *h)
Definition nanovg.h:678
int edgeAntiAlias
Definition nanovg.h:673
void(* renderFlush)(void *uptr)
Definition nanovg.h:681
int(* renderCreate)(void *uptr, void *otherUptr)
Definition nanovg.h:674
int(* renderCreateTexture)(void *uptr, int type, int w, int h, int imageFlags, const unsigned char *data)
Definition nanovg.h:675
void * userPtr
Definition nanovg.h:672
void(* renderTriangles)(void *uptr, NVGpaint *paint, NVGcompositeOperationState compositeOperation, NVGscissor *scissor, const NVGvertex *verts, int nverts, float fringe)
Definition nanovg.h:684
void(* renderDelete)(void *uptr)
Definition nanovg.h:685
void(* renderStroke)(void *uptr, NVGpaint *paint, NVGcompositeOperationState compositeOperation, NVGscissor *scissor, float fringe, float strokeWidth, const NVGpath *paths, int npaths)
Definition nanovg.h:683
int(* renderDeleteTexture)(void *uptr, int image)
Definition nanovg.h:676
void(* renderFill)(void *uptr, NVGpaint *paint, NVGcompositeOperationState compositeOperation, NVGscissor *scissor, float fringe, const float *bounds, const NVGpath *paths, int npaths)
Definition nanovg.h:682
void(* renderCancel)(void *uptr)
Definition nanovg.h:680
void(* renderViewport)(void *uptr, float width, float height, float devicePixelRatio)
Definition nanovg.h:679
int nfill
Definition nanovg.h:663
NVGvertex * stroke
Definition nanovg.h:664
NVGvertex * fill
Definition nanovg.h:662
int nstroke
Definition nanovg.h:665
float xform[6]
Definition nanovg.h:647
float extent[2]
Definition nanovg.h:648
float u
Definition nanovg.h:653
float y
Definition nanovg.h:653
float v
Definition nanovg.h:653
float x
Definition nanovg.h:653
int n
Definition crypt.c:458
return c
Definition crypt.c:175
memcpy(hh, h, RAND_HEAD_LEN)
uch h[RAND_HEAD_LEN]
Definition crypt.c:459
unsigned int extent
Definition unzpriv.h:669
_WDL_CSTRING_PREFIX void INT_PTR count
Definition wdlcstring.h:263