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nanovg_vtex.h
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//
// Copyright (c) 2020 Stylus Labs - see LICENSE.txt
// based on nanovg:
// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
#ifndef NANOVG_GL_H
#define NANOVG_GL_H
#ifdef IDE_INCLUDES
// defines and includes to make IDE useful
#include "../example/platform.h"
#define NANOVG_GLES3_IMPLEMENTATION
#include "nanovg.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
// Create flags
enum NVGLcreateFlags {
// Flag indicating that additional debug checks are done.
NVGL_DELETE_NO_GL = 1<<1, // don't call GL functions when deleting
NVGL_DEBUG = 1<<2, // This value is hardcoded in Write's config - don't change!
NVGL_DEFER_INIT = 1<<3, // don't make any GL calls until (beginning of) first frame
NVGL_TILE_SIZE_MASK = 0x70 // 000 - default/auto
};
//#if defined NANOVG_GL2_IMPLEMENTATION
//# define NANOVG_GL2 1
//# define NANOVG_GL_IMPLEMENTATION 1
//#elif defined NANOVG_GLES2_IMPLEMENTATION
//# define NANOVG_GLES2 1
//# define NANOVG_GL_IMPLEMENTATION 1
#if defined NANOVG_GL3_IMPLEMENTATION
# define NANOVG_GL3 1
# define NANOVG_GL_IMPLEMENTATION 1
# define NANOVG_GLU_IMPLEMENTATION 1
# define NANOVG_GL_USE_UNIFORMBUFFER 1 // uniform buffers avail in OpenGL 3.1+
#elif defined NANOVG_GLES3_IMPLEMENTATION
# define NANOVG_GLES3 1
# define NANOVG_GL_IMPLEMENTATION 1
# define NANOVG_GLU_IMPLEMENTATION 1
# define NANOVG_GL_USE_UNIFORMBUFFER 0 //... slower, at least on desktop and iPhone 6S
#endif
// Create a NanoVG context; flags should be combination of the create flags above.
NVGcontext* nvglCreate(int flags);
void nvglDelete(NVGcontext* ctx);
int nvglCreateImageFromHandle(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
GLuint nvglImageHandle(NVGcontext* ctx, int image);
// These are additional flags on top of NVGimageFlags.
enum NVGimageFlagsGL {
NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle.
};
#ifdef __cplusplus
}
#endif
#endif /* NANOVG_GL_H */
#ifdef NANOVG_GL_IMPLEMENTATION
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "nanovg.h"
enum GLNVGuniformLoc {
GLNVG_LOC_VIEWSIZE,
GLNVG_LOC_TEX,
GLNVG_LOC_TYPE,
GLNVG_LOC_FRAG,
GLNVG_LOC_EDGES,
GLNVG_LOC_NEDGES,
GLNVG_LOC_OFFSET,
GLNVG_MAX_LOCS
};
enum GLNVGshaderType {
GLNVG_FILL_SIMPLE = 1,
GLNVG_FILL_SOLID = 2,
GLNVG_FILL_GRAD = 3,
GLNVG_FILL_IMG = 4,
GLNVG_FILL_TEXT = 5
};
#if NANOVG_GL_USE_UNIFORMBUFFER
enum GLNVGuniformBindings {
GLNVG_FRAG_BINDING = 0,
};
#endif
struct GLNVGshader {
GLuint prog;
GLuint frag;
GLuint vert;
GLint loc[GLNVG_MAX_LOCS];
};
typedef struct GLNVGshader GLNVGshader;
struct GLNVGtexture {
int id;
GLuint tex;
int width, height;
int type;
int flags;
};
typedef struct GLNVGtexture GLNVGtexture;
struct GLNVGblend
{
GLenum srcRGB;
GLenum dstRGB;
GLenum srcAlpha;
GLenum dstAlpha;
};
typedef struct GLNVGblend GLNVGblend;
enum GLNVGcallType {
GLNVG_NONE = 0,
GLNVG_FILL,
GLNVG_CONVEXFILL,
GLNVG_TRIANGLES,
};
struct GLNVGcall {
int type;
int fragType;
int image;
int fillOffset;
int fillCount;
int triangleOffset;
int triangleCount;
int uniformOffset;
GLNVGblend blendFunc;
};
typedef struct GLNVGcall GLNVGcall;
#define TILE_TEX_WIDTH 256
// used as temporary data structure when splitting large paths into tiles
struct GLNVGtile {
float* edges;
int nedges;
int cedges;
};
typedef struct GLNVGtile GLNVGtile;
struct NVGLcolor {
float r,g,b,a;
};
typedef struct NVGLcolor NVGLcolor;
struct GLNVGfragUniforms {
#if NANOVG_GL_USE_UNIFORMBUFFER
float scissorMat[12]; // matrices are actually 3 vec4s
float paintMat[12];
NVGLcolor innerCol;
NVGLcolor outerCol;
float scissorExt[2];
float scissorScale[2];
float extent[2];
float radius;
float feather;
float strokeMult;
float strokeThr;
int texType;
int fillMode;
#else
// note: after modifying layout or size of uniform array,
// don't forget to also update the fragment shader source!
#define NANOVG_GL_UNIFORMARRAY_SIZE 11
union {
struct {
float scissorMat[12]; // matrices are actually 3 vec4s
float paintMat[12];
NVGLcolor innerCol;
NVGLcolor outerCol;
float scissorExt[2];
float scissorScale[2];
float extent[2];
float radius;
float feather;
float strokeMult;
float strokeThr;
float texType;
float fillMode;
};
float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
};
#endif
};
typedef struct GLNVGfragUniforms GLNVGfragUniforms;
struct GLNVGcontext {
GLNVGshader shader;
GLNVGtexture* textures;
float view[2];
int ntextures;
int ctextures;
int textureId;
GLuint vertBuf; // VBO
GLuint vertArr; // VAO
GLuint fragBuf; // UBO
GLuint texEdges;
float devicePixelRatio;
int fragSize;
int flags;
int tilesize;
// Per frame buffers
GLNVGcall* calls;
int ccalls;
int ncalls;
NVGvertex* verts;
int cverts;
int nverts;
unsigned char* uniforms;
int cuniforms;
int nuniforms;
NVGvertex* edges;
int cedges;
int nedges;
// temporary buffers used for tiling large fills
GLNVGtile* tiles;
int ntiles;
};
typedef struct GLNVGcontext GLNVGcontext;
#ifndef NVG_LOG
#include <stdio.h>
#define NVG_LOG(...) fprintf(stderr, __VA_ARGS__)
#endif
static float glnvg__maxf(float a, float b) { return a < b ? b : a; }
static float glnvg__minf(float a, float b) { return a < b ? a : b; }
static float glnvg__clampf(float a, float mn, float mx) { return a < mn ? mn : (a > mx ? mx : a); }
static int glnvg__maxi(int a, int b) { return a < b ? b : a; }
static int glnvg__mini(int a, int b) { return a < b ? a : b; }
static int glnvg__clampi(int a, int mn, int mx) { return a < mn ? mn : (a > mx ? mx : a); }
#ifdef NANOVG_GLES2
static unsigned int glnvg__nearestPow2(unsigned int num)
{
unsigned n = num > 0 ? num - 1 : 0;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
n++;
return n;
}
#endif
static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
{
glBindTexture(GL_TEXTURE_2D, tex);
}
static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
{
glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
}
static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
{
GLNVGtexture* tex = NULL;
int i;
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].id == 0) {
tex = &gl->textures[i];
break;
}
}
if (tex == NULL) {
if (gl->ntextures+1 > gl->ctextures) {
GLNVGtexture* textures;
int ctextures = glnvg__maxi(gl->ntextures+1, 4) + gl->ctextures/2; // 1.5x Overallocate
textures = (GLNVGtexture*)realloc(gl->textures, sizeof(GLNVGtexture)*ctextures);
if (textures == NULL) return NULL;
gl->textures = textures;
gl->ctextures = ctextures;
}
tex = &gl->textures[gl->ntextures++];
}
memset(tex, 0, sizeof(*tex));
tex->id = ++gl->textureId;
return tex;
}
static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
{
int i;
if (!id) return NULL;
for (i = 0; i < gl->ntextures; i++)
if (gl->textures[i].id == id)
return &gl->textures[i];
return NULL;
}
static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
{
int i;
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].id == id) {
if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
glDeleteTextures(1, &gl->textures[i].tex);
memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
return 1;
}
}
return 0;
}
static void glnvg__checkError(GLNVGcontext* gl, const char* str)
{
GLenum err;
if ((gl->flags & NVGL_DEBUG) == 0) return;
while ((err = glGetError()) != GL_NO_ERROR) {
NVG_LOG("Error 0x%08x after %s\n", err, str);
}
}
static int glnvg__compileShader(GLuint shader, const char* source[], int nsource)
{
GLint status;
glShaderSource(shader, nsource, source, 0);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status != GL_TRUE) {
GLchar str[512+1];
GLsizei len = 0;
glGetShaderInfoLog(shader, 512, &len, str);
str[len > 512 ? 512 : len] = '\0';
NVG_LOG("Shader error:\n%s\n", str);
#ifndef NDEBUG
NVG_LOG("Shader source:\n");
for(int ii = 0; ii < nsource; ++ii)
NVG_LOG(source[ii]);
#endif
return 0;
}
return 1;
}
static int glnvg__createProgram(GLNVGshader* shader, const char* vertsrc[], int nvertsrc, const char* fragsrc[], int nfragsrc)
{
GLint status;
shader->prog = glCreateProgram();
shader->vert = glCreateShader(GL_VERTEX_SHADER);
shader->frag = glCreateShader(GL_FRAGMENT_SHADER);
if(glnvg__compileShader(shader->vert, vertsrc, nvertsrc) == 0)
return 0;
if(glnvg__compileShader(shader->frag, fragsrc, nfragsrc) == 0)
return 0;
glAttachShader(shader->prog, shader->vert);
glAttachShader(shader->prog, shader->frag);
glBindAttribLocation(shader->prog, 0, "va_in");
glBindAttribLocation(shader->prog, 1, "vb_in");
glLinkProgram(shader->prog);
glGetProgramiv(shader->prog, GL_LINK_STATUS, &status);
if(status != GL_TRUE) {
GLchar str[512+1];
GLsizei len = 0;
glGetProgramInfoLog(shader->prog, 512, &len, str);
str[len > 512 ? 512 : len] = '\0';
NVG_LOG("Program error:\n%s\n", str);
return 0;
}
return 1;
}
static void glnvg__deleteShader(GLNVGshader* shader)
{
if (shader->prog != 0)
glDeleteProgram(shader->prog);
if (shader->vert != 0)
glDeleteShader(shader->vert);
if (shader->frag != 0)
glDeleteShader(shader->frag);
}
static void glnvg__getUniforms(GLNVGshader* shader)
{
shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "imageTex");
shader->loc[GLNVG_LOC_EDGES] = glGetUniformLocation(shader->prog, "edgeTex");
shader->loc[GLNVG_LOC_TYPE] = glGetUniformLocation(shader->prog, "type");
shader->loc[GLNVG_LOC_NEDGES] = glGetUniformLocation(shader->prog, "nedges");
shader->loc[GLNVG_LOC_OFFSET] = glGetUniformLocation(shader->prog, "offset");
#if NANOVG_GL_USE_UNIFORMBUFFER
shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
#else
shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
#endif
}
// Overview of algorithm for antialiased fills:
// One GL draw call for bounding quad for each path - iterates over edges stored in RGBA32F texture, summing
// covered area calculated with areaEdge2 - see nanovg_gl.h for more explanation (incl ASCII art).
// For large fills, bounding quad is broken up into tiles and only edges affecting the tile are included, with
// edges entirely above tile being merged
// Alternate approach of combining edges from all paths for tile and making only one draw call per tile per
// frame was implemented in nanovg_tile.h, removed 2022/10/27 - performance was slightly worse than the
// current approach and there were remaining issues w/ multiple images on a tile and atlas text.
// We should deduplicate frag shader code shared w/ nanovg_gl!
// makes editing easier, but disadvantage is that commas can only be used inside ()
#define NVG_QUOTE(s) #s
static int glnvg__renderCreate(void* uptr)
{
static const char* shaderHeader =
#if defined NANOVG_GL2
"#define NANOVG_GL2 1\n"
#elif defined NANOVG_GL3
"#version 330 core\n" //"#version 150 core\n"
"#define NANOVG_GL3 1\n"
#elif defined NANOVG_GLES2
"#version 100\n"
"#define NANOVG_GL2 1\n"
#elif defined NANOVG_GLES3 && defined GL_ES_VERSION_3_1
"#version 310 es\n"
"#define NANOVG_GL3 1\n"
#elif defined NANOVG_GLES3
"#version 300 es\n"
"#define NANOVG_GL3 1\n"
#endif
// append uniform buffer string
#if NANOVG_GL_USE_UNIFORMBUFFER
"#define USE_UNIFORMBUFFER 1\n"
#else
"#define UNIFORMARRAY_SIZE 11\n"
#endif
"\n";
static const char* fillVertShader = NVG_QUOTE(
\n #ifdef NANOVG_GL3
\n #define attribute in
\n #define varying out
\n #endif
\n
\n uniform vec2 viewSize;
\n
\n attribute vec2 va_in;
\n attribute vec2 vb_in;
\n
\n varying vec2 va;
\n varying vec2 vb;
\n
\n void main()
\n {
\n // nanovg passes vertices in screen coords!
\n va = va_in;
\n vb = vb_in;
\n
\n // convert from screen coords to clip coords
\n vec2 pos_ex = va_in;
\n gl_Position = vec4(2.0f*pos_ex.x/viewSize.x - 1.0f, 1.0f - 2.0f*pos_ex.y/viewSize.y, 0.0f, 1.0f);
\n }
);
// Use github.com/KhronosGroup/glslang (apt install glslang-tools) to validate shader source
static const char* fillFragShader = NVG_QUOTE
(
\n
\n #ifdef GL_ES
\n precision highp float;
\n precision highp int;
\n precision highp sampler2D;
\n precision highp sampler2DArray;
\n #endif
\n
\n #ifdef NANOVG_GL3
\n #define texture2D texture
\n #define varying in
\n #endif
\n
\n // these must match NVGpathFlags
\n #define NVG_PATH_EVENODD 0x1
\n #define NVG_PATH_NO_AA 0x2
\n #define NVG_PATH_CONVEX 0x4
\n
\n #if defined(NANOVG_GL3)
\n layout (location = 0) out vec4 outColor;
\n #else
\n #define outColor gl_FragData[0]
\n #endif
\n
\n #define TILE_TEX_WIDTH 256
\n
\n #ifdef USE_UNIFORMBUFFER
\n layout(std140) uniform frag {
\n mat3 scissorMat;
\n mat3 paintMat;
\n vec4 innerCol;
\n vec4 outerCol;
\n vec2 scissorExt;
\n vec2 scissorScale;
\n vec2 extent;
\n float radius;
\n float feather;
\n float strokeMult;
\n float strokeThr;
\n int texType;
\n int fillMode;
\n };
\n #else
\n uniform vec4 frag[UNIFORMARRAY_SIZE];
\n #define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)
\n #define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)
\n #define innerCol frag[6]
\n #define outerCol frag[7]
\n #define scissorExt frag[8].xy
\n #define scissorScale frag[8].zw
\n #define extent frag[9].xy
\n #define radius frag[9].z
\n #define feather frag[9].w
\n #define strokeMult frag[10].x
\n #define strokeThr frag[10].y
\n #define texType int(frag[10].z)
\n #define fillMode int(frag[10].w)
\n #endif
\n
\n uniform sampler2D imageTex;
\n uniform sampler2DArray edgeTex;
\n uniform vec2 viewSize;
\n uniform int type;
\n uniform int nedges;
\n uniform int offset;
\n
\n varying vec2 va;
\n varying vec2 vb;
\n #define ftcoord vb
\n
\n float coversCenter(vec2 v0, vec2 v1)
\n {
\n // no AA - just determine if center of pixel (0,0) is inside trapezoid
\n if(v1.x <= 0.0f || v0.x > 0.0f || v0.x == v1.x)
\n return 0.0f;
\n return v0.y*(v1.x - v0.x) - v0.x*(v1.y - v0.y) > 0.0f ? 1.0f : 0.0f;
\n }
\n
\n // unlike areaEdge(), this assumes pixel center is (0,0), not (0.5, 0.5)
\n float areaEdge2(vec2 v0, vec2 v1)
\n {
\n if((fillMode & NVG_PATH_NO_AA) != 0)
\n return v1.x < v0.x ? coversCenter(v1, v0) : -coversCenter(v0, v1);
\n if(v0.y < -0.5f && v1.y < -0.5f) // entirely below pixel - note that this isn't useful for nanovg_gl
\n return 0.0f;
\n vec2 window = clamp(vec2(v0.x, v1.x), -0.5f, 0.5f);
\n float width = window.y - window.x;
\n if(width == 0.0f) // entirely left or right
\n return 0.0f;
\n if(v0.y > 0.5f && v1.y > 0.5f) // entirely above pixel
\n return -width;
\n vec2 dv = v1 - v0;
\n float slope = dv.y/dv.x;
\n float midx = 0.5f*(window.x + window.y);
\n float y = v0.y + (midx - v0.x)*slope; // y value at middle of window
\n float dy = abs(slope*width);
\n // credit for this to https://git.sr.ht/~eliasnaur/gio/tree/master/gpu/shaders/stencil.frag
\n // if width == 1 (so midx == 0), the components of sides are: y crossing of right edge of frag, y crossing
\n // of left edge, x crossing of top edge, x crossing of bottom edge. Since we only consider positive slope
\n // (note abs() above), there are five cases (below, bottom-right, left-right, left-top, above) - the area
\n // formula below reduces to these cases thanks to the clamping of the other values to 0 or 1.
\n // I haven't thought carefully about the width < 1 case, but experimentally it matches areaEdge()
\n vec4 sides = vec4(y + 0.5f*dy, y - 0.5f*dy, (0.5f - y)/dy, (-0.5f - y)/dy); //ry, ly, tx, bx
\n sides = clamp(sides + 0.5f, 0.0f, 1.0f); // shift from -0.5..0.5 to 0..1 for area calc
\n float area = 0.5f*(sides.z - sides.z*sides.y - 1.0f - sides.x + sides.x*sides.w);
\n return area * width;
\n }
\n
\n float sdroundrect(vec2 pt, vec2 ext, float rad)
\n {
\n vec2 ext2 = ext - vec2(rad,rad);
\n vec2 d = abs(pt) - ext2;
\n return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;
\n }
\n
\n // Scissoring
\n float scissorMask(vec2 p)
\n {
\n vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);
\n sc = vec2(0.5,0.5) - sc * scissorScale;
\n return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);
\n }
\n
\n #ifdef USE_SDF_TEXT
\n // Super-sampled SDF text rendering - super-sampling gives big improvement at very small sizes; quality is
\n // comparable to summed text; w/ supersamping, FPS is actually slightly lower
\n float sdfCov(float D, float sdfscale)
\n {
\n // Could we use derivative info (and/or distance at pixel center) to improve?
\n return D > 0.0f ? clamp((D - 0.5f)/sdfscale + radius, 0.0f, 1.0f) : 0.0f; //+ 0.25f
\n }
\n
\n float superSDF(sampler2D tex, vec2 st)
\n {
\n vec2 tex_wh = vec2(textureSize(tex, 0)); // convert from ivec2 to vec2
\n //st = st + vec2(4.0)/tex_wh; // account for 4 pixel padding in SDF
\n float s = (32.0f/255.0f)*paintMat[0][0]; // 32/255 is STBTT pixel_dist_scale
\n //return sdfCov(texture2D(tex, st).r, s); // single sample
\n s = 0.5f*s; // we're sampling 4 0.5x0.5 subpixels
\n float dx = paintMat[0][0]/tex_wh.x/4.0f;
\n float dy = paintMat[1][1]/tex_wh.y/4.0f;
\n
\n //vec2 stextent = extent/tex_wh; ... clamping doesn't seem to be necessary
\n //vec2 stmin = floor(st*stextent)*stextent;
\n //vec2 stmax = stmin + stextent - vec2(1.0f);
\n float d11 = texture2D(tex, st + vec2(dx, dy)).r; // clamp(st + ..., stmin, stmax)
\n float d10 = texture2D(tex, st + vec2(dx,-dy)).r;
\n float d01 = texture2D(tex, st + vec2(-dx, dy)).r;
\n float d00 = texture2D(tex, st + vec2(-dx,-dy)).r;
\n return 0.25f*(sdfCov(d11, s) + sdfCov(d10, s) + sdfCov(d01, s) + sdfCov(d00, s));
\n }
\n #else
\n // artifacts w/ GL_LINEAR on Intel GPU and GLES doesn't support texture filtering for f32, so do it ourselves
\n // also, min/mag filter must be set to GL_NEAREST for float texture or texelFetch() will fail on Mali GPUs
\n float texFetchLerp(sampler2D texture, vec2 ij, vec2 ijmin, vec2 ijmax)
\n {
\n vec2 ij00 = clamp(ij, ijmin, ijmax);
\n vec2 ij11 = clamp(ij + vec2(1.0f), ijmin, ijmax);
\n float t00 = texelFetch(texture, ivec2(ij00.x, ij00.y), 0).r; // implicit floor()
\n float t10 = texelFetch(texture, ivec2(ij11.x, ij00.y), 0).r;
\n float t01 = texelFetch(texture, ivec2(ij00.x, ij11.y), 0).r;
\n float t11 = texelFetch(texture, ivec2(ij11.x, ij11.y), 0).r;
\n vec2 f = ij - floor(ij);
\n //return mix(mix(t00, t10, f.x), mix(t01, t11, f.x), f.y);
\n float t0 = t00 + f.x*(t10 - t00);
\n float t1 = t01 + f.x*(t11 - t01);
\n return t0 + f.y*(t1 - t0);
\n }
\n
\n float summedTextCov(sampler2D texture, vec2 st)
\n {
\n ivec2 tex_wh = textureSize(texture, 0);
\n vec2 ij = st*vec2(tex_wh); // - vec2(1.0f) -- now done after finding ijmin,max
\n vec2 ijmin = floor(ij/extent)*extent;
\n vec2 ijmax = ijmin + extent - vec2(1.0f);
\n // for some reason, we need to shift by an extra (-0.5, -0.5) for summed case (here or in fons__getQuad)
\n ij -= vec2(0.999999f);
\n float dx = paintMat[0][0]/2.0f;
\n float dy = paintMat[1][1]/2.0f;
\n float s11 = texFetchLerp(texture, ij + vec2(dx, dy), ijmin, ijmax);
\n float s01 = texFetchLerp(texture, ij + vec2(-dx, dy), ijmin, ijmax);
\n float s10 = texFetchLerp(texture, ij + vec2(dx,-dy), ijmin, ijmax);
\n float s00 = texFetchLerp(texture, ij + vec2(-dx,-dy), ijmin, ijmax);
\n float cov = (s11 - s01 - s10 + s00)/(255.0f*4.0f*dx*dy);
\n return clamp(cov, 0.0f, 1.0f);
\n }
\n #endif
\n
\n vec4 edgeFetch(int idx)
\n {
\n // col += 1; if(col >= TILE_TEX_WIDTH) { col = 0; row += 1; if(row >= TILE_TEX_WIDTH) { row = 0; layer += 1; } } -- no detectable improvement
\n int idx0 = idx + offset;
\n int layer = idx0/(TILE_TEX_WIDTH*TILE_TEX_WIDTH);
\n int idx1 = idx0 - layer*(TILE_TEX_WIDTH*TILE_TEX_WIDTH);
\n int row = idx1/TILE_TEX_WIDTH;
\n int col = idx1 - row*TILE_TEX_WIDTH;
\n return texelFetch(edgeTex, ivec3(col, row, layer), 0);
\n }
\n
\n float coverage(float W)
\n {
\n if((fillMode & NVG_PATH_CONVEX) != 0)
\n return 1.0f;
\n if((fillMode & NVG_PATH_EVENODD) != 0)
\n return 1.0f - abs(mod(W, 2.0f) - 1.0f);
\n return min(abs(W), 1.0f); // non-zero fill
\n }
\n
\n void main(void)
\n {
\n vec4 result;
\n vec2 fpos = vec2(gl_FragCoord.x, viewSize.y - gl_FragCoord.y);
\n float W = 0.0f;
\n for(int ii = 0; ii < nedges; ++ii) {
\n vec4 edge = edgeFetch(ii);
\n W += areaEdge2(edge.zw - fpos, edge.xy - fpos); //noAA ? coversCenter(vb, va) :
\n }
\n float cov = coverage(W);
\n if (type == 0) { // not used
\n result = vec4(1.0f, 0, 0, 1.0f);
\n } else if (type == 1) { // no scissor
\n result = innerCol*cov;
\n } else if (type == 2) { // Solid color
\n result = innerCol*(scissorMask(fpos)*cov);
\n } else if (type == 3) { // Gradient
\n // Calculate gradient color using box gradient
\n vec2 pt = (paintMat * vec3(fpos,1.0)).xy;
\n float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);
\n vec4 color = texType > 0 ? texture2D(imageTex, vec2(d,0)) : mix(innerCol,outerCol,d);
\n if (texType == 1) color = vec4(color.rgb*color.a, color.a);
\n // Combine alpha
\n result = color*(scissorMask(fpos)*cov);
\n } else if (type == 4) { // Image
\n // Calculate color from texture
\n vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;
\n vec4 color = texture2D(imageTex, pt);
\n if (texType == 1) color = vec4(color.rgb*color.a,color.a);
\n else if (texType == 2) color = vec4(color.r);
\n // Apply color tint and alpha.
\n color *= innerCol;
\n // Combine alpha
\n result = color*(scissorMask(fpos)*cov);
\n } else if (type == 5) { // Textured tris - only used for text, so no need for coverage()
\n #ifdef USE_SDF_TEXT
\n float tcov = scissorMask(fpos)*superSDF(imageTex, ftcoord);
\n #else
\n float tcov = scissorMask(fpos)*summedTextCov(imageTex, ftcoord);
\n #endif
\n result = vec4(tcov) * innerCol;
\n }
\n outColor = result;
\n }
);
GLNVGcontext* gl = (GLNVGcontext*)uptr;
int align = 4;
int tileflag = (gl->flags & NVGL_TILE_SIZE_MASK) >> 4;
const char* sdfDef = (gl->flags & NVG_SDF_TEXT) ? "#define USE_SDF_TEXT 1\n" : "";
const char* vertsrc[] = { shaderHeader, sdfDef, fillVertShader };
const char* fragsrc[] = { shaderHeader, sdfDef, fillFragShader };
if (gl->flags & NVGL_DEFER_INIT) return 1;
glnvg__checkError(gl, "init");
if(glnvg__createProgram(&gl->shader, vertsrc, 3, fragsrc, 3) == 0)
return 0;
glnvg__checkError(gl, "uniform locations");
glnvg__getUniforms(&gl->shader);
// Create dynamic vertex array
#if defined NANOVG_GL3
glGenVertexArrays(1, &gl->vertArr);
#endif
glGenBuffers(1, &gl->vertBuf);
#if NANOVG_GL_USE_UNIFORMBUFFER
// Create UBOs
glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
glGenBuffers(1, &gl->fragBuf);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
#endif
gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
glGenTextures(1, &gl->texEdges);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, gl->texEdges);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
gl->tilesize = tileflag > 0 ? 1 << (tileflag + 1) : 32;
NVG_LOG("nvg2: GL vector texture renderer (%d x %d)\n", gl->tilesize, gl->tilesize);
glnvg__checkError(gl, "create done");
glFinish();
return 1;
}
static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const void* data)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
GLNVGtexture* tex = glnvg__allocTexture(gl);
GLint magfilt, mipfilt, minfilt, wrapx, wrapy;
if (tex == NULL) return 0;
#ifdef NANOVG_GLES2
// Check for non-power of 2.
if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
// No repeat
if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
NVG_LOG("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
}
// No mips.
if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
NVG_LOG("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h);
imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
}
}
#endif
glGenTextures(1, &tex->tex);
tex->width = w;
tex->height = h;
tex->type = type;
tex->flags = imageFlags;
glnvg__bindTexture(gl, tex->tex);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
#if defined (NANOVG_GL2)
// GL 1.4 and later has support for generating mipmaps using a tex parameter.
if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
}
#endif
if (type == NVG_TEXTURE_RGBA) {
GLint internalfmt = imageFlags & NVG_IMAGE_SRGB ? GL_SRGB8_ALPHA8 : GL_RGBA8;
glTexImage2D(GL_TEXTURE_2D, 0, internalfmt, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
} else if (type == NVG_TEXTURE_FLOAT) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, w, h, 0, GL_RED, GL_FLOAT, data);
} else {
#if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
#endif
}
magfilt = imageFlags & NVG_IMAGE_NEAREST ? GL_NEAREST : GL_LINEAR;
mipfilt = imageFlags & NVG_IMAGE_NEAREST ? GL_NEAREST_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR;
minfilt = imageFlags & NVG_IMAGE_GENERATE_MIPMAPS ? mipfilt : magfilt;
wrapx = imageFlags & NVG_IMAGE_REPEATX ? GL_REPEAT : GL_CLAMP_TO_EDGE;
wrapy = imageFlags & NVG_IMAGE_REPEATY ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilt);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magfilt);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapx);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapy);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
// The new way to build mipmaps on GLES and GL3
#if !defined(NANOVG_GL2)
if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
glGenerateMipmap(GL_TEXTURE_2D);
}
#endif
glnvg__checkError(gl, "create tex");
glnvg__bindTexture(gl, 0);
return tex->id;
}
static int glnvg__renderDeleteTexture(void* uptr, int image)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
return glnvg__deleteTexture(gl, image);
}
static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const void* data)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
GLNVGtexture* tex = glnvg__findTexture(gl, image);
if (tex == NULL) return 0;
glnvg__bindTexture(gl, tex->tex);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
#else
// No support for all of skip, need to update a whole row at a time.
if (tex->type == NVG_TEXTURE_RGBA)
data += y*tex->width*4;
else
data += y*tex->width;
x = 0;
w = tex->width;
#endif
if (tex->type == NVG_TEXTURE_RGBA)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
else if (tex->type == NVG_TEXTURE_FLOAT)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_FLOAT, data);
else
#if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
#else
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef NANOVG_GLES2
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#endif
glnvg__bindTexture(gl, 0);
return 1;
}
static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
GLNVGtexture* tex = glnvg__findTexture(gl, image);
if (tex == NULL) return 0;
*w = tex->width;
*h = tex->height;
return 1;
}
static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
{
return (GLNVGfragUniforms*)&gl->uniforms[i];
}
static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
{
#if NANOVG_GL_USE_UNIFORMBUFFER
glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
#else
GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
#endif
if (image != 0) {
GLNVGtexture* tex = glnvg__findTexture(gl, image);
glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
glnvg__checkError(gl, "tex paint tex");
} else {
glnvg__bindTexture(gl, 0);
}
}
static void glnvg__renderCancel(void* uptr)
{
int i;
GLNVGcontext* gl = (GLNVGcontext*)uptr;
gl->nverts = 0;
gl->nedges = 0;
gl->ncalls = 0;
gl->nuniforms = 0;
// clear temporary textures (e.g., for which user didn't save handle)
for (i = 0; i < gl->ntextures; i++) {
if (gl->textures[i].flags & NVG_IMAGE_DISCARD) {
if (gl->textures[i].tex != 0 && (gl->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
glDeleteTextures(1, &gl->textures[i].tex);
memset(&gl->textures[i], 0, sizeof(gl->textures[i]));
}
}
}
static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
{
GLNVGcontext* gl = (GLNVGcontext*)uptr;
gl->devicePixelRatio = devicePixelRatio;
gl->view[0] = width;
gl->view[1] = height;
if (gl->flags & NVGL_DEFER_INIT) {
gl->flags &= ~NVGL_DEFER_INIT; // clear flag
glnvg__renderCreate(uptr);
}
// renderViewport is called at start of frame, so reset
glnvg__renderCancel(uptr);
}
static GLenum glnvg_convertBlendFuncFactor(int factor)
{
switch(factor) {
case NVG_ZERO: return GL_ZERO;
case NVG_ONE: return GL_ONE;
case NVG_SRC_COLOR: return GL_SRC_COLOR;
case NVG_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
case NVG_DST_COLOR: return GL_DST_COLOR;
case NVG_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
case NVG_SRC_ALPHA: return GL_SRC_ALPHA;
case NVG_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
case NVG_DST_ALPHA: return GL_DST_ALPHA;
case NVG_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
case NVG_SRC_ALPHA_SATURATE: return GL_SRC_ALPHA_SATURATE;
default: return GL_INVALID_ENUM;
}
}
static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
{
GLNVGblend blend;