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 int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
63 GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
64 
65 #endif
66 
67 #if defined NANOVG_GL3
68 
69 NVGcontext* nvgCreateGL3(int flags);
70 void nvgDeleteGL3(NVGcontext* ctx);
71 
72 int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
73 GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
74 
75 #endif
76 
77 #if defined NANOVG_GLES2
78 
79 NVGcontext* nvgCreateGLES2(int flags);
80 void nvgDeleteGLES2(NVGcontext* ctx);
81 
82 int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
83 GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
84 
85 #endif
86 
87 #if defined NANOVG_GLES3
88 
89 NVGcontext* nvgCreateGLES3(int flags);
90 void nvgDeleteGLES3(NVGcontext* ctx);
91 
92 int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
93 GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
94 
95 #endif
96 
97 // These are additional flags on top of NVGimageFlags.
98 enum NVGimageFlagsGL {
99 	NVG_IMAGE_NODELETE			= 1<<16,	// Do not delete GL texture handle.
100 };
101 
102 #ifdef __cplusplus
103 }
104 #endif
105 
106 #endif /* NANOVG_GL_H */
107 
108 #ifdef NANOVG_GL_IMPLEMENTATION
109 
110 #include <stdlib.h>
111 #include <stdio.h>
112 #include <string.h>
113 #include <math.h>
114 #include "nanovg.h"
115 
116 enum GLNVGuniformLoc {
117 	GLNVG_LOC_VIEWSIZE,
118 	GLNVG_LOC_TEX,
119 	GLNVG_LOC_FRAG,
120 	GLNVG_MAX_LOCS
121 };
122 
123 enum GLNVGshaderType {
124 	NSVG_SHADER_FILLGRAD,
125 	NSVG_SHADER_FILLIMG,
126 	NSVG_SHADER_SIMPLE,
127 	NSVG_SHADER_IMG
128 };
129 
130 #if NANOVG_GL_USE_UNIFORMBUFFER
131 enum GLNVGuniformBindings {
132 	GLNVG_FRAG_BINDING = 0,
133 };
134 #endif
135 
136 struct GLNVGshader {
137 	GLuint prog;
138 	GLuint frag;
139 	GLuint vert;
140 	GLint loc[GLNVG_MAX_LOCS];
141 };
142 typedef struct GLNVGshader GLNVGshader;
143 
144 struct GLNVGtexture {
145 	int id;
146 	GLuint tex;
147 	int width, height;
148 	int type;
149 	int flags;
150 };
151 typedef struct GLNVGtexture GLNVGtexture;
152 
153 struct GLNVGblend
154 {
155 	GLenum srcRGB;
156 	GLenum dstRGB;
157 	GLenum srcAlpha;
158 	GLenum dstAlpha;
159 };
160 typedef struct GLNVGblend GLNVGblend;
161 
162 enum GLNVGcallType {
163 	GLNVG_NONE = 0,
164 	GLNVG_FILL,
165 	GLNVG_CONVEXFILL,
166 	GLNVG_STROKE,
167 	GLNVG_TRIANGLES,
168 };
169 
170 struct GLNVGcall {
171 	int type;
172 	int image;
173 	int pathOffset;
174 	int pathCount;
175 	int triangleOffset;
176 	int triangleCount;
177 	int uniformOffset;
178 	GLNVGblend blendFunc;
179 };
180 typedef struct GLNVGcall GLNVGcall;
181 
182 struct GLNVGpath {
183 	int fillOffset;
184 	int fillCount;
185 	int strokeOffset;
186 	int strokeCount;
187 };
188 typedef struct GLNVGpath GLNVGpath;
189 
190 struct GLNVGfragUniforms {
191 	#if NANOVG_GL_USE_UNIFORMBUFFER
192 		float scissorMat[12]; // matrices are actually 3 vec4s
193 		float paintMat[12];
194 		struct NVGcolor innerCol;
195 		struct NVGcolor outerCol;
196 		float scissorExt[2];
197 		float scissorScale[2];
198 		float extent[2];
199 		float radius;
200 		float feather;
201 		float strokeMult;
202 		float strokeThr;
203 		int texType;
204 		int type;
205 	#else
206 		// note: after modifying layout or size of uniform array,
207 		// don't forget to also update the fragment shader source!
208 		#define NANOVG_GL_UNIFORMARRAY_SIZE 11
209 		union {
210 			struct {
211 				float scissorMat[12]; // matrices are actually 3 vec4s
212 				float paintMat[12];
213 				struct NVGcolor innerCol;
214 				struct NVGcolor outerCol;
215 				float scissorExt[2];
216 				float scissorScale[2];
217 				float extent[2];
218 				float radius;
219 				float feather;
220 				float strokeMult;
221 				float strokeThr;
222 				float texType;
223 				float type;
224 			};
225 			float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
226 		};
227 	#endif
228 };
229 typedef struct GLNVGfragUniforms GLNVGfragUniforms;
230 
231 struct GLNVGcontext {
232 	GLNVGshader shader;
233 	GLNVGtexture* textures;
234 	float view[2];
235 	int ntextures;
236 	int ctextures;
237 	int textureId;
238 	GLuint vertBuf;
239 #if defined NANOVG_GL3
240 	GLuint vertArr;
241 #endif
242 #if NANOVG_GL_USE_UNIFORMBUFFER
243 	GLuint fragBuf;
244 #endif
245 	int fragSize;
246 	int flags;
247 
248 	// Per frame buffers
249 	GLNVGcall* calls;
250 	int ccalls;
251 	int ncalls;
252 	GLNVGpath* paths;
253 	int cpaths;
254 	int npaths;
255 	struct NVGvertex* verts;
256 	int cverts;
257 	int nverts;
258 	unsigned char* uniforms;
259 	int cuniforms;
260 	int nuniforms;
261 
262 	// cached state
263 	#if NANOVG_GL_USE_STATE_FILTER
264 	GLuint boundTexture;
265 	GLuint stencilMask;
266 	GLenum stencilFunc;
267 	GLint stencilFuncRef;
268 	GLuint stencilFuncMask;
269 	GLNVGblend blendFunc;
270 	#endif
271 
272 	int dummyTex;
273 };
274 typedef struct GLNVGcontext GLNVGcontext;
275 
glnvg__maxi(int a,int b)276 static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
277 
278 #ifdef NANOVG_GLES2
glnvg__nearestPow2(unsigned int num)279 static unsigned int glnvg__nearestPow2(unsigned int num)
280 {
281 	unsigned n = num > 0 ? num - 1 : 0;
282 	n |= n >> 1;
283 	n |= n >> 2;
284 	n |= n >> 4;
285 	n |= n >> 8;
286 	n |= n >> 16;
287 	n++;
288 	return n;
289 }
290 #endif
291 
glnvg__bindTexture(GLNVGcontext * gl,GLuint tex)292 static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
293 {
294 #if NANOVG_GL_USE_STATE_FILTER
295 	if (gl->boundTexture != tex) {
296 		gl->boundTexture = tex;
297 		glBindTexture(GL_TEXTURE_2D, tex);
298 	}
299 #else
300 	glBindTexture(GL_TEXTURE_2D, tex);
301 #endif
302 }
303 
glnvg__stencilMask(GLNVGcontext * gl,GLuint mask)304 static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
305 {
306 #if NANOVG_GL_USE_STATE_FILTER
307 	if (gl->stencilMask != mask) {
308 		gl->stencilMask = mask;
309 		glStencilMask(mask);
310 	}
311 #else
312 	glStencilMask(mask);
313 #endif
314 }
315 
glnvg__stencilFunc(GLNVGcontext * gl,GLenum func,GLint ref,GLuint mask)316 static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
317 {
318 #if NANOVG_GL_USE_STATE_FILTER
319 	if ((gl->stencilFunc != func) ||
320 		(gl->stencilFuncRef != ref) ||
321 		(gl->stencilFuncMask != mask)) {
322 
323 		gl->stencilFunc = func;
324 		gl->stencilFuncRef = ref;
325 		gl->stencilFuncMask = mask;
326 		glStencilFunc(func, ref, mask);
327 	}
328 #else
329 	glStencilFunc(func, ref, mask);
330 #endif
331 }
glnvg__blendFuncSeparate(GLNVGcontext * gl,const GLNVGblend * blend)332 static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
333 {
334 #if NANOVG_GL_USE_STATE_FILTER
335 	if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
336 		(gl->blendFunc.dstRGB != blend->dstRGB) ||
337 		(gl->blendFunc.srcAlpha != blend->srcAlpha) ||
338 		(gl->blendFunc.dstAlpha != blend->dstAlpha)) {
339 
340 		gl->blendFunc = *blend;
341 		glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
342 	}
343 #else
344 	glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
345 #endif
346 }
347 
glnvg__allocTexture(GLNVGcontext * gl)348 static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
349 {
350 	GLNVGtexture* tex = NULL;
351 	int i;
352 
353 	for (i = 0; i < gl->ntextures; i++) {
354 		if (gl->textures[i].id == 0) {
355 			tex = &gl->textures[i];
356 			break;
357 		}
358 	}
359 	if (tex == NULL) {
360 		if (gl->ntextures+1 > gl->ctextures) {
361 			GLNVGtexture* textures;
362 			int ctextures = glnvg__maxi(gl->ntextures+1, 4) +  gl->ctextures/2; // 1.5x Overallocate
363 			textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
364 			if (textures == NULL) return NULL;
365 			gl->textures = textures;
366 			gl->ctextures = ctextures;
367 		}
368 		tex = &gl->textures[gl->ntextures++];
369 	}
370 
371 	memset(tex, 0, sizeof(*tex));
372 	tex->id = ++gl->textureId;
373 
374 	return tex;
375 }
376 
glnvg__findTexture(GLNVGcontext * gl,int id)377 static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
378 {
379 	int i;
380 	for (i = 0; i < gl->ntextures; i++)
381 		if (gl->textures[i].id == id)
382 			return &gl->textures[i];
383 	return NULL;
384 }
385 
glnvg__deleteTexture(GLNVGcontext * gl,int id)386 static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
387 {
388 	int i;
389 	for (i = 0; i < gl->ntextures; i++) {
390 		if (gl->textures[i].id == id) {
391 			if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
392 				glDeleteTextures(1, &gl->textures[i].tex);
393 			memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
394 			return 1;
395 		}
396 	}
397 	return 0;
398 }
399 
glnvg__dumpShaderError(GLuint shader,const char * name,const char * type)400 static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
401 {
402 	GLchar str[512+1];
403 	GLsizei len = 0;
404 	glGetShaderInfoLog(shader, 512, &len, str);
405 	if (len > 512) len = 512;
406 	str[len] = '\0';
407 	printf("Shader %s/%s error:\n%s\n", name, type, str);
408 }
409 
glnvg__dumpProgramError(GLuint prog,const char * name)410 static void glnvg__dumpProgramError(GLuint prog, const char* name)
411 {
412 	GLchar str[512+1];
413 	GLsizei len = 0;
414 	glGetProgramInfoLog(prog, 512, &len, str);
415 	if (len > 512) len = 512;
416 	str[len] = '\0';
417 	printf("Program %s error:\n%s\n", name, str);
418 }
419 
glnvg__checkError(GLNVGcontext * gl,const char * str)420 static void glnvg__checkError(GLNVGcontext* gl, const char* str)
421 {
422 	GLenum err;
423 	if ((gl->flags & NVG_DEBUG) == 0) return;
424 	err = glGetError();
425 	if (err != GL_NO_ERROR) {
426 		printf("Error %08x after %s\n", err, str);
427 		return;
428 	}
429 }
430 
glnvg__createShader(GLNVGshader * shader,const char * name,const char * header,const char * opts,const char * vshader,const char * fshader)431 static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
432 {
433 	GLint status;
434 	GLuint prog, vert, frag;
435 	const char* str[3];
436 	str[0] = header;
437 	str[1] = opts != NULL ? opts : "";
438 
439 	memset(shader, 0, sizeof(*shader));
440 
441 	prog = glCreateProgram();
442 	vert = glCreateShader(GL_VERTEX_SHADER);
443 	frag = glCreateShader(GL_FRAGMENT_SHADER);
444 	str[2] = vshader;
445 	glShaderSource(vert, 3, str, 0);
446 	str[2] = fshader;
447 	glShaderSource(frag, 3, str, 0);
448 
449 	glCompileShader(vert);
450 	glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
451 	if (status != GL_TRUE) {
452 		glnvg__dumpShaderError(vert, name, "vert");
453 		return 0;
454 	}
455 
456 	glCompileShader(frag);
457 	glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
458 	if (status != GL_TRUE) {
459 		glnvg__dumpShaderError(frag, name, "frag");
460 		return 0;
461 	}
462 
463 	glAttachShader(prog, vert);
464 	glAttachShader(prog, frag);
465 
466 	glBindAttribLocation(prog, 0, "vertex");
467 	glBindAttribLocation(prog, 1, "tcoord");
468 
469 	glLinkProgram(prog);
470 	glGetProgramiv(prog, GL_LINK_STATUS, &status);
471 	if (status != GL_TRUE) {
472 		glnvg__dumpProgramError(prog, name);
473 		return 0;
474 	}
475 
476 	shader->prog = prog;
477 	shader->vert = vert;
478 	shader->frag = frag;
479 
480 	return 1;
481 }
482 
glnvg__deleteShader(GLNVGshader * shader)483 static void glnvg__deleteShader(GLNVGshader* shader)
484 {
485 	if (shader->prog != 0)
486 		glDeleteProgram(shader->prog);
487 	if (shader->vert != 0)
488 		glDeleteShader(shader->vert);
489 	if (shader->frag != 0)
490 		glDeleteShader(shader->frag);
491 }
492 
glnvg__getUniforms(GLNVGshader * shader)493 static void glnvg__getUniforms(GLNVGshader* shader)
494 {
495 	shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
496 	shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
497 
498 #if NANOVG_GL_USE_UNIFORMBUFFER
499 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
500 #else
501 	shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
502 #endif
503 }
504 
505 static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
506 
glnvg__renderCreate(void * uptr)507 static int glnvg__renderCreate(void* uptr)
508 {
509 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
510 	int align = 4;
511 
512 	// TODO: mediump float may not be enough for GLES2 in iOS.
513 	// see the following discussion: https://github.com/memononen/nanovg/issues/46
514 	static const char* shaderHeader =
515 #if defined NANOVG_GL2
516 		"#define NANOVG_GL2 1\n"
517 #elif defined NANOVG_GL3
518 		"#version 150 core\n"
519 		"#define NANOVG_GL3 1\n"
520 #elif defined NANOVG_GLES2
521 		"#version 100\n"
522 		"#define NANOVG_GL2 1\n"
523 #elif defined NANOVG_GLES3
524 		"#version 300 es\n"
525 		"#define NANOVG_GL3 1\n"
526 #endif
527 
528 #if NANOVG_GL_USE_UNIFORMBUFFER
529 	"#define USE_UNIFORMBUFFER 1\n"
530 #else
531 	"#define UNIFORMARRAY_SIZE 11\n"
532 #endif
533 	"\n";
534 
535 	static const char* fillVertShader =
536 		"#ifdef NANOVG_GL3\n"
537 		"	uniform vec2 viewSize;\n"
538 		"	in vec2 vertex;\n"
539 		"	in vec2 tcoord;\n"
540 		"	out vec2 ftcoord;\n"
541 		"	out vec2 fpos;\n"
542 		"#else\n"
543 		"	uniform vec2 viewSize;\n"
544 		"	attribute vec2 vertex;\n"
545 		"	attribute vec2 tcoord;\n"
546 		"	varying vec2 ftcoord;\n"
547 		"	varying vec2 fpos;\n"
548 		"#endif\n"
549 		"void main(void) {\n"
550 		"	ftcoord = tcoord;\n"
551 		"	fpos = vertex;\n"
552 		"	gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
553 		"}\n";
554 
555 	static const char* fillFragShader =
556 		"#ifdef GL_ES\n"
557 		"#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
558 		" precision highp float;\n"
559 		"#else\n"
560 		" precision mediump float;\n"
561 		"#endif\n"
562 		"#endif\n"
563 		"#ifdef NANOVG_GL3\n"
564 		"#ifdef USE_UNIFORMBUFFER\n"
565 		"	layout(std140) uniform frag {\n"
566 		"		mat3 scissorMat;\n"
567 		"		mat3 paintMat;\n"
568 		"		vec4 innerCol;\n"
569 		"		vec4 outerCol;\n"
570 		"		vec2 scissorExt;\n"
571 		"		vec2 scissorScale;\n"
572 		"		vec2 extent;\n"
573 		"		float radius;\n"
574 		"		float feather;\n"
575 		"		float strokeMult;\n"
576 		"		float strokeThr;\n"
577 		"		int texType;\n"
578 		"		int type;\n"
579 		"	};\n"
580 		"#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
581 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
582 		"#endif\n"
583 		"	uniform sampler2D tex;\n"
584 		"	in vec2 ftcoord;\n"
585 		"	in vec2 fpos;\n"
586 		"	out vec4 outColor;\n"
587 		"#else\n" // !NANOVG_GL3
588 		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
589 		"	uniform sampler2D tex;\n"
590 		"	varying vec2 ftcoord;\n"
591 		"	varying vec2 fpos;\n"
592 		"#endif\n"
593 		"#ifndef USE_UNIFORMBUFFER\n"
594 		"	#define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
595 		"	#define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
596 		"	#define innerCol frag[6]\n"
597 		"	#define outerCol frag[7]\n"
598 		"	#define scissorExt frag[8].xy\n"
599 		"	#define scissorScale frag[8].zw\n"
600 		"	#define extent frag[9].xy\n"
601 		"	#define radius frag[9].z\n"
602 		"	#define feather frag[9].w\n"
603 		"	#define strokeMult frag[10].x\n"
604 		"	#define strokeThr frag[10].y\n"
605 		"	#define texType int(frag[10].z)\n"
606 		"	#define type int(frag[10].w)\n"
607 		"#endif\n"
608 		"\n"
609 		"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
610 		"	vec2 ext2 = ext - vec2(rad,rad);\n"
611 		"	vec2 d = abs(pt) - ext2;\n"
612 		"	return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
613 		"}\n"
614 		"\n"
615 		"// Scissoring\n"
616 		"float scissorMask(vec2 p) {\n"
617 		"	vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
618 		"	sc = vec2(0.5,0.5) - sc * scissorScale;\n"
619 		"	return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
620 		"}\n"
621 		"#ifdef EDGE_AA\n"
622 		"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
623 		"float strokeMask() {\n"
624 		"	return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
625 		"}\n"
626 		"#endif\n"
627 		"\n"
628 		"void main(void) {\n"
629 		"   vec4 result;\n"
630 		"	float scissor = scissorMask(fpos);\n"
631 		"#ifdef EDGE_AA\n"
632 		"	float strokeAlpha = strokeMask();\n"
633 		"	if (strokeAlpha < strokeThr) discard;\n"
634 		"#else\n"
635 		"	float strokeAlpha = 1.0;\n"
636 		"#endif\n"
637 		"	if (type == 0) {			// Gradient\n"
638 		"		// Calculate gradient color using box gradient\n"
639 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
640 		"		float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
641 		"		vec4 color = mix(innerCol,outerCol,d);\n"
642 		"		// Combine alpha\n"
643 		"		color *= strokeAlpha * scissor;\n"
644 		"		result = color;\n"
645 		"	} else if (type == 1) {		// Image\n"
646 		"		// Calculate color fron texture\n"
647 		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
648 		"#ifdef NANOVG_GL3\n"
649 		"		vec4 color = texture(tex, pt);\n"
650 		"#else\n"
651 		"		vec4 color = texture2D(tex, pt);\n"
652 		"#endif\n"
653 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
654 		"		if (texType == 2) color = vec4(color.x);"
655 		"		// Apply color tint and alpha.\n"
656 		"		color *= innerCol;\n"
657 		"		// Combine alpha\n"
658 		"		color *= strokeAlpha * scissor;\n"
659 		"		result = color;\n"
660 		"	} else if (type == 2) {		// Stencil fill\n"
661 		"		result = vec4(1,1,1,1);\n"
662 		"	} else if (type == 3) {		// Textured tris\n"
663 		"#ifdef NANOVG_GL3\n"
664 		"		vec4 color = texture(tex, ftcoord);\n"
665 		"#else\n"
666 		"		vec4 color = texture2D(tex, ftcoord);\n"
667 		"#endif\n"
668 		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
669 		"		if (texType == 2) color = vec4(color.x);"
670 		"		color *= scissor;\n"
671 		"		result = color * innerCol;\n"
672 		"	}\n"
673 		"#ifdef NANOVG_GL3\n"
674 		"	outColor = result;\n"
675 		"#else\n"
676 		"	gl_FragColor = result;\n"
677 		"#endif\n"
678 		"}\n";
679 
680 	glnvg__checkError(gl, "init");
681 
682 	if (gl->flags & NVG_ANTIALIAS) {
683 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
684 			return 0;
685 	} else {
686 		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
687 			return 0;
688 	}
689 
690 	glnvg__checkError(gl, "uniform locations");
691 	glnvg__getUniforms(&gl->shader);
692 
693 	// Create dynamic vertex array
694 #if defined NANOVG_GL3
695 	glGenVertexArrays(1, &gl->vertArr);
696 #endif
697 	glGenBuffers(1, &gl->vertBuf);
698 
699 #if NANOVG_GL_USE_UNIFORMBUFFER
700 	// Create UBOs
701 	glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
702 	glGenBuffers(1, &gl->fragBuf);
703 	glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
704 #endif
705 	gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
706 
707 	// Some platforms does not allow to have samples to unset textures.
708 	// Create empty one which is bound when there's no texture specified.
709 	gl->dummyTex = glnvg__renderCreateTexture(gl, NVG_TEXTURE_ALPHA, 1, 1, 0, NULL);
710 
711 	glnvg__checkError(gl, "create done");
712 
713 	glFinish();
714 
715 	return 1;
716 }
717 
glnvg__renderCreateTexture(void * uptr,int type,int w,int h,int imageFlags,const unsigned char * data)718 static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
719 {
720 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
721 	GLNVGtexture* tex = glnvg__allocTexture(gl);
722 
723 	if (tex == NULL) return 0;
724 
725 #ifdef NANOVG_GLES2
726 	// Check for non-power of 2.
727 	if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
728 		// No repeat
729 		if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
730 			printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
731 			imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
732 		}
733 		// No mips.
734 		if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
735 			printf("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h);
736 			imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
737 		}
738 	}
739 #endif
740 
741 	glGenTextures(1, &tex->tex);
742 	tex->width = w;
743 	tex->height = h;
744 	tex->type = type;
745 	tex->flags = imageFlags;
746 	glnvg__bindTexture(gl, tex->tex);
747 
748 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
749 #ifndef NANOVG_GLES2
750 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
751 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
752 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
753 #endif
754 
755 #if defined (NANOVG_GL2)
756 	// GL 1.4 and later has support for generating mipmaps using a tex parameter.
757 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
758 		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
759 	}
760 #endif
761 
762 	if (type == NVG_TEXTURE_RGBA)
763 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
764 	else
765 #if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
766 		glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
767 #elif defined(NANOVG_GLES3)
768 		glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
769 #else
770 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
771 #endif
772 
773 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
774 		if (imageFlags & NVG_IMAGE_NEAREST) {
775 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
776 		} else {
777 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
778 		}
779 	} else {
780 		if (imageFlags & NVG_IMAGE_NEAREST) {
781 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
782 		} else {
783 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
784 		}
785 	}
786 
787 	if (imageFlags & NVG_IMAGE_NEAREST) {
788 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
789 	} else {
790 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
791 	}
792 
793 	if (imageFlags & NVG_IMAGE_REPEATX)
794 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
795 	else
796 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
797 
798 	if (imageFlags & NVG_IMAGE_REPEATY)
799 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
800 	else
801 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
802 
803 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
804 #ifndef NANOVG_GLES2
805 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
806 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
807 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
808 #endif
809 
810 	// The new way to build mipmaps on GLES and GL3
811 #if !defined(NANOVG_GL2)
812 	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
813 		glGenerateMipmap(GL_TEXTURE_2D);
814 	}
815 #endif
816 
817 	glnvg__checkError(gl, "create tex");
818 	glnvg__bindTexture(gl, 0);
819 
820 	return tex->id;
821 }
822 
823 
glnvg__renderDeleteTexture(void * uptr,int image)824 static int glnvg__renderDeleteTexture(void* uptr, int image)
825 {
826 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
827 	return glnvg__deleteTexture(gl, image);
828 }
829 
glnvg__renderUpdateTexture(void * uptr,int image,int x,int y,int w,int h,const unsigned char * data)830 static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
831 {
832 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
833 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
834 
835 	if (tex == NULL) return 0;
836 	glnvg__bindTexture(gl, tex->tex);
837 
838 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
839 
840 #ifndef NANOVG_GLES2
841 	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
842 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
843 	glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
844 #else
845 	// No support for all of skip, need to update a whole row at a time.
846 	if (tex->type == NVG_TEXTURE_RGBA)
847 		data += y*tex->width*4;
848 	else
849 		data += y*tex->width;
850 	x = 0;
851 	w = tex->width;
852 #endif
853 
854 	if (tex->type == NVG_TEXTURE_RGBA)
855 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
856 	else
857 #if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
858 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
859 #else
860 		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
861 #endif
862 
863 	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
864 #ifndef NANOVG_GLES2
865 	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
866 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
867 	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
868 #endif
869 
870 	glnvg__bindTexture(gl, 0);
871 
872 	return 1;
873 }
874 
glnvg__renderGetTextureSize(void * uptr,int image,int * w,int * h)875 static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
876 {
877 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
878 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
879 	if (tex == NULL) return 0;
880 	*w = tex->width;
881 	*h = tex->height;
882 	return 1;
883 }
884 
glnvg__xformToMat3x4(float * m3,float * t)885 static void glnvg__xformToMat3x4(float* m3, float* t)
886 {
887 	m3[0] = t[0];
888 	m3[1] = t[1];
889 	m3[2] = 0.0f;
890 	m3[3] = 0.0f;
891 	m3[4] = t[2];
892 	m3[5] = t[3];
893 	m3[6] = 0.0f;
894 	m3[7] = 0.0f;
895 	m3[8] = t[4];
896 	m3[9] = t[5];
897 	m3[10] = 1.0f;
898 	m3[11] = 0.0f;
899 }
900 
glnvg__premulColor(NVGcolor c)901 static NVGcolor glnvg__premulColor(NVGcolor c)
902 {
903 	c.r *= c.a;
904 	c.g *= c.a;
905 	c.b *= c.a;
906 	return c;
907 }
908 
glnvg__convertPaint(GLNVGcontext * gl,GLNVGfragUniforms * frag,NVGpaint * paint,NVGscissor * scissor,float width,float fringe,float strokeThr)909 static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
910 							   NVGscissor* scissor, float width, float fringe, float strokeThr)
911 {
912 	GLNVGtexture* tex = NULL;
913 	float invxform[6];
914 
915 	memset(frag, 0, sizeof(*frag));
916 
917 	frag->innerCol = glnvg__premulColor(paint->innerColor);
918 	frag->outerCol = glnvg__premulColor(paint->outerColor);
919 
920 	if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
921 		memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
922 		frag->scissorExt[0] = 1.0f;
923 		frag->scissorExt[1] = 1.0f;
924 		frag->scissorScale[0] = 1.0f;
925 		frag->scissorScale[1] = 1.0f;
926 	} else {
927 		nvgTransformInverse(invxform, scissor->xform);
928 		glnvg__xformToMat3x4(frag->scissorMat, invxform);
929 		frag->scissorExt[0] = scissor->extent[0];
930 		frag->scissorExt[1] = scissor->extent[1];
931 		frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
932 		frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
933 	}
934 
935 	memcpy(frag->extent, paint->extent, sizeof(frag->extent));
936 	frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
937 	frag->strokeThr = strokeThr;
938 
939 	if (paint->image != 0) {
940 		tex = glnvg__findTexture(gl, paint->image);
941 		if (tex == NULL) return 0;
942 		if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
943 			float m1[6], m2[6];
944 			nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
945 			nvgTransformMultiply(m1, paint->xform);
946 			nvgTransformScale(m2, 1.0f, -1.0f);
947 			nvgTransformMultiply(m2, m1);
948 			nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
949 			nvgTransformMultiply(m1, m2);
950 			nvgTransformInverse(invxform, m1);
951 		} else {
952 			nvgTransformInverse(invxform, paint->xform);
953 		}
954 		frag->type = NSVG_SHADER_FILLIMG;
955 
956 		#if NANOVG_GL_USE_UNIFORMBUFFER
957 		if (tex->type == NVG_TEXTURE_RGBA)
958 			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
959 		else
960 			frag->texType = 2;
961 		#else
962 		if (tex->type == NVG_TEXTURE_RGBA)
963 			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f;
964 		else
965 			frag->texType = 2.0f;
966 		#endif
967 //		printf("frag->texType = %d\n", frag->texType);
968 	} else {
969 		frag->type = NSVG_SHADER_FILLGRAD;
970 		frag->radius = paint->radius;
971 		frag->feather = paint->feather;
972 		nvgTransformInverse(invxform, paint->xform);
973 	}
974 
975 	glnvg__xformToMat3x4(frag->paintMat, invxform);
976 
977 	return 1;
978 }
979 
980 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
981 
glnvg__setUniforms(GLNVGcontext * gl,int uniformOffset,int image)982 static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
983 {
984 	GLNVGtexture* tex = NULL;
985 #if NANOVG_GL_USE_UNIFORMBUFFER
986 	glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
987 #else
988 	GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
989 	glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
990 #endif
991 
992 	if (image != 0) {
993 		tex = glnvg__findTexture(gl, image);
994 	}
995 	// If no image is set, use empty texture
996 	if (tex == NULL) {
997 		tex = glnvg__findTexture(gl, gl->dummyTex);
998 	}
999 	glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
1000 	glnvg__checkError(gl, "tex paint tex");
1001 }
1002 
glnvg__renderViewport(void * uptr,float width,float height,float devicePixelRatio)1003 static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
1004 {
1005 	NVG_NOTUSED(devicePixelRatio);
1006 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1007 	gl->view[0] = width;
1008 	gl->view[1] = height;
1009 }
1010 
glnvg__fill(GLNVGcontext * gl,GLNVGcall * call)1011 static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
1012 {
1013 	GLNVGpath* paths = &gl->paths[call->pathOffset];
1014 	int i, npaths = call->pathCount;
1015 
1016 	// Draw shapes
1017 	glEnable(GL_STENCIL_TEST);
1018 	glnvg__stencilMask(gl, 0xff);
1019 	glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
1020 	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1021 
1022 	// set bindpoint for solid loc
1023 	glnvg__setUniforms(gl, call->uniformOffset, 0);
1024 	glnvg__checkError(gl, "fill simple");
1025 
1026 	glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
1027 	glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
1028 	glDisable(GL_CULL_FACE);
1029 	for (i = 0; i < npaths; i++)
1030 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
1031 	glEnable(GL_CULL_FACE);
1032 
1033 	// Draw anti-aliased pixels
1034 	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1035 
1036 	glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
1037 	glnvg__checkError(gl, "fill fill");
1038 
1039 	if (gl->flags & NVG_ANTIALIAS) {
1040 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1041 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1042 		// Draw fringes
1043 		for (i = 0; i < npaths; i++)
1044 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1045 	}
1046 
1047 	// Draw fill
1048 	glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
1049 	glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1050 	glDrawArrays(GL_TRIANGLE_STRIP, call->triangleOffset, call->triangleCount);
1051 
1052 	glDisable(GL_STENCIL_TEST);
1053 }
1054 
glnvg__convexFill(GLNVGcontext * gl,GLNVGcall * call)1055 static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
1056 {
1057 	GLNVGpath* paths = &gl->paths[call->pathOffset];
1058 	int i, npaths = call->pathCount;
1059 
1060 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
1061 	glnvg__checkError(gl, "convex fill");
1062 
1063 	for (i = 0; i < npaths; i++) {
1064 		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
1065 		// Draw fringes
1066 		if (paths[i].strokeCount > 0) {
1067 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1068 		}
1069 	}
1070 }
1071 
glnvg__stroke(GLNVGcontext * gl,GLNVGcall * call)1072 static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
1073 {
1074 	GLNVGpath* paths = &gl->paths[call->pathOffset];
1075 	int npaths = call->pathCount, i;
1076 
1077 	if (gl->flags & NVG_STENCIL_STROKES) {
1078 
1079 		glEnable(GL_STENCIL_TEST);
1080 		glnvg__stencilMask(gl, 0xff);
1081 
1082 		// Fill the stroke base without overlap
1083 		glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
1084 		glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
1085 		glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
1086 		glnvg__checkError(gl, "stroke fill 0");
1087 		for (i = 0; i < npaths; i++)
1088 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1089 
1090 		// Draw anti-aliased pixels.
1091 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
1092 		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
1093 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1094 		for (i = 0; i < npaths; i++)
1095 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1096 
1097 		// Clear stencil buffer.
1098 		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1099 		glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
1100 		glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1101 		glnvg__checkError(gl, "stroke fill 1");
1102 		for (i = 0; i < npaths; i++)
1103 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1104 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1105 
1106 		glDisable(GL_STENCIL_TEST);
1107 
1108 //		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1109 
1110 	} else {
1111 		glnvg__setUniforms(gl, call->uniformOffset, call->image);
1112 		glnvg__checkError(gl, "stroke fill");
1113 		// Draw Strokes
1114 		for (i = 0; i < npaths; i++)
1115 			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
1116 	}
1117 }
1118 
glnvg__triangles(GLNVGcontext * gl,GLNVGcall * call)1119 static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
1120 {
1121 	glnvg__setUniforms(gl, call->uniformOffset, call->image);
1122 	glnvg__checkError(gl, "triangles fill");
1123 
1124 	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
1125 }
1126 
glnvg__renderCancel(void * uptr)1127 static void glnvg__renderCancel(void* uptr) {
1128 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1129 	gl->nverts = 0;
1130 	gl->npaths = 0;
1131 	gl->ncalls = 0;
1132 	gl->nuniforms = 0;
1133 }
1134 
glnvg_convertBlendFuncFactor(int factor)1135 static GLenum glnvg_convertBlendFuncFactor(int factor)
1136 {
1137 	if (factor == NVG_ZERO)
1138 		return GL_ZERO;
1139 	if (factor == NVG_ONE)
1140 		return GL_ONE;
1141 	if (factor == NVG_SRC_COLOR)
1142 		return GL_SRC_COLOR;
1143 	if (factor == NVG_ONE_MINUS_SRC_COLOR)
1144 		return GL_ONE_MINUS_SRC_COLOR;
1145 	if (factor == NVG_DST_COLOR)
1146 		return GL_DST_COLOR;
1147 	if (factor == NVG_ONE_MINUS_DST_COLOR)
1148 		return GL_ONE_MINUS_DST_COLOR;
1149 	if (factor == NVG_SRC_ALPHA)
1150 		return GL_SRC_ALPHA;
1151 	if (factor == NVG_ONE_MINUS_SRC_ALPHA)
1152 		return GL_ONE_MINUS_SRC_ALPHA;
1153 	if (factor == NVG_DST_ALPHA)
1154 		return GL_DST_ALPHA;
1155 	if (factor == NVG_ONE_MINUS_DST_ALPHA)
1156 		return GL_ONE_MINUS_DST_ALPHA;
1157 	if (factor == NVG_SRC_ALPHA_SATURATE)
1158 		return GL_SRC_ALPHA_SATURATE;
1159 	return GL_INVALID_ENUM;
1160 }
1161 
glnvg__blendCompositeOperation(NVGcompositeOperationState op)1162 static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
1163 {
1164 	GLNVGblend blend;
1165 	blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
1166 	blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
1167 	blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
1168 	blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
1169 	if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
1170 	{
1171 		blend.srcRGB = GL_ONE;
1172 		blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
1173 		blend.srcAlpha = GL_ONE;
1174 		blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
1175 	}
1176 	return blend;
1177 }
1178 
glnvg__renderFlush(void * uptr)1179 static void glnvg__renderFlush(void* uptr)
1180 {
1181 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1182 	int i;
1183 
1184 	if (gl->ncalls > 0) {
1185 
1186 		// Setup require GL state.
1187 		glUseProgram(gl->shader.prog);
1188 
1189 		glEnable(GL_CULL_FACE);
1190 		glCullFace(GL_BACK);
1191 		glFrontFace(GL_CCW);
1192 		glEnable(GL_BLEND);
1193 		glDisable(GL_DEPTH_TEST);
1194 		glDisable(GL_SCISSOR_TEST);
1195 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1196 		glStencilMask(0xffffffff);
1197 		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1198 		glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
1199 		glActiveTexture(GL_TEXTURE0);
1200 		glBindTexture(GL_TEXTURE_2D, 0);
1201 		#if NANOVG_GL_USE_STATE_FILTER
1202 		gl->boundTexture = 0;
1203 		gl->stencilMask = 0xffffffff;
1204 		gl->stencilFunc = GL_ALWAYS;
1205 		gl->stencilFuncRef = 0;
1206 		gl->stencilFuncMask = 0xffffffff;
1207 		gl->blendFunc.srcRGB = GL_INVALID_ENUM;
1208 		gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
1209 		gl->blendFunc.dstRGB = GL_INVALID_ENUM;
1210 		gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
1211 		#endif
1212 
1213 #if NANOVG_GL_USE_UNIFORMBUFFER
1214 		// Upload ubo for frag shaders
1215 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1216 		glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
1217 #endif
1218 
1219 		// Upload vertex data
1220 #if defined NANOVG_GL3
1221 		glBindVertexArray(gl->vertArr);
1222 #endif
1223 		glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
1224 		glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
1225 		glEnableVertexAttribArray(0);
1226 		glEnableVertexAttribArray(1);
1227 		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
1228 		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
1229 
1230 		// Set view and texture just once per frame.
1231 		glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
1232 		glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
1233 
1234 #if NANOVG_GL_USE_UNIFORMBUFFER
1235 		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
1236 #endif
1237 
1238 		for (i = 0; i < gl->ncalls; i++) {
1239 			GLNVGcall* call = &gl->calls[i];
1240 			glnvg__blendFuncSeparate(gl,&call->blendFunc);
1241 			if (call->type == GLNVG_FILL)
1242 				glnvg__fill(gl, call);
1243 			else if (call->type == GLNVG_CONVEXFILL)
1244 				glnvg__convexFill(gl, call);
1245 			else if (call->type == GLNVG_STROKE)
1246 				glnvg__stroke(gl, call);
1247 			else if (call->type == GLNVG_TRIANGLES)
1248 				glnvg__triangles(gl, call);
1249 		}
1250 
1251 		glDisableVertexAttribArray(0);
1252 		glDisableVertexAttribArray(1);
1253 #if defined NANOVG_GL3
1254 		glBindVertexArray(0);
1255 #endif
1256 		glDisable(GL_CULL_FACE);
1257 			glBindBuffer(GL_ARRAY_BUFFER, 0);
1258 		glUseProgram(0);
1259 		glnvg__bindTexture(gl, 0);
1260 	}
1261 
1262 	// Reset calls
1263 	gl->nverts = 0;
1264 	gl->npaths = 0;
1265 	gl->ncalls = 0;
1266 	gl->nuniforms = 0;
1267 }
1268 
glnvg__maxVertCount(const NVGpath * paths,int npaths)1269 static int glnvg__maxVertCount(const NVGpath* paths, int npaths)
1270 {
1271 	int i, count = 0;
1272 	for (i = 0; i < npaths; i++) {
1273 		count += paths[i].nfill;
1274 		count += paths[i].nstroke;
1275 	}
1276 	return count;
1277 }
1278 
glnvg__allocCall(GLNVGcontext * gl)1279 static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
1280 {
1281 	GLNVGcall* ret = NULL;
1282 	if (gl->ncalls+1 > gl->ccalls) {
1283 		GLNVGcall* calls;
1284 		int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
1285 		calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
1286 		if (calls == NULL) return NULL;
1287 		gl->calls = calls;
1288 		gl->ccalls = ccalls;
1289 	}
1290 	ret = &gl->calls[gl->ncalls++];
1291 	memset(ret, 0, sizeof(GLNVGcall));
1292 	return ret;
1293 }
1294 
glnvg__allocPaths(GLNVGcontext * gl,int n)1295 static int glnvg__allocPaths(GLNVGcontext* gl, int n)
1296 {
1297 	int ret = 0;
1298 	if (gl->npaths+n > gl->cpaths) {
1299 		GLNVGpath* paths;
1300 		int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
1301 		paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
1302 		if (paths == NULL) return -1;
1303 		gl->paths = paths;
1304 		gl->cpaths = cpaths;
1305 	}
1306 	ret = gl->npaths;
1307 	gl->npaths += n;
1308 	return ret;
1309 }
1310 
glnvg__allocVerts(GLNVGcontext * gl,int n)1311 static int glnvg__allocVerts(GLNVGcontext* gl, int n)
1312 {
1313 	int ret = 0;
1314 	if (gl->nverts+n > gl->cverts) {
1315 		NVGvertex* verts;
1316 		int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
1317 		verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
1318 		if (verts == NULL) return -1;
1319 		gl->verts = verts;
1320 		gl->cverts = cverts;
1321 	}
1322 	ret = gl->nverts;
1323 	gl->nverts += n;
1324 	return ret;
1325 }
1326 
glnvg__allocFragUniforms(GLNVGcontext * gl,int n)1327 static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
1328 {
1329 	int ret = 0, structSize = gl->fragSize;
1330 	if (gl->nuniforms+n > gl->cuniforms) {
1331 		unsigned char* uniforms;
1332 		int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
1333 		uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
1334 		if (uniforms == NULL) return -1;
1335 		gl->uniforms = uniforms;
1336 		gl->cuniforms = cuniforms;
1337 	}
1338 	ret = gl->nuniforms * structSize;
1339 	gl->nuniforms += n;
1340 	return ret;
1341 }
1342 
nvg__fragUniformPtr(GLNVGcontext * gl,int i)1343 static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
1344 {
1345 	return (GLNVGfragUniforms*)&gl->uniforms[i];
1346 }
1347 
glnvg__vset(NVGvertex * vtx,float x,float y,float u,float v)1348 static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
1349 {
1350 	vtx->x = x;
1351 	vtx->y = y;
1352 	vtx->u = u;
1353 	vtx->v = v;
1354 }
1355 
glnvg__renderFill(void * uptr,NVGpaint * paint,NVGcompositeOperationState compositeOperation,NVGscissor * scissor,float fringe,const float * bounds,const NVGpath * paths,int npaths)1356 static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
1357 							  const float* bounds, const NVGpath* paths, int npaths)
1358 {
1359 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1360 	GLNVGcall* call = glnvg__allocCall(gl);
1361 	NVGvertex* quad;
1362 	GLNVGfragUniforms* frag;
1363 	int i, maxverts, offset;
1364 
1365 	if (call == NULL) return;
1366 
1367 	call->type = GLNVG_FILL;
1368 	call->triangleCount = 4;
1369 	call->pathOffset = glnvg__allocPaths(gl, npaths);
1370 	if (call->pathOffset == -1) goto error;
1371 	call->pathCount = npaths;
1372 	call->image = paint->image;
1373 	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1374 
1375 	if (npaths == 1 && paths[0].convex)
1376 	{
1377 		call->type = GLNVG_CONVEXFILL;
1378 		call->triangleCount = 0;	// Bounding box fill quad not needed for convex fill
1379 	}
1380 
1381 	// Allocate vertices for all the paths.
1382 	maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount;
1383 	offset = glnvg__allocVerts(gl, maxverts);
1384 	if (offset == -1) goto error;
1385 
1386 	for (i = 0; i < npaths; i++) {
1387 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1388 		const NVGpath* path = &paths[i];
1389 		memset(copy, 0, sizeof(GLNVGpath));
1390 		if (path->nfill > 0) {
1391 			copy->fillOffset = offset;
1392 			copy->fillCount = path->nfill;
1393 			memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
1394 			offset += path->nfill;
1395 		}
1396 		if (path->nstroke > 0) {
1397 			copy->strokeOffset = offset;
1398 			copy->strokeCount = path->nstroke;
1399 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1400 			offset += path->nstroke;
1401 		}
1402 	}
1403 
1404 	// Setup uniforms for draw calls
1405 	if (call->type == GLNVG_FILL) {
1406 		// Quad
1407 		call->triangleOffset = offset;
1408 		quad = &gl->verts[call->triangleOffset];
1409 		glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
1410 		glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
1411 		glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
1412 		glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
1413 
1414 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1415 		if (call->uniformOffset == -1) goto error;
1416 		// Simple shader for stencil
1417 		frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1418 		memset(frag, 0, sizeof(*frag));
1419 		frag->strokeThr = -1.0f;
1420 		frag->type = NSVG_SHADER_SIMPLE;
1421 		// Fill shader
1422 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
1423 	} else {
1424 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1425 		if (call->uniformOffset == -1) goto error;
1426 		// Fill shader
1427 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
1428 	}
1429 
1430 	return;
1431 
1432 error:
1433 	// We get here if call alloc was ok, but something else is not.
1434 	// Roll back the last call to prevent drawing it.
1435 	if (gl->ncalls > 0) gl->ncalls--;
1436 }
1437 
glnvg__renderStroke(void * uptr,NVGpaint * paint,NVGcompositeOperationState compositeOperation,NVGscissor * scissor,float fringe,float strokeWidth,const NVGpath * paths,int npaths)1438 static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
1439 								float strokeWidth, const NVGpath* paths, int npaths)
1440 {
1441 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1442 	GLNVGcall* call = glnvg__allocCall(gl);
1443 	int i, maxverts, offset;
1444 
1445 	if (call == NULL) return;
1446 
1447 	call->type = GLNVG_STROKE;
1448 	call->pathOffset = glnvg__allocPaths(gl, npaths);
1449 	if (call->pathOffset == -1) goto error;
1450 	call->pathCount = npaths;
1451 	call->image = paint->image;
1452 	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1453 
1454 	// Allocate vertices for all the paths.
1455 	maxverts = glnvg__maxVertCount(paths, npaths);
1456 	offset = glnvg__allocVerts(gl, maxverts);
1457 	if (offset == -1) goto error;
1458 
1459 	for (i = 0; i < npaths; i++) {
1460 		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
1461 		const NVGpath* path = &paths[i];
1462 		memset(copy, 0, sizeof(GLNVGpath));
1463 		if (path->nstroke) {
1464 			copy->strokeOffset = offset;
1465 			copy->strokeCount = path->nstroke;
1466 			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
1467 			offset += path->nstroke;
1468 		}
1469 	}
1470 
1471 	if (gl->flags & NVG_STENCIL_STROKES) {
1472 		// Fill shader
1473 		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
1474 		if (call->uniformOffset == -1) goto error;
1475 
1476 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1477 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
1478 
1479 	} else {
1480 		// Fill shader
1481 		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1482 		if (call->uniformOffset == -1) goto error;
1483 		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
1484 	}
1485 
1486 	return;
1487 
1488 error:
1489 	// We get here if call alloc was ok, but something else is not.
1490 	// Roll back the last call to prevent drawing it.
1491 	if (gl->ncalls > 0) gl->ncalls--;
1492 }
1493 
glnvg__renderTriangles(void * uptr,NVGpaint * paint,NVGcompositeOperationState compositeOperation,NVGscissor * scissor,const NVGvertex * verts,int nverts,float fringe)1494 static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
1495 								   const NVGvertex* verts, int nverts, float fringe)
1496 {
1497 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1498 	GLNVGcall* call = glnvg__allocCall(gl);
1499 	GLNVGfragUniforms* frag;
1500 
1501 	if (call == NULL) return;
1502 
1503 	call->type = GLNVG_TRIANGLES;
1504 	call->image = paint->image;
1505 	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
1506 
1507 	// Allocate vertices for all the paths.
1508 	call->triangleOffset = glnvg__allocVerts(gl, nverts);
1509 	if (call->triangleOffset == -1) goto error;
1510 	call->triangleCount = nverts;
1511 
1512 	memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
1513 
1514 	// Fill shader
1515 	call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
1516 	if (call->uniformOffset == -1) goto error;
1517 	frag = nvg__fragUniformPtr(gl, call->uniformOffset);
1518 	glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
1519 	frag->type = NSVG_SHADER_IMG;
1520 
1521 	return;
1522 
1523 error:
1524 	// We get here if call alloc was ok, but something else is not.
1525 	// Roll back the last call to prevent drawing it.
1526 	if (gl->ncalls > 0) gl->ncalls--;
1527 }
1528 
glnvg__renderDelete(void * uptr)1529 static void glnvg__renderDelete(void* uptr)
1530 {
1531 	GLNVGcontext* gl = (GLNVGcontext*)uptr;
1532 	int i;
1533 	if (gl == NULL) return;
1534 
1535 	glnvg__deleteShader(&gl->shader);
1536 
1537 #if NANOVG_GL3
1538 #if NANOVG_GL_USE_UNIFORMBUFFER
1539 	if (gl->fragBuf != 0)
1540 		glDeleteBuffers(1, &gl->fragBuf);
1541 #endif
1542 	if (gl->vertArr != 0)
1543 		glDeleteVertexArrays(1, &gl->vertArr);
1544 #endif
1545 	if (gl->vertBuf != 0)
1546 		glDeleteBuffers(1, &gl->vertBuf);
1547 
1548 	for (i = 0; i < gl->ntextures; i++) {
1549 		if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
1550 			glDeleteTextures(1, &gl->textures[i].tex);
1551 	}
1552 	free(gl->textures);
1553 
1554 	free(gl->paths);
1555 	free(gl->verts);
1556 	free(gl->uniforms);
1557 	free(gl->calls);
1558 
1559 	free(gl);
1560 }
1561 
1562 
1563 #if defined NANOVG_GL2
nvgCreateGL2(int flags)1564 NVGcontext* nvgCreateGL2(int flags)
1565 #elif defined NANOVG_GL3
1566 NVGcontext* nvgCreateGL3(int flags)
1567 #elif defined NANOVG_GLES2
1568 NVGcontext* nvgCreateGLES2(int flags)
1569 #elif defined NANOVG_GLES3
1570 NVGcontext* nvgCreateGLES3(int flags)
1571 #endif
1572 {
1573 	NVGparams params;
1574 	NVGcontext* ctx = NULL;
1575 	GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
1576 	if (gl == NULL) goto error;
1577 	memset(gl, 0, sizeof(GLNVGcontext));
1578 
1579 	memset(&params, 0, sizeof(params));
1580 	params.renderCreate = glnvg__renderCreate;
1581 	params.renderCreateTexture = glnvg__renderCreateTexture;
1582 	params.renderDeleteTexture = glnvg__renderDeleteTexture;
1583 	params.renderUpdateTexture = glnvg__renderUpdateTexture;
1584 	params.renderGetTextureSize = glnvg__renderGetTextureSize;
1585 	params.renderViewport = glnvg__renderViewport;
1586 	params.renderCancel = glnvg__renderCancel;
1587 	params.renderFlush = glnvg__renderFlush;
1588 	params.renderFill = glnvg__renderFill;
1589 	params.renderStroke = glnvg__renderStroke;
1590 	params.renderTriangles = glnvg__renderTriangles;
1591 	params.renderDelete = glnvg__renderDelete;
1592 	params.userPtr = gl;
1593 	params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
1594 
1595 	gl->flags = flags;
1596 
1597 	ctx = nvgCreateInternal(&params);
1598 	if (ctx == NULL) goto error;
1599 
1600 	return ctx;
1601 
1602 error:
1603 	// 'gl' is freed by nvgDeleteInternal.
1604 	if (ctx != NULL) nvgDeleteInternal(ctx);
1605 	return NULL;
1606 }
1607 
1608 #if defined NANOVG_GL2
nvgDeleteGL2(NVGcontext * ctx)1609 void nvgDeleteGL2(NVGcontext* ctx)
1610 #elif defined NANOVG_GL3
1611 void nvgDeleteGL3(NVGcontext* ctx)
1612 #elif defined NANOVG_GLES2
1613 void nvgDeleteGLES2(NVGcontext* ctx)
1614 #elif defined NANOVG_GLES3
1615 void nvgDeleteGLES3(NVGcontext* ctx)
1616 #endif
1617 {
1618 	nvgDeleteInternal(ctx);
1619 }
1620 
1621 #if defined NANOVG_GL2
nvglCreateImageFromHandleGL2(NVGcontext * ctx,GLuint textureId,int w,int h,int imageFlags)1622 int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1623 #elif defined NANOVG_GL3
1624 int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1625 #elif defined NANOVG_GLES2
1626 int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1627 #elif defined NANOVG_GLES3
1628 int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
1629 #endif
1630 {
1631 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1632 	GLNVGtexture* tex = glnvg__allocTexture(gl);
1633 
1634 	if (tex == NULL) return 0;
1635 
1636 	tex->type = NVG_TEXTURE_RGBA;
1637 	tex->tex = textureId;
1638 	tex->flags = imageFlags;
1639 	tex->width = w;
1640 	tex->height = h;
1641 
1642 	return tex->id;
1643 }
1644 
1645 #if defined NANOVG_GL2
nvglImageHandleGL2(NVGcontext * ctx,int image)1646 GLuint nvglImageHandleGL2(NVGcontext* ctx, int image)
1647 #elif defined NANOVG_GL3
1648 GLuint nvglImageHandleGL3(NVGcontext* ctx, int image)
1649 #elif defined NANOVG_GLES2
1650 GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image)
1651 #elif defined NANOVG_GLES3
1652 GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image)
1653 #endif
1654 {
1655 	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
1656 	GLNVGtexture* tex = glnvg__findTexture(gl, image);
1657 	return tex->tex;
1658 }
1659 
1660 #endif /* NANOVG_GL_IMPLEMENTATION */
1661