1 //
2 // Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
3 //
4 // This software is provided 'as-is', without any express or implied
5 // warranty.  In no event will the authors be held liable for any damages
6 // arising from the use of this software.
7 // Permission is granted to anyone to use this software for any purpose,
8 // including commercial applications, and to alter it and redistribute it
9 // freely, subject to the following restrictions:
10 // 1. The origin of this software must not be misrepresented; you must not
11 //    claim that you wrote the original software. If you use this software
12 //    in a product, an acknowledgment in the product documentation would be
13 //    appreciated but is not required.
14 // 2. Altered source versions must be plainly marked as such, and must not be
15 //    misrepresented as being the original software.
16 // 3. This notice may not be removed or altered from any source distribution.
17 //
18 #ifndef NANOVG_GL_H
19 #define NANOVG_GL_H
20 
21 #ifdef __cplusplus
22 extern "C" {
23 #endif
24 
25 // Create flags
26 
27 enum NVGcreateFlags {
28 	// Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
29 	NVG_ANTIALIAS 		= 1<<0,
30 	// Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
31 	// slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
32 	NVG_STENCIL_STROKES	= 1<<1,
33 	// Flag indicating that additional debug checks are done.
34 	NVG_DEBUG 			= 1<<2,
35 };
36 
37 #if defined NANOVG_GL2_IMPLEMENTATION
38 #  define NANOVG_GL2 1
39 #  define NANOVG_GL_IMPLEMENTATION 1
40 #elif defined NANOVG_GL3_IMPLEMENTATION
41 #  define NANOVG_GL3 1
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
50 #endif
51 
52 #define NANOVG_GL_USE_STATE_FILTER (1)
53 
54 // Creates NanoVG contexts for different OpenGL (ES) versions.
55 // Flags should be combination of the create flags above.
56 
57 #if defined NANOVG_GL2
58 
59 NVGcontext* nvgCreateGL2(int flags);
60 void nvgDeleteGL2(NVGcontext* ctx);
61 
62 #endif
63 
64 #if defined NANOVG_GL3
65 
66 NVGcontext* nvgCreateGL3(int flags);
67 void nvgDeleteGL3(NVGcontext* ctx);
68 
69 #endif
70 
71 #if defined NANOVG_GLES2
72 
73 NVGcontext* nvgCreateGLES2(int flags);
74 void nvgDeleteGLES2(NVGcontext* ctx);
75 
76 #endif
77 
78 #if defined NANOVG_GLES3
79 
80 NVGcontext* nvgCreateGLES3(int flags);
81 void nvgDeleteGLES3(NVGcontext* ctx);
82 
83 #endif
84 
85 // These are additional flags on top of NVGimageFlags.
86 enum NVGimageFlagsGL {
87 	NVG_IMAGE_NODELETE			= 1<<16,	// Do not delete GL texture handle.
88 };
89 
90 int nvglCreateImageFromHandle(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
91 GLuint nvglImageHandle(NVGcontext* ctx, int image);
92 
93 
94 #ifdef __cplusplus
95 }
96 #endif
97 
98 #endif /* NANOVG_GL_H */
99 
100 #ifdef NANOVG_GL_IMPLEMENTATION
101 
102 #include <stdlib.h>
103 #include <stdio.h>
104 #include <string.h>
105 #include <math.h>
106 #include "nanovg.h"
107 
108 enum GLNVGuniformLoc {
109 	GLNVG_LOC_VIEWSIZE,
110 	GLNVG_LOC_TEX,
111 	GLNVG_LOC_FRAG,
112 	GLNVG_MAX_LOCS
113 };
114 
115 enum GLNVGshaderType {
116 	NSVG_SHADER_FILLGRAD,
117 	NSVG_SHADER_FILLIMG,
118 	NSVG_SHADER_SIMPLE,
119 	NSVG_SHADER_IMG
120 };
121 
122 #if NANOVG_GL_USE_UNIFORMBUFFER
123 enum GLNVGuniformBindings {
124 	GLNVG_FRAG_BINDING = 0,
125 };
126 #endif
127 
128 struct GLNVGshader {
129 	GLuint prog;
130 	GLuint frag;
131 	GLuint vert;
132 	GLint loc[GLNVG_MAX_LOCS];
133 };
134 typedef struct GLNVGshader GLNVGshader;
135 
136 struct GLNVGtexture {
137 	int id;
138 	GLuint tex;
139 	int width, height;
140 	int type;
141 	int flags;
142 };
143 typedef struct GLNVGtexture GLNVGtexture;
144 
145 enum GLNVGcallType {
146 	GLNVG_NONE = 0,
147 	GLNVG_FILL,
148 	GLNVG_CONVEXFILL,
149 	GLNVG_STROKE,
150 	GLNVG_TRIANGLES,
151 };
152 
153 struct GLNVGcall {
154 	int type;
155 	int image;
156 	int pathOffset;
157 	int pathCount;
158 	int triangleOffset;
159 	int triangleCount;
160 	int uniformOffset;
161 };
162 typedef struct GLNVGcall GLNVGcall;
163 
164 struct GLNVGpath {
165 	int fillOffset;
166 	int fillCount;
167 	int strokeOffset;
168 	int strokeCount;
169 };
170 typedef struct GLNVGpath GLNVGpath;
171 
172 struct GLNVGfragUniforms {
173 	#if NANOVG_GL_USE_UNIFORMBUFFER
174 		float scissorMat[12]; // matrices are actually 3 vec4s
175 		float paintMat[12];
176 		struct NVGcolor innerCol;
177 		struct NVGcolor outerCol;
178 		float scissorExt[2];
179 		float scissorScale[2];
180 		float extent[2];
181 		float radius;
182 		float feather;
183 		float strokeMult;
184 		float strokeThr;
185 		int texType;
186 		int type;
187 	#else
188 		// note: after modifying layout or size of uniform array,
189 		// don't forget to also update the fragment shader source!
190 		#define NANOVG_GL_UNIFORMARRAY_SIZE 11
191 		union {
192 			struct {
193 				float scissorMat[12]; // matrices are actually 3 vec4s
194 				float paintMat[12];
195 				struct NVGcolor innerCol;
196 				struct NVGcolor outerCol;
197 				float scissorExt[2];
198 				float scissorScale[2];
199 				float extent[2];
200 				float radius;
201 				float feather;
202 				float strokeMult;
203 				float strokeThr;
204 				float texType;
205 				float type;
206 			};
207 			float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
208 		};
209 	#endif
210 };
211 typedef struct GLNVGfragUniforms GLNVGfragUniforms;
212 
213 struct GLNVGcontext {
214 	GLNVGshader shader;
215 	GLNVGtexture* textures;
216 	float view[2];
217 	int ntextures;
218 	int ctextures;
219 	int textureId;
220 	GLuint vertBuf;
221 #if defined NANOVG_GL3
222 	GLuint vertArr;
223 #endif
224 #if NANOVG_GL_USE_UNIFORMBUFFER
225 	GLuint fragBuf;
226 #endif
227 	int fragSize;
228 	int flags;
229 
230 	// Per frame buffers
231 	GLNVGcall* calls;
232 	int ccalls;
233 	int ncalls;
234 	GLNVGpath* paths;
235 	int cpaths;
236 	int npaths;
237 	struct NVGvertex* verts;
238 	int cverts;
239 	int nverts;
240 	unsigned char* uniforms;
241 	int cuniforms;
242 	int nuniforms;
243 
244 	// cached state
245 	#if NANOVG_GL_USE_STATE_FILTER
246 	GLuint boundTexture;
247 	GLuint stencilMask;
248 	GLenum stencilFunc;
249 	GLint stencilFuncRef;
250 	GLuint stencilFuncMask;
251 	#endif
252 };
253 typedef struct GLNVGcontext GLNVGcontext;
254 
glnvg__maxi(int a,int b)255 static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
256 
257 #ifdef NANOVG_GLES2
glnvg__nearestPow2(unsigned int num)258 static unsigned int glnvg__nearestPow2(unsigned int num)
259 {
260 	unsigned n = num > 0 ? num - 1 : 0;
261 	n |= n >> 1;
262 	n |= n >> 2;
263 	n |= n >> 4;
264 	n |= n >> 8;
265 	n |= n >> 16;
266 	n++;
267 	return n;
268 }
269 #endif
270 
glnvg__bindTexture(GLNVGcontext * gl,GLuint tex)271 static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
272 {
273 #if NANOVG_GL_USE_STATE_FILTER
274 	if (gl->boundTexture != tex) {
275 		gl->boundTexture = tex;
276 		glBindTexture(GL_TEXTURE_2D, tex);
277 	}
278 #else
279 	glBindTexture(GL_TEXTURE_2D, tex);
280 #endif
281 }
282 
glnvg__stencilMask(GLNVGcontext * gl,GLuint mask)283 static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
284 {
285 #if NANOVG_GL_USE_STATE_FILTER
286 	if (gl->stencilMask != mask) {
287 		gl->stencilMask = mask;
288 		glStencilMask(mask);
289 	}
290 #else
291 	glStencilMask(mask);
292 #endif
293 }
294 
glnvg__stencilFunc(GLNVGcontext * gl,GLenum func,GLint ref,GLuint mask)295 static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
296 {
297 #if NANOVG_GL_USE_STATE_FILTER
298 	if ((gl->stencilFunc != func) ||
299 		(gl->stencilFuncRef != ref) ||
300 		(gl->stencilFuncMask != mask)) {
301 
302 		gl->stencilFunc = func;
303 		gl->stencilFuncRef = ref;
304 		gl->stencilFuncMask = mask;
305 		glStencilFunc(func, ref, mask);
306 	}
307 #else
308 	glStencilFunc(func, ref, mask);
309 #endif
310 }
311 
glnvg__allocTexture(GLNVGcontext * gl)312 static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
313 {
314 	GLNVGtexture* tex = NULL;
315 	int i;
316 
317 	for (i = 0; i < gl->ntextures; i++) {
318 		if (gl->textures[i].id == 0) {
319 			tex = &gl->textures[i];
320 			break;
321 		}
322 	}
323 	if (tex == NULL) {
324 		if (gl->ntextures+1 > gl->ctextures) {
325 			GLNVGtexture* textures;
326 			int ctextures = glnvg__maxi(gl->ntextures+1, 4) +  gl->ctextures/2; // 1.5x Overallocate
327 			textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
328 			if (textures == NULL) return NULL;
329 			gl->textures = textures;
330 			gl->ctextures = ctextures;
331 		}
332 		tex = &gl->textures[gl->ntextures++];
333 	}
334 
335 	memset(tex, 0, sizeof(*tex));
336 	tex->id = ++gl->textureId;
337 
338 	return tex;
339 }
340 
glnvg__findTexture(GLNVGcontext * gl,int id)341 static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
342 {
343 	int i;
344 	for (i = 0; i < gl->ntextures; i++)
345 		if (gl->textures[i].id == id)
346 			return &gl->textures[i];
347 	return NULL;
348 }
349 
glnvg__deleteTexture(GLNVGcontext * gl,int id)350 static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
351 {
352 	int i;
353 	for (i = 0; i < gl->ntextures; i++) {
354 		if (gl->textures[i].id == id) {
355 			if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
356 				glDeleteTextures(1, &gl->textures[i].tex);
357 			memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
358 			return 1;
359 		}
360 	}
361 	return 0;
362 }
363 
glnvg__dumpShaderError(GLuint shader,const char * name,const char * type)364 static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
365 {
366 	char str[512+1];
367 	int len = 0;
368 	glGetShaderInfoLog(shader, 512, &len, str);
369 	if (len > 512) len = 512;
370 	str[len] = '\0';
371 	printf("Shader %s/%s error:\n%s\n", name, type, str);
372 }
373 
glnvg__dumpProgramError(GLuint prog,const char * name)374 static void glnvg__dumpProgramError(GLuint prog, const char* name)
375 {
376 	char str[512+1];
377 	int len = 0;
378 	glGetProgramInfoLog(prog, 512, &len, str);
379 	if (len > 512) len = 512;
380 	str[len] = '\0';
381 	printf("Program %s error:\n%s\n", name, str);
382 }
383 
glnvg__checkError(GLNVGcontext * gl,const char * str)384 static void glnvg__checkError(GLNVGcontext* gl, const char* str)
385 {
386 	GLenum err;
387 	if ((gl->flags & NVG_DEBUG) == 0) return;
388 	err = glGetError();
389 	if (err != GL_NO_ERROR) {
390 		printf("Error %08x after %s\n", err, str);
391 		return;
392 	}
393 }
394 
glnvg__createShader(GLNVGshader * shader,const char * name,const char * header,const char * opts,const char * vshader,const char * fshader)395 static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
396 {
397 	GLint status;
398 	GLuint prog, vert, frag;
399 	const char* str[3];
400 	str[0] = header;
401 	str[1] = opts != NULL ? opts : "";
402 
403 	memset(shader, 0, sizeof(*shader));
404 
405 	prog = glCreateProgram();
406 	vert = glCreateShader(GL_VERTEX_SHADER);
407 	frag = glCreateShader(GL_FRAGMENT_SHADER);
408 	str[2] = vshader;
409 	glShaderSource(vert, 3, str, 0);
410 	str[2] = fshader;
411 	glShaderSource(frag, 3, str, 0);
412 
413 	glCompileShader(vert);
414 	glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
415 	if (status != GL_TRUE) {
416 		glnvg__dumpShaderError(vert, name, "vert");
417 		return 0;
418 	}
419 
420 	glCompileShader(frag);
421 	glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
422 	if (status != GL_TRUE) {
423 		glnvg__dumpShaderError(frag, name, "frag");
424 		return 0;
425 	}
426 
427 	glAttachShader(prog, vert);
428 	glAttachShader(prog, frag);
429 
430 	glBindAttribLocation(prog, 0, "vertex");
431 	glBindAttribLocation(prog, 1, "tcoord");
432 
433 	glLinkProgram(prog);
434 	glGetProgramiv(prog, GL_LINK_STATUS, &status);
435 	if (status != GL_TRUE) {
436 		glnvg__dumpProgramError(prog, name);
437 		return 0;
438 	}
439 
440 	shader->prog = prog;
441 	shader->vert = vert;
442 	shader->frag = frag;
443 
444 	return 1;
445 }
446 
glnvg__deleteShader(GLNVGshader * shader)447 static void glnvg__deleteShader(GLNVGshader* shader)
448 {
449 	if (shader->prog != 0)
450 		glDeleteProgram(shader->prog);
451 	if (shader->vert != 0)
452 		glDeleteShader(shader->vert);
453 	if (shader->frag != 0)
454 		glDeleteShader(shader->frag);
455 }
456 
glnvg__getUniforms(GLNVGshader * shader)457 static void glnvg__getUniforms(GLNVGshader* shader)
458 {
459 	shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
460 	shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
461 
462 #if NANOVG_GL_USE_UNIFORMBUFFER
463 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
464 #else
465 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
466 #endif
467 }
468 
glnvg__renderCreate(void * uptr)469 static int glnvg__renderCreate(void* uptr)
470 {
471 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
472 	int align = 4;
473 
474 	// TODO: mediump float may not be enough for GLES2 in iOS.
475 	// see the following discussion: https://github.com/memononen/nanovg/issues/46
476 	static const char* shaderHeader =
477 #if defined NANOVG_GL2
478 		"#define NANOVG_GL2 1\n"
479 #elif defined NANOVG_GL3
480 		"#version 150 core\n"
481 		"#define NANOVG_GL3 1\n"
482 #elif defined NANOVG_GLES2
483 		"#version 100\n"
484 		"#define NANOVG_GL2 1\n"
485 #elif defined NANOVG_GLES3
486 		"#version 300 es\n"
487 		"#define NANOVG_GL3 1\n"
488 #endif
489 
490 #if NANOVG_GL_USE_UNIFORMBUFFER
491 	"#define USE_UNIFORMBUFFER 1\n"
492 #else
493 	"#define UNIFORMARRAY_SIZE 11\n"
494 #endif
495 	"\n";
496 
497 	static const char* fillVertShader =
498 		"#ifdef NANOVG_GL3\n"
499 		"	uniform vec2 viewSize;\n"
500 		"	in vec2 vertex;\n"
501 		"	in vec2 tcoord;\n"
502 		"	out vec2 ftcoord;\n"
503 		"	out vec2 fpos;\n"
504 		"#else\n"
505 		"	uniform vec2 viewSize;\n"
506 		"	attribute vec2 vertex;\n"
507 		"	attribute vec2 tcoord;\n"
508 		"	varying vec2 ftcoord;\n"
509 		"	varying vec2 fpos;\n"
510 		"#endif\n"
511 		"void main(void) {\n"
512 		"	ftcoord = tcoord;\n"
513 		"	fpos = vertex;\n"
514 		"	gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
515 		"}\n";
516 
517 	static const char* fillFragShader =
518 		"#ifdef GL_ES\n"
519 		"#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
520 		" precision highp float;\n"
521 		"#else\n"
522 		" precision mediump float;\n"
523 		"#endif\n"
524 		"#endif\n"
525 		"#ifdef NANOVG_GL3\n"
526 		"#ifdef USE_UNIFORMBUFFER\n"
527 		"	layout(std140) uniform frag {\n"
528 		"		mat3 scissorMat;\n"
529 		"		mat3 paintMat;\n"
530 		"		vec4 innerCol;\n"
531 		"		vec4 outerCol;\n"
532 		"		vec2 scissorExt;\n"
533 		"		vec2 scissorScale;\n"
534 		"		vec2 extent;\n"
535 		"		float radius;\n"
536 		"		float feather;\n"
537 		"		float strokeMult;\n"
538 		"		float strokeThr;\n"
539 		"		int texType;\n"
540 		"		int type;\n"
541 		"	};\n"
542 		"#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
543 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
544 		"#endif\n"
545 		"	uniform sampler2D tex;\n"
546 		"	in vec2 ftcoord;\n"
547 		"	in vec2 fpos;\n"
548 		"	out vec4 outColor;\n"
549 		"#else\n" // !NANOVG_GL3
550 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
551 		"	uniform sampler2D tex;\n"
552 		"	varying vec2 ftcoord;\n"
553 		"	varying vec2 fpos;\n"
554 		"#endif\n"
555 		"#ifndef USE_UNIFORMBUFFER\n"
556 		"	#define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
557 		"	#define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
558 		"	#define innerCol frag[6]\n"
559 		"	#define outerCol frag[7]\n"
560 		"	#define scissorExt frag[8].xy\n"
561 		"	#define scissorScale frag[8].zw\n"
562 		"	#define extent frag[9].xy\n"
563 		"	#define radius frag[9].z\n"
564 		"	#define feather frag[9].w\n"
565 		"	#define strokeMult frag[10].x\n"
566 		"	#define strokeThr frag[10].y\n"
567 		"	#define texType int(frag[10].z)\n"
568 		"	#define type int(frag[10].w)\n"
569 		"#endif\n"
570 		"\n"
571 		"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
572 		"	vec2 ext2 = ext - vec2(rad,rad);\n"
573 		"	vec2 d = abs(pt) - ext2;\n"
574 		"	return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
575 		"}\n"
576 		"\n"
577 		"// Scissoring\n"
578 		"float scissorMask(vec2 p) {\n"
579 		"	vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
580 		"	sc = vec2(0.5,0.5) - sc * scissorScale;\n"
581 		"	return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
582 		"}\n"
583 		"#ifdef EDGE_AA\n"
584 		"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
585 		"float strokeMask() {\n"
586 		"	return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
587 		"}\n"
588 		"#endif\n"
589 		"\n"
590 		"void main(void) {\n"
591 		"   vec4 result;\n"
592 		"	float scissor = scissorMask(fpos);\n"
593 		"#ifdef EDGE_AA\n"
594 		"	float strokeAlpha = strokeMask();\n"
595 		"#else\n"
596 		"	float strokeAlpha = 1.0;\n"
597 		"#endif\n"
598 		"	if (type == 0) {			// Gradient\n"
599 		"		// Calculate gradient color using box gradient\n"
600 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
601 		"		float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
602 		"		vec4 color = mix(innerCol,outerCol,d);\n"
603 		"		// Combine alpha\n"
604 		"		color *= strokeAlpha * scissor;\n"
605 		"		result = color;\n"
606 		"	} else if (type == 1) {		// Image\n"
607 		"		// Calculate color fron texture\n"
608 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
609 		"#ifdef NANOVG_GL3\n"
610 		"		vec4 color = texture(tex, pt);\n"
611 		"#else\n"
612 		"		vec4 color = texture2D(tex, pt);\n"
613 		"#endif\n"
614 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
615 		"		if (texType == 2) color = vec4(color.x);"
616 		"		// Apply color tint and alpha.\n"
617 		"		color *= innerCol;\n"
618 		"		// Combine alpha\n"
619 		"		color *= strokeAlpha * scissor;\n"
620 		"		result = color;\n"
621 		"	} else if (type == 2) {		// Stencil fill\n"
622 		"		result = vec4(1,1,1,1);\n"
623 		"	} else if (type == 3) {		// Textured tris\n"
624 		"#ifdef NANOVG_GL3\n"
625 		"		vec4 color = texture(tex, ftcoord);\n"
626 		"#else\n"
627 		"		vec4 color = texture2D(tex, ftcoord);\n"
628 		"#endif\n"
629 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
630 		"		if (texType == 2) color = vec4(color.x);"
631 		"		color *= scissor;\n"
632 		"		result = color * innerCol;\n"
633 		"	}\n"
634 		"#ifdef EDGE_AA\n"
635 		"	if (strokeAlpha < strokeThr) discard;\n"
636 		"#endif\n"
637 		"#ifdef NANOVG_GL3\n"
638 		"	outColor = result;\n"
639 		"#else\n"
640 		"	gl_FragColor = result;\n"
641 		"#endif\n"
642 		"}\n";
643 
644 	glnvg__checkError(gl, "init");
645 
646 	if (gl->flags & NVG_ANTIALIAS) {
647 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
648 			return 0;
649 	} else {
650 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
651 			return 0;
652 	}
653 
654 	glnvg__checkError(gl, "uniform locations");
655 	glnvg__getUniforms(&gl->shader);
656 
657 	// Create dynamic vertex array
658 #if defined NANOVG_GL3
659 	glGenVertexArrays(1, &gl->vertArr);
660 #endif
661 	glGenBuffers(1, &gl->vertBuf);
662 
663 #if NANOVG_GL_USE_UNIFORMBUFFER
664 	// Create UBOs
665 	glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
666 	glGenBuffers(1, &gl->fragBuf);
667 	glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
668 #endif
669 	gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
670 
671 	glnvg__checkError(gl, "create done");
672 
673 	glFinish();
674 
675 	return 1;
676 }
677 
glnvg__renderCreateTexture(void * uptr,int type,int w,int h,int imageFlags,const unsigned char * data)678 static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
679 {
680 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
681 	GLNVGtexture* tex = glnvg__allocTexture(gl);
682 
683 	if (tex == NULL) return 0;
684 
685 #ifdef NANOVG_GLES2
686 	// Check for non-power of 2.
687 	if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
688 		// No repeat
689 		if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
690 			printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
691 			imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
692 		}
693 		// No mips.
694 		if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
695 			printf("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h);
696 			imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
697 		}
698 	}
699 #endif
700 
701 	glGenTextures(1, &tex->tex);
702 	tex->width = w;
703 	tex->height = h;
704 	tex->type = type;
705 	tex->flags = imageFlags;
706 	glnvg__bindTexture(gl, tex->tex);
707 
708 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
709 #ifndef NANOVG_GLES2
710 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
711 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
712 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
713 #endif
714 
715 #if defined (NANOVG_GL2)
716 	// GL 1.4 and later has support for generating mipmaps using a tex parameter.
717 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
718 		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
719 	}
720 #endif
721 
722 	if (type == NVG_TEXTURE_RGBA)
723 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
724 	else
725 #if defined(NANOVG_GLES2)
726 		glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
727 #elif defined(NANOVG_GLES3)
728 		glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
729 #else
730 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
731 #endif
732 
733 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
734 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
735 	} else {
736 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
737 	}
738 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
739 
740 	if (imageFlags & NVG_IMAGE_REPEATX)
741 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
742 	else
743 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
744 
745 	if (imageFlags & NVG_IMAGE_REPEATY)
746 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
747 	else
748 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
749 
750 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
751 #ifndef NANOVG_GLES2
752 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
753 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
754 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
755 #endif
756 
757 	// The new way to build mipmaps on GLES and GL3
758 #if !defined(NANOVG_GL2)
759 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
760 		glGenerateMipmap(GL_TEXTURE_2D);
761 	}
762 #endif
763 
764 	glnvg__checkError(gl, "create tex");
765 	glnvg__bindTexture(gl, 0);
766 
767 	return tex->id;
768 }
769 
770 
glnvg__renderDeleteTexture(void * uptr,int image)771 static int glnvg__renderDeleteTexture(void* uptr, int image)
772 {
773 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
774 	return glnvg__deleteTexture(gl, image);
775 }
776 
glnvg__renderUpdateTexture(void * uptr,int image,int x,int y,int w,int h,const unsigned char * data)777 static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
778 {
779 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
780 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
781 
782 	if (tex == NULL) return 0;
783 	glnvg__bindTexture(gl, tex->tex);
784 
785 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
786 
787 #ifndef NANOVG_GLES2
788 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
789 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
790 	glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
791 #else
792 	// No support for all of skip, need to update a whole row at a time.
793 	if (tex->type == NVG_TEXTURE_RGBA)
794 		data += y*tex->width*4;
795 	else
796 		data += y*tex->width;
797 	x = 0;
798 	w = tex->width;
799 #endif
800 
801 	if (tex->type == NVG_TEXTURE_RGBA)
802 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
803 	else
804 #ifdef NANOVG_GLES2
805 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
806 #else
807 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
808 #endif
809 
810 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
811 #ifndef NANOVG_GLES2
812 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
813 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
814 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
815 #endif
816 
817 	glnvg__bindTexture(gl, 0);
818 
819 	return 1;
820 }
821 
glnvg__renderGetTextureSize(void * uptr,int image,int * w,int * h)822 static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
823 {
824 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
825 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
826 	if (tex == NULL) return 0;
827 	*w = tex->width;
828 	*h = tex->height;
829 	return 1;
830 }
831 
glnvg__xformToMat3x4(float * m3,float * t)832 static void glnvg__xformToMat3x4(float* m3, float* t)
833 {
834 	m3[0] = t[0];
835 	m3[1] = t[1];
836 	m3[2] = 0.0f;
837 	m3[3] = 0.0f;
838 	m3[4] = t[2];
839 	m3[5] = t[3];
840 	m3[6] = 0.0f;
841 	m3[7] = 0.0f;
842 	m3[8] = t[4];
843 	m3[9] = t[5];
844 	m3[10] = 1.0f;
845 	m3[11] = 0.0f;
846 }
847 
glnvg__premulColor(NVGcolor c)848 static NVGcolor glnvg__premulColor(NVGcolor c)
849 {
850 	c.r *= c.a;
851 	c.g *= c.a;
852 	c.b *= c.a;
853 	return c;
854 }
855 
glnvg__convertPaint(GLNVGcontext * gl,GLNVGfragUniforms * frag,NVGpaint * paint,NVGscissor * scissor,float width,float fringe,float strokeThr)856 static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
857 							   NVGscissor* scissor, float width, float fringe, float strokeThr)
858 {
859 	GLNVGtexture* tex = NULL;
860 	float invxform[6];
861 
862 	memset(frag, 0, sizeof(*frag));
863 
864 	frag->innerCol = glnvg__premulColor(paint->innerColor);
865 	frag->outerCol = glnvg__premulColor(paint->outerColor);
866 
867 	if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
868 		memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
869 		frag->scissorExt[0] = 1.0f;
870 		frag->scissorExt[1] = 1.0f;
871 		frag->scissorScale[0] = 1.0f;
872 		frag->scissorScale[1] = 1.0f;
873 	} else {
874 		nvgTransformInverse(invxform, scissor->xform);
875 		glnvg__xformToMat3x4(frag->scissorMat, invxform);
876 		frag->scissorExt[0] = scissor->extent[0];
877 		frag->scissorExt[1] = scissor->extent[1];
878 		frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
879 		frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
880 	}
881 
882 	memcpy(frag->extent, paint->extent, sizeof(frag->extent));
883 	frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
884 	frag->strokeThr = strokeThr;
885 
886 	if (paint->image != 0) {
887 		tex = glnvg__findTexture(gl, paint->image);
888 		if (tex == NULL) return 0;
889 		if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
890 			float flipped[6];
891 			nvgTransformScale(flipped, 1.0f, -1.0f);
892 			nvgTransformMultiply(flipped, paint->xform);
893 			nvgTransformInverse(invxform, flipped);
894 		} else {
895 			nvgTransformInverse(invxform, paint->xform);
896 		}
897 		frag->type = NSVG_SHADER_FILLIMG;
898 
899 		if (tex->type == NVG_TEXTURE_RGBA)
900 			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
901 		else
902 			frag->texType = 2;
903 //		printf("frag->texType = %d\n", frag->texType);
904 	} else {
905 		frag->type = NSVG_SHADER_FILLGRAD;
906 		frag->radius = paint->radius;
907 		frag->feather = paint->feather;
908 		nvgTransformInverse(invxform, paint->xform);
909 	}
910 
911 	glnvg__xformToMat3x4(frag->paintMat, invxform);
912 
913 	return 1;
914 }
915 
916 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
917 
glnvg__setUniforms(GLNVGcontext * gl,int uniformOffset,int image)918 static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
919 {
920 #if NANOVG_GL_USE_UNIFORMBUFFER
921 	glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
922 #else
923 	GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
924 	glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
925 #endif
926 
927 	if (image != 0) {
928 		GLNVGtexture* tex = glnvg__findTexture(gl, image);
929 		glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
930 		glnvg__checkError(gl, "tex paint tex");
931 	} else {
932 		glnvg__bindTexture(gl, 0);
933 	}
934 }
935 
glnvg__renderViewport(void * uptr,int width,int height)936 static void glnvg__renderViewport(void* uptr, int width, int height)
937 {
938 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
939 	gl->view[0] = (float)width;
940 	gl->view[1] = (float)height;
941 }
942 
glnvg__fill(GLNVGcontext * gl,GLNVGcall * call)943 static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
944 {
945 	GLNVGpath* paths = &gl->paths[call->pathOffset];
946 	int i, npaths = call->pathCount;
947 
948 	// Draw shapes
949 	glEnable(GL_STENCIL_TEST);
950 	glnvg__stencilMask(gl, 0xff);
951 	glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
952 	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
953 
954 	// set bindpoint for solid loc
955 	glnvg__setUniforms(gl, call->uniformOffset, 0);
956 	glnvg__checkError(gl, "fill simple");
957 
958 	glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
959 	glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
960 	glDisable(GL_CULL_FACE);
961 	for (i = 0; i < npaths; i++)
962 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
963 	glEnable(GL_CULL_FACE);
964 
965 	// Draw anti-aliased pixels
966 	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
967 
968 	glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
969 	glnvg__checkError(gl, "fill fill");
970 
971 	if (gl->flags & NVG_ANTIALIAS) {
972 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
973 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
974 		// Draw fringes
975 		for (i = 0; i < npaths; i++)
976 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
977 	}
978 
979 	// Draw fill
980 	glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
981 	glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
982 	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
983 
984 	glDisable(GL_STENCIL_TEST);
985 }
986 
glnvg__convexFill(GLNVGcontext * gl,GLNVGcall * call)987 static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
988 {
989 	GLNVGpath* paths = &gl->paths[call->pathOffset];
990 	int i, npaths = call->pathCount;
991 
992 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
993 	glnvg__checkError(gl, "convex fill");
994 
995 	for (i = 0; i < npaths; i++)
996 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
997 	if (gl->flags & NVG_ANTIALIAS) {
998 		// Draw fringes
999 		for (i = 0; i < npaths; i++)
1000 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1001 	}
1002 }
1003 
glnvg__stroke(GLNVGcontext * gl,GLNVGcall * call)1004 static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
1005 {
1006 	GLNVGpath* paths = &gl->paths[call->pathOffset];
1007 	int npaths = call->pathCount, i;
1008 
1009 	if (gl->flags & NVG_STENCIL_STROKES) {
1010 
1011 		glEnable(GL_STENCIL_TEST);
1012 		glnvg__stencilMask(gl, 0xff);
1013 
1014 		// Fill the stroke base without overlap
1015 		glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
1016 		glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
1017 		glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
1018 		glnvg__checkError(gl, "stroke fill 0");
1019 		for (i = 0; i < npaths; i++)
1020 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1021 
1022 		// Draw anti-aliased pixels.
1023 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
1024 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1025 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1026 		for (i = 0; i < npaths; i++)
1027 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1028 
1029 		// Clear stencil buffer.
1030 		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1031 		glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
1032 		glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1033 		glnvg__checkError(gl, "stroke fill 1");
1034 		for (i = 0; i < npaths; i++)
1035 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1036 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1037 
1038 		glDisable(GL_STENCIL_TEST);
1039 
1040 //		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1041 
1042 	} else {
1043 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
1044 		glnvg__checkError(gl, "stroke fill");
1045 		// Draw Strokes
1046 		for (i = 0; i < npaths; i++)
1047 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1048 	}
1049 }
1050 
glnvg__triangles(GLNVGcontext * gl,GLNVGcall * call)1051 static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
1052 {
1053 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
1054 	glnvg__checkError(gl, "triangles fill");
1055 
1056 	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
1057 }
1058 
glnvg__renderCancel(void * uptr)1059 static void glnvg__renderCancel(void* uptr) {
1060 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1061 	gl->nverts = 0;
1062 	gl->npaths = 0;
1063 	gl->ncalls = 0;
1064 	gl->nuniforms = 0;
1065 }
1066 
glnvg__renderFlush(void * uptr)1067 static void glnvg__renderFlush(void* uptr)
1068 {
1069 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1070 	int i;
1071 
1072 	if (gl->ncalls > 0) {
1073 
1074 		// Setup require GL state.
1075 		glUseProgram(gl->shader.prog);
1076 
1077 		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1078 		glEnable(GL_CULL_FACE);
1079 		glCullFace(GL_BACK);
1080 		glFrontFace(GL_CCW);
1081 		glEnable(GL_BLEND);
1082 		glDisable(GL_DEPTH_TEST);
1083 		glDisable(GL_SCISSOR_TEST);
1084 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1085 		glStencilMask(0xffffffff);
1086 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1087 		glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
1088 		glActiveTexture(GL_TEXTURE0);
1089 		glBindTexture(GL_TEXTURE_2D, 0);
1090 		#if NANOVG_GL_USE_STATE_FILTER
1091 		gl->boundTexture = 0;
1092 		gl->stencilMask = 0xffffffff;
1093 		gl->stencilFunc = GL_ALWAYS;
1094 		gl->stencilFuncRef = 0;
1095 		gl->stencilFuncMask = 0xffffffff;
1096 		#endif
1097 
1098 #if NANOVG_GL_USE_UNIFORMBUFFER
1099 		// Upload ubo for frag shaders
1100 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1101 		glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
1102 #endif
1103 
1104 		// Upload vertex data
1105 #if defined NANOVG_GL3
1106 		glBindVertexArray(gl->vertArr);
1107 #endif
1108 		glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
1109 		glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
1110 		glEnableVertexAttribArray(0);
1111 		glEnableVertexAttribArray(1);
1112 		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
1113 		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
1114 
1115 		// Set view and texture just once per frame.
1116 		glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
1117 		glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
1118 
1119 #if NANOVG_GL_USE_UNIFORMBUFFER
1120 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1121 #endif
1122 
1123 		for (i = 0; i < gl->ncalls; i++) {
1124 			GLNVGcall* call = &gl->calls[i];
1125 			if (call->type == GLNVG_FILL)
1126 				glnvg__fill(gl, call);
1127 			else if (call->type == GLNVG_CONVEXFILL)
1128 				glnvg__convexFill(gl, call);
1129 			else if (call->type == GLNVG_STROKE)
1130 				glnvg__stroke(gl, call);
1131 			else if (call->type == GLNVG_TRIANGLES)
1132 				glnvg__triangles(gl, call);
1133 		}
1134 
1135 		glDisableVertexAttribArray(0);
1136 		glDisableVertexAttribArray(1);
1137 #if defined NANOVG_GL3
1138 		glBindVertexArray(0);
1139 #endif
1140 		glDisable(GL_CULL_FACE);
1141 		glBindBuffer(GL_ARRAY_BUFFER, 0);
1142 		glUseProgram(0);
1143 		glnvg__bindTexture(gl, 0);
1144 	}
1145 
1146 	// Reset calls
1147 	gl->nverts = 0;
1148 	gl->npaths = 0;
1149 	gl->ncalls = 0;
1150 	gl->nuniforms = 0;
1151 }
1152 
glnvg__maxVertCount(const NVGpath * paths,int npaths)1153 static int glnvg__maxVertCount(const NVGpath* paths, int npaths)
1154 {
1155 	int i, count = 0;
1156 	for (i = 0; i < npaths; i++) {
1157 		count += paths[i].nfill;
1158 		count += paths[i].nstroke;
1159 	}
1160 	return count;
1161 }
1162 
glnvg__allocCall(GLNVGcontext * gl)1163 static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
1164 {
1165 	GLNVGcall* ret = NULL;
1166 	if (gl->ncalls+1 > gl->ccalls) {
1167 		GLNVGcall* calls;
1168 		int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
1169 		calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
1170 		if (calls == NULL) return NULL;
1171 		gl->calls = calls;
1172 		gl->ccalls = ccalls;
1173 	}
1174 	ret = &gl->calls[gl->ncalls++];
1175 	memset(ret, 0, sizeof(GLNVGcall));
1176 	return ret;
1177 }
1178 
glnvg__allocPaths(GLNVGcontext * gl,int n)1179 static int glnvg__allocPaths(GLNVGcontext* gl, int n)
1180 {
1181 	int ret = 0;
1182 	if (gl->npaths+n > gl->cpaths) {
1183 		GLNVGpath* paths;
1184 		int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
1185 		paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
1186 		if (paths == NULL) return -1;
1187 		gl->paths = paths;
1188 		gl->cpaths = cpaths;
1189 	}
1190 	ret = gl->npaths;
1191 	gl->npaths += n;
1192 	return ret;
1193 }
1194 
glnvg__allocVerts(GLNVGcontext * gl,int n)1195 static int glnvg__allocVerts(GLNVGcontext* gl, int n)
1196 {
1197 	int ret = 0;
1198 	if (gl->nverts+n > gl->cverts) {
1199 		NVGvertex* verts;
1200 		int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
1201 		verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
1202 		if (verts == NULL) return -1;
1203 		gl->verts = verts;
1204 		gl->cverts = cverts;
1205 	}
1206 	ret = gl->nverts;
1207 	gl->nverts += n;
1208 	return ret;
1209 }
1210 
glnvg__allocFragUniforms(GLNVGcontext * gl,int n)1211 static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
1212 {
1213 	int ret = 0, structSize = gl->fragSize;
1214 	if (gl->nuniforms+n > gl->cuniforms) {
1215 		unsigned char* uniforms;
1216 		int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
1217 		uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
1218 		if (uniforms == NULL) return -1;
1219 		gl->uniforms = uniforms;
1220 		gl->cuniforms = cuniforms;
1221 	}
1222 	ret = gl->nuniforms * structSize;
1223 	gl->nuniforms += n;
1224 	return ret;
1225 }
1226 
nvg__fragUniformPtr(GLNVGcontext * gl,int i)1227 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
1228 {
1229 	return (GLNVGfragUniforms*)&gl->uniforms[i];
1230 }
1231 
glnvg__vset(NVGvertex * vtx,float x,float y,float u,float v)1232 static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
1233 {
1234 	vtx->x = x;
1235 	vtx->y = y;
1236 	vtx->u = u;
1237 	vtx->v = v;
1238 }
1239 
glnvg__renderFill(void * uptr,NVGpaint * paint,NVGscissor * scissor,float fringe,const float * bounds,const NVGpath * paths,int npaths)1240 static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe,
1241 							  const float* bounds, const NVGpath* paths, int npaths)
1242 {
1243 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1244 	GLNVGcall* call = glnvg__allocCall(gl);
1245 	NVGvertex* quad;
1246 	GLNVGfragUniforms* frag;
1247 	int i, maxverts, offset;
1248 
1249 	if (call == NULL) return;
1250 
1251 	call->type = GLNVG_FILL;
1252 	call->pathOffset = glnvg__allocPaths(gl, npaths);
1253 	if (call->pathOffset == -1) goto error;
1254 	call->pathCount = npaths;
1255 	call->image = paint->image;
1256 
1257 	if (npaths == 1 && paths[0].convex)
1258 		call->type = GLNVG_CONVEXFILL;
1259 
1260 	// Allocate vertices for all the paths.
1261 	maxverts = glnvg__maxVertCount(paths, npaths) + 6;
1262 	offset = glnvg__allocVerts(gl, maxverts);
1263 	if (offset == -1) goto error;
1264 
1265 	for (i = 0; i < npaths; i++) {
1266 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1267 		const NVGpath* path = &paths[i];
1268 		memset(copy, 0, sizeof(GLNVGpath));
1269 		if (path->nfill > 0) {
1270 			copy->fillOffset = offset;
1271 			copy->fillCount = path->nfill;
1272 			memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
1273 			offset += path->nfill;
1274 		}
1275 		if (path->nstroke > 0) {
1276 			copy->strokeOffset = offset;
1277 			copy->strokeCount = path->nstroke;
1278 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1279 			offset += path->nstroke;
1280 		}
1281 	}
1282 
1283 	// Quad
1284 	call->triangleOffset = offset;
1285 	call->triangleCount = 6;
1286 	quad = &gl->verts[call->triangleOffset];
1287 	glnvg__vset(&quad[0], bounds[0], bounds[3], 0.5f, 1.0f);
1288 	glnvg__vset(&quad[1], bounds[2], bounds[3], 0.5f, 1.0f);
1289 	glnvg__vset(&quad[2], bounds[2], bounds[1], 0.5f, 1.0f);
1290 
1291 	glnvg__vset(&quad[3], bounds[0], bounds[3], 0.5f, 1.0f);
1292 	glnvg__vset(&quad[4], bounds[2], bounds[1], 0.5f, 1.0f);
1293 	glnvg__vset(&quad[5], bounds[0], bounds[1], 0.5f, 1.0f);
1294 
1295 	// Setup uniforms for draw calls
1296 	if (call->type == GLNVG_FILL) {
1297 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1298 		if (call->uniformOffset == -1) goto error;
1299 		// Simple shader for stencil
1300 		frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1301 		memset(frag, 0, sizeof(*frag));
1302 		frag->strokeThr = -1.0f;
1303 		frag->type = NSVG_SHADER_SIMPLE;
1304 		// Fill shader
1305 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
1306 	} else {
1307 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1308 		if (call->uniformOffset == -1) goto error;
1309 		// Fill shader
1310 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
1311 	}
1312 
1313 	return;
1314 
1315 error:
1316 	// We get here if call alloc was ok, but something else is not.
1317 	// Roll back the last call to prevent drawing it.
1318 	if (gl->ncalls > 0) gl->ncalls--;
1319 }
1320 
glnvg__renderStroke(void * uptr,NVGpaint * paint,NVGscissor * scissor,float fringe,float strokeWidth,const NVGpath * paths,int npaths)1321 static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe,
1322 								float strokeWidth, const NVGpath* paths, int npaths)
1323 {
1324 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1325 	GLNVGcall* call = glnvg__allocCall(gl);
1326 	int i, maxverts, offset;
1327 
1328 	if (call == NULL) return;
1329 
1330 	call->type = GLNVG_STROKE;
1331 	call->pathOffset = glnvg__allocPaths(gl, npaths);
1332 	if (call->pathOffset == -1) goto error;
1333 	call->pathCount = npaths;
1334 	call->image = paint->image;
1335 
1336 	// Allocate vertices for all the paths.
1337 	maxverts = glnvg__maxVertCount(paths, npaths);
1338 	offset = glnvg__allocVerts(gl, maxverts);
1339 	if (offset == -1) goto error;
1340 
1341 	for (i = 0; i < npaths; i++) {
1342 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1343 		const NVGpath* path = &paths[i];
1344 		memset(copy, 0, sizeof(GLNVGpath));
1345 		if (path->nstroke) {
1346 			copy->strokeOffset = offset;
1347 			copy->strokeCount = path->nstroke;
1348 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1349 			offset += path->nstroke;
1350 		}
1351 	}
1352 
1353 	if (gl->flags & NVG_STENCIL_STROKES) {
1354 		// Fill shader
1355 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1356 		if (call->uniformOffset == -1) goto error;
1357 
1358 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1359 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1360 
1361 	} else {
1362 		// Fill shader
1363 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1364 		if (call->uniformOffset == -1) goto error;
1365 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1366 	}
1367 
1368 	return;
1369 
1370 error:
1371 	// We get here if call alloc was ok, but something else is not.
1372 	// Roll back the last call to prevent drawing it.
1373 	if (gl->ncalls > 0) gl->ncalls--;
1374 }
1375 
glnvg__renderTriangles(void * uptr,NVGpaint * paint,NVGscissor * scissor,const NVGvertex * verts,int nverts)1376 static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGscissor* scissor,
1377 								   const NVGvertex* verts, int nverts)
1378 {
1379 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1380 	GLNVGcall* call = glnvg__allocCall(gl);
1381 	GLNVGfragUniforms* frag;
1382 
1383 	if (call == NULL) return;
1384 
1385 	call->type = GLNVG_TRIANGLES;
1386 	call->image = paint->image;
1387 
1388 	// Allocate vertices for all the paths.
1389 	call->triangleOffset = glnvg__allocVerts(gl, nverts);
1390 	if (call->triangleOffset == -1) goto error;
1391 	call->triangleCount = nverts;
1392 
1393 	memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
1394 
1395 	// Fill shader
1396 	call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1397 	if (call->uniformOffset == -1) goto error;
1398 	frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1399 	glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f, -1.0f);
1400 	frag->type = NSVG_SHADER_IMG;
1401 
1402 	return;
1403 
1404 error:
1405 	// We get here if call alloc was ok, but something else is not.
1406 	// Roll back the last call to prevent drawing it.
1407 	if (gl->ncalls > 0) gl->ncalls--;
1408 }
1409 
glnvg__renderDelete(void * uptr)1410 static void glnvg__renderDelete(void* uptr)
1411 {
1412 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1413 	int i;
1414 	if (gl == NULL) return;
1415 
1416 	glnvg__deleteShader(&gl->shader);
1417 
1418 #if NANOVG_GL3
1419 #if NANOVG_GL_USE_UNIFORMBUFFER
1420 	if (gl->fragBuf != 0)
1421 		glDeleteBuffers(1, &gl->fragBuf);
1422 #endif
1423 	if (gl->vertArr != 0)
1424 		glDeleteVertexArrays(1, &gl->vertArr);
1425 #endif
1426 	if (gl->vertBuf != 0)
1427 		glDeleteBuffers(1, &gl->vertBuf);
1428 
1429 	for (i = 0; i < gl->ntextures; i++) {
1430 		if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
1431 			glDeleteTextures(1, &gl->textures[i].tex);
1432 	}
1433 	free(gl->textures);
1434 
1435 	free(gl->paths);
1436 	free(gl->verts);
1437 	free(gl->uniforms);
1438 	free(gl->calls);
1439 
1440 	free(gl);
1441 }
1442 
1443 
1444 #if defined NANOVG_GL2
nvgCreateGL2(int flags)1445 NVGcontext* nvgCreateGL2(int flags)
1446 #elif defined NANOVG_GL3
1447 NVGcontext* nvgCreateGL3(int flags)
1448 #elif defined NANOVG_GLES2
1449 NVGcontext* nvgCreateGLES2(int flags)
1450 #elif defined NANOVG_GLES3
1451 NVGcontext* nvgCreateGLES3(int flags)
1452 #endif
1453 {
1454 	NVGparams params;
1455 	NVGcontext* ctx = NULL;
1456 	GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
1457 	if (gl == NULL) goto error;
1458 	memset(gl, 0, sizeof(GLNVGcontext));
1459 
1460 	memset(&params, 0, sizeof(params));
1461 	params.renderCreate = glnvg__renderCreate;
1462 	params.renderCreateTexture = glnvg__renderCreateTexture;
1463 	params.renderDeleteTexture = glnvg__renderDeleteTexture;
1464 	params.renderUpdateTexture = glnvg__renderUpdateTexture;
1465 	params.renderGetTextureSize = glnvg__renderGetTextureSize;
1466 	params.renderViewport = glnvg__renderViewport;
1467 	params.renderCancel = glnvg__renderCancel;
1468 	params.renderFlush = glnvg__renderFlush;
1469 	params.renderFill = glnvg__renderFill;
1470 	params.renderStroke = glnvg__renderStroke;
1471 	params.renderTriangles = glnvg__renderTriangles;
1472 	params.renderDelete = glnvg__renderDelete;
1473 	params.userPtr = gl;
1474 	params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
1475 
1476 	gl->flags = flags;
1477 
1478 	ctx = nvgCreateInternal(&params);
1479 	if (ctx == NULL) goto error;
1480 
1481 	return ctx;
1482 
1483 error:
1484 	// 'gl' is freed by nvgDeleteInternal.
1485 	if (ctx != NULL) nvgDeleteInternal(ctx);
1486 	return NULL;
1487 }
1488 
1489 #if defined NANOVG_GL2
nvgDeleteGL2(NVGcontext * ctx)1490 void nvgDeleteGL2(NVGcontext* ctx)
1491 #elif defined NANOVG_GL3
1492 void nvgDeleteGL3(NVGcontext* ctx)
1493 #elif defined NANOVG_GLES2
1494 void nvgDeleteGLES2(NVGcontext* ctx)
1495 #elif defined NANOVG_GLES3
1496 void nvgDeleteGLES3(NVGcontext* ctx)
1497 #endif
1498 {
1499 	nvgDeleteInternal(ctx);
1500 }
1501 
nvglCreateImageFromHandle(NVGcontext * ctx,GLuint textureId,int w,int h,int imageFlags)1502 int nvglCreateImageFromHandle(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1503 {
1504 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1505 	GLNVGtexture* tex = glnvg__allocTexture(gl);
1506 
1507 	if (tex == NULL) return 0;
1508 
1509 	tex->type = NVG_TEXTURE_RGBA;
1510 	tex->tex = textureId;
1511 	tex->flags = imageFlags;
1512 	tex->width = w;
1513 	tex->height = h;
1514 
1515 	return tex->id;
1516 }
1517 
nvglImageHandle(NVGcontext * ctx,int image)1518 GLuint nvglImageHandle(NVGcontext* ctx, int image)
1519 {
1520 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1521 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
1522 	return tex->tex;
1523 }
1524 
1525 #endif /* NANOVG_GL_IMPLEMENTATION */
1526