/* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ // // Copyright (c) 2009-2013 Mikko Mononen memon@inside.org // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. // #define NVG_ANTIALIAS 1 #include #include #include #include #include "nanovg.h" #include #include BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4244); // warning C4244: '=' : conversion from '' to '', possible loss of data namespace { #include "vs_nanovg_fill.bin.h" #include "fs_nanovg_fill.bin.h" static bgfx::VertexDecl s_nvgDecl; enum GLNVGshaderType { NSVG_SHADER_FILLGRAD, NSVG_SHADER_FILLIMG, NSVG_SHADER_SIMPLE, NSVG_SHADER_IMG }; // These are additional flags on top of NVGimageFlags. enum NVGimageFlagsGL { NVG_IMAGE_NODELETE = 1<<16, // Do not delete GL texture handle. }; struct GLNVGtexture { bgfx::TextureHandle id; int width, height; int type; int flags; }; enum GLNVGcallType { GLNVG_FILL, GLNVG_CONVEXFILL, GLNVG_STROKE, GLNVG_TRIANGLES, }; struct GLNVGcall { int type; int image; int pathOffset; int pathCount; int vertexOffset; int vertexCount; int uniformOffset; }; struct GLNVGpath { int fillOffset; int fillCount; int strokeOffset; int strokeCount; }; struct GLNVGfragUniforms { float scissorMat[12]; // matrices are actually 3 vec4s float paintMat[12]; NVGcolor innerCol; NVGcolor outerCol; // u_scissorExtScale float scissorExt[2]; float scissorScale[2]; // u_extentRadius float extent[2]; float radius; // u_params float feather; float strokeMult; float texType; float type; }; struct GLNVGcontext { bgfx::ProgramHandle prog; bgfx::UniformHandle u_scissorMat; bgfx::UniformHandle u_paintMat; bgfx::UniformHandle u_innerCol; bgfx::UniformHandle u_outerCol; bgfx::UniformHandle u_viewSize; bgfx::UniformHandle u_scissorExtScale; bgfx::UniformHandle u_extentRadius; bgfx::UniformHandle u_params; bgfx::UniformHandle u_halfTexel; bgfx::UniformHandle s_tex; uint64_t state; bgfx::TextureHandle th; bgfx::TextureHandle texMissing; bgfx::TransientVertexBuffer tvb; uint8_t viewid; struct GLNVGtexture* textures; float view[2]; int ntextures; int ctextures; int textureId; int vertBuf; int fragSize; int edgeAntiAlias; // Per frame buffers struct GLNVGcall* calls; int ccalls; int ncalls; struct GLNVGpath* paths; int cpaths; int npaths; struct NVGvertex* verts; int cverts; int nverts; unsigned char* uniforms; int cuniforms; int nuniforms; }; static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) { struct GLNVGtexture* tex = NULL; int i; for (i = 0; i < gl->ntextures; i++) { if (gl->textures[i].id.idx == bgfx::invalidHandle) { tex = &gl->textures[i]; break; } } if (tex == NULL) { if (gl->ntextures+1 > gl->ctextures) { int old = gl->ctextures; gl->ctextures = (gl->ctextures == 0) ? 2 : gl->ctextures*2; gl->textures = (struct GLNVGtexture*)realloc(gl->textures, sizeof(struct GLNVGtexture)*gl->ctextures); memset(&gl->textures[old], 0xff, (gl->ctextures-old)*sizeof(struct GLNVGtexture) ); if (gl->textures == NULL) { return NULL; } } tex = &gl->textures[gl->ntextures++]; } memset(tex, 0, sizeof(*tex) ); return tex; } static struct GLNVGtexture* glnvg__findTexture(struct GLNVGcontext* gl, int id) { int i; for (i = 0; i < gl->ntextures; i++) { if (gl->textures[i].id.idx == id) { return &gl->textures[i]; } } return NULL; } static int glnvg__deleteTexture(struct GLNVGcontext* gl, int id) { for (int ii = 0; ii < gl->ntextures; ii++) { if (gl->textures[ii].id.idx == id) { if (bgfx::isValid(gl->textures[ii].id) && (gl->textures[ii].flags & NVG_IMAGE_NODELETE) == 0) { bgfx::destroyTexture(gl->textures[ii].id); } memset(&gl->textures[ii], 0, sizeof(gl->textures[ii]) ); gl->textures[ii].id.idx = bgfx::invalidHandle; return 1; } } return 0; } static int nvgRenderCreate(void* _userPtr) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; const bgfx::Memory* vs_nanovg_fill; const bgfx::Memory* fs_nanovg_fill; switch (bgfx::getRendererType() ) { case bgfx::RendererType::Direct3D9: vs_nanovg_fill = bgfx::makeRef(vs_nanovg_fill_dx9, sizeof(vs_nanovg_fill_dx9) ); fs_nanovg_fill = bgfx::makeRef(fs_nanovg_fill_dx9, sizeof(fs_nanovg_fill_dx9) ); break; case bgfx::RendererType::Direct3D11: case bgfx::RendererType::Direct3D12: vs_nanovg_fill = bgfx::makeRef(vs_nanovg_fill_dx11, sizeof(vs_nanovg_fill_dx11) ); fs_nanovg_fill = bgfx::makeRef(fs_nanovg_fill_dx11, sizeof(fs_nanovg_fill_dx11) ); break; case bgfx::RendererType::Metal: vs_nanovg_fill = bgfx::makeRef(vs_nanovg_fill_mtl, sizeof(vs_nanovg_fill_mtl) ); fs_nanovg_fill = bgfx::makeRef(fs_nanovg_fill_mtl, sizeof(fs_nanovg_fill_mtl) ); break; default: vs_nanovg_fill = bgfx::makeRef(vs_nanovg_fill_glsl, sizeof(vs_nanovg_fill_glsl) ); fs_nanovg_fill = bgfx::makeRef(fs_nanovg_fill_glsl, sizeof(fs_nanovg_fill_glsl) ); break; } gl->prog = bgfx::createProgram( bgfx::createShader(vs_nanovg_fill) , bgfx::createShader(fs_nanovg_fill) , true ); const bgfx::Memory* mem = bgfx::alloc(4*4*4); uint32_t* bgra8 = (uint32_t*)mem->data; memset(bgra8, 0, 4*4*4); gl->texMissing = bgfx::createTexture2D(4, 4, 0, bgfx::TextureFormat::BGRA8, 0, mem); gl->u_scissorMat = bgfx::createUniform("u_scissorMat", bgfx::UniformType::Mat3); gl->u_paintMat = bgfx::createUniform("u_paintMat", bgfx::UniformType::Mat3); gl->u_innerCol = bgfx::createUniform("u_innerCol", bgfx::UniformType::Vec4); gl->u_outerCol = bgfx::createUniform("u_outerCol", bgfx::UniformType::Vec4); gl->u_viewSize = bgfx::createUniform("u_viewSize", bgfx::UniformType::Vec4); gl->u_scissorExtScale = bgfx::createUniform("u_scissorExtScale", bgfx::UniformType::Vec4); gl->u_extentRadius = bgfx::createUniform("u_extentRadius", bgfx::UniformType::Vec4); gl->u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); gl->s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1); if (bgfx::getRendererType() == bgfx::RendererType::Direct3D9) { gl->u_halfTexel = bgfx::createUniform("u_halfTexel", bgfx::UniformType::Vec4); } else { gl->u_halfTexel.idx = bgfx::invalidHandle; } s_nvgDecl .begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); int align = 16; gl->fragSize = sizeof(struct GLNVGfragUniforms) + align - sizeof(struct GLNVGfragUniforms) % align; return 1; } static int nvgRenderCreateTexture(void* _userPtr, int _type, int _width, int _height, int _flags, const unsigned char* _rgba) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGtexture* tex = glnvg__allocTexture(gl); if (tex == NULL) { return 0; } tex->width = _width; tex->height = _height; tex->type = _type; tex->flags = _flags; uint32_t bytesPerPixel = NVG_TEXTURE_RGBA == tex->type ? 4 : 1; uint32_t pitch = tex->width * bytesPerPixel; const bgfx::Memory* mem = NULL; if (NULL != _rgba) { mem = bgfx::copy(_rgba, tex->height * pitch); } tex->id = bgfx::createTexture2D(tex->width , tex->height , 1 , NVG_TEXTURE_RGBA == _type ? bgfx::TextureFormat::RGBA8 : bgfx::TextureFormat::R8 , BGFX_TEXTURE_NONE ); if (NULL != mem) { bgfx::updateTexture2D(tex->id , 0 , 0 , 0 , tex->width , tex->height , mem ); } return bgfx::isValid(tex->id) ? tex->id.idx : 0; } static int nvgRenderDeleteTexture(void* _userPtr, int image) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; return glnvg__deleteTexture(gl, image); } static int nvgRenderUpdateTexture(void* _userPtr, int image, int x, int y, int w, int h, const unsigned char* data) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGtexture* tex = glnvg__findTexture(gl, image); if (tex == NULL) { return 0; } uint32_t bytesPerPixel = NVG_TEXTURE_RGBA == tex->type ? 4 : 1; uint32_t pitch = tex->width * bytesPerPixel; bgfx::updateTexture2D(tex->id , 0 , x , y , w , h , bgfx::copy(data + y*pitch + x*bytesPerPixel, h*pitch) , pitch ); return 1; } static int nvgRenderGetTextureSize(void* _userPtr, int image, int* w, int* h) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGtexture* tex = glnvg__findTexture(gl, image); if (!bgfx::isValid(tex->id) ) { return 0; } *w = tex->width; *h = tex->height; return 1; } static void glnvg__xformIdentity(float* t) { t[0] = 1.0f; t[1] = 0.0f; t[2] = 0.0f; t[3] = 1.0f; t[4] = 0.0f; t[5] = 0.0f; } static void glnvg__xformInverse(float* inv, float* t) { double invdet, det = (double)t[0] * t[3] - (double)t[2] * t[1]; if (det > -1e-6 && det < 1e-6) { glnvg__xformIdentity(t); return; } invdet = 1.0 / det; inv[0] = (float)(t[3] * invdet); inv[2] = (float)(-t[2] * invdet); inv[4] = (float)( ((double)t[2] * t[5] - (double)t[3] * t[4]) * invdet); inv[1] = (float)(-t[1] * invdet); inv[3] = (float)(t[0] * invdet); inv[5] = (float)( ((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); } static void glnvg__xformToMat3x4(float* m3, float* t) { m3[0] = t[0]; m3[1] = t[1]; m3[2] = 0.0f; m3[3] = 0.0f; m3[4] = t[2]; m3[5] = t[3]; m3[6] = 0.0f; m3[7] = 0.0f; m3[8] = t[4]; m3[9] = t[5]; m3[10] = 1.0f; m3[11] = 0.0f; } static int glnvg__convertPaint(struct GLNVGcontext* gl, struct GLNVGfragUniforms* frag, struct NVGpaint* paint, struct NVGscissor* scissor, float width, float fringe) { struct GLNVGtexture* tex = NULL; float invxform[6] = {}; memset(frag, 0, sizeof(*frag) ); frag->innerCol = paint->innerColor; frag->outerCol = paint->outerColor; glnvg__xformInverse(invxform, paint->xform); glnvg__xformToMat3x4(frag->paintMat, invxform); if (scissor->extent[0] < 0.5f || scissor->extent[1] < 0.5f) { memset(frag->scissorMat, 0, sizeof(frag->scissorMat) ); frag->scissorExt[0] = 1.0f; frag->scissorExt[1] = 1.0f; frag->scissorScale[0] = 1.0f; frag->scissorScale[1] = 1.0f; } else { glnvg__xformInverse(invxform, scissor->xform); glnvg__xformToMat3x4(frag->scissorMat, invxform); frag->scissorExt[0] = scissor->extent[0]; frag->scissorExt[1] = scissor->extent[1]; frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe; frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe; } memcpy(frag->extent, paint->extent, sizeof(frag->extent) ); frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe; gl->th = gl->texMissing; if (paint->image != 0) { tex = glnvg__findTexture(gl, paint->image); if (tex == NULL) { return 0; } frag->type = NSVG_SHADER_FILLIMG; frag->texType = tex->type == NVG_TEXTURE_RGBA ? 0.0f : 1.0f; gl->th = tex->id; } else { frag->type = NSVG_SHADER_FILLGRAD; frag->radius = paint->radius; frag->feather = paint->feather; } return 1; } static void glnvg__mat3(float* dst, float* src) { dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; dst[3] = src[4]; dst[4] = src[5]; dst[5] = src[6]; dst[6] = src[8]; dst[7] = src[9]; dst[8] = src[10]; } static struct GLNVGfragUniforms* nvg__fragUniformPtr(struct GLNVGcontext* gl, int i) { return (struct GLNVGfragUniforms*)&gl->uniforms[i]; } static void nvgRenderSetUniforms(struct GLNVGcontext* gl, int uniformOffset, int image) { struct GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset); float tmp[9]; // Maybe there's a way to get rid of this... glnvg__mat3(tmp, frag->scissorMat); bgfx::setUniform(gl->u_scissorMat, tmp); glnvg__mat3(tmp, frag->paintMat); bgfx::setUniform(gl->u_paintMat, tmp); bgfx::setUniform(gl->u_innerCol, frag->innerCol.rgba); bgfx::setUniform(gl->u_outerCol, frag->outerCol.rgba); bgfx::setUniform(gl->u_scissorExtScale, &frag->scissorExt[0]); bgfx::setUniform(gl->u_extentRadius, &frag->extent[0]); bgfx::setUniform(gl->u_params, &frag->feather); bgfx::TextureHandle handle = gl->texMissing; if (image != 0) { struct GLNVGtexture* tex = glnvg__findTexture(gl, image); if (tex != NULL) { handle = tex->id; if (bgfx::isValid(gl->u_halfTexel) ) { float halfTexel[4] = { 0.5f / tex->width, 0.5f / tex->height }; bgfx::setUniform(gl->u_halfTexel, halfTexel); } } } gl->th = handle; } static void nvgRenderViewport(void* _userPtr, int width, int height) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; gl->view[0] = (float)width; gl->view[1] = (float)height; bgfx::setViewRect(gl->viewid, 0, 0, width, height); } static void fan(uint32_t _start, uint32_t _count) { uint32_t numTris = _count-2; bgfx::TransientIndexBuffer tib; bgfx::allocTransientIndexBuffer(&tib, numTris*3); uint16_t* data = (uint16_t*)tib.data; for (uint32_t ii = 0; ii < numTris; ++ii) { data[ii*3+0] = _start; data[ii*3+1] = _start + ii + 1; data[ii*3+2] = _start + ii + 2; } bgfx::setIndexBuffer(&tib); } static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call) { struct GLNVGpath* paths = &gl->paths[call->pathOffset]; int i, npaths = call->pathCount; // set bindpoint for solid loc nvgRenderSetUniforms(gl, call->uniformOffset, 0); for (i = 0; i < npaths; i++) { if (2 < paths[i].fillCount) { bgfx::setState(0); bgfx::setStencil(0 | BGFX_STENCIL_TEST_ALWAYS | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_INCR , 0 | BGFX_STENCIL_TEST_ALWAYS | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_DECR ); bgfx::setVertexBuffer(&gl->tvb); bgfx::setTexture(0, gl->s_tex, gl->th); fan(paths[i].fillOffset, paths[i].fillCount); bgfx::submit(gl->viewid, gl->prog); } } // Draw aliased off-pixels nvgRenderSetUniforms(gl, call->uniformOffset + gl->fragSize, call->image); if (gl->edgeAntiAlias) { // Draw fringes for (i = 0; i < npaths; i++) { bgfx::setState(gl->state | BGFX_STATE_PT_TRISTRIP ); bgfx::setStencil(0 | BGFX_STENCIL_TEST_EQUAL | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_KEEP ); bgfx::setVertexBuffer(&gl->tvb, paths[i].strokeOffset, paths[i].strokeCount); bgfx::setTexture(0, gl->s_tex, gl->th); bgfx::submit(gl->viewid, gl->prog); } } // Draw fill bgfx::setState(gl->state); bgfx::setVertexBuffer(&gl->tvb, call->vertexOffset, call->vertexCount); bgfx::setTexture(0, gl->s_tex, gl->th); bgfx::setStencil(0 | BGFX_STENCIL_TEST_NOTEQUAL | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_ZERO | BGFX_STENCIL_OP_FAIL_Z_ZERO | BGFX_STENCIL_OP_PASS_Z_ZERO ); bgfx::submit(gl->viewid, gl->prog); } static void glnvg__convexFill(struct GLNVGcontext* gl, struct GLNVGcall* call) { struct GLNVGpath* paths = &gl->paths[call->pathOffset]; int i, npaths = call->pathCount; nvgRenderSetUniforms(gl, call->uniformOffset, call->image); for (i = 0; i < npaths; i++) { if (paths[i].fillCount == 0) continue; bgfx::setState(gl->state); bgfx::setVertexBuffer(&gl->tvb); bgfx::setTexture(0, gl->s_tex, gl->th); fan(paths[i].fillOffset, paths[i].fillCount); bgfx::submit(gl->viewid, gl->prog); } if (gl->edgeAntiAlias) { // Draw fringes for (i = 0; i < npaths; i++) { bgfx::setState(gl->state | BGFX_STATE_PT_TRISTRIP ); bgfx::setVertexBuffer(&gl->tvb, paths[i].strokeOffset, paths[i].strokeCount); bgfx::setTexture(0, gl->s_tex, gl->th); bgfx::submit(gl->viewid, gl->prog); } } } static void glnvg__stroke(struct GLNVGcontext* gl, struct GLNVGcall* call) { struct GLNVGpath* paths = &gl->paths[call->pathOffset]; int npaths = call->pathCount, i; nvgRenderSetUniforms(gl, call->uniformOffset, call->image); // Draw Strokes for (i = 0; i < npaths; i++) { bgfx::setState(gl->state | BGFX_STATE_PT_TRISTRIP ); bgfx::setVertexBuffer(&gl->tvb, paths[i].strokeOffset, paths[i].strokeCount); bgfx::setTexture(0, gl->s_tex, gl->th); bgfx::submit(gl->viewid, gl->prog); } } static void glnvg__triangles(struct GLNVGcontext* gl, struct GLNVGcall* call) { if (3 <= call->vertexCount) { nvgRenderSetUniforms(gl, call->uniformOffset, call->image); bgfx::setState(gl->state); bgfx::setVertexBuffer(&gl->tvb, call->vertexOffset, call->vertexCount); bgfx::setTexture(0, gl->s_tex, gl->th); bgfx::submit(gl->viewid, gl->prog); } } static void nvgRenderFlush(void* _userPtr) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; if (gl->ncalls > 0) { bgfx::allocTransientVertexBuffer(&gl->tvb, gl->nverts, s_nvgDecl); int allocated = gl->tvb.size/gl->tvb.stride; if (allocated < gl->nverts) { gl->nverts = allocated; BX_WARN(true, "Vertex number truncated due to transient vertex buffer overflow"); } memcpy(gl->tvb.data, gl->verts, gl->nverts * sizeof(struct NVGvertex) ); gl->state = 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE ; // if (alphaBlend == NVG_PREMULTIPLIED_ALPHA) // { // gl->state |= BGFX_STATE_BLEND_FUNC_SEPARATE( // BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA // , BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_ALPHA // ); // } // else { gl->state |= BGFX_STATE_BLEND_FUNC( BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA ); } bgfx::setUniform(gl->u_viewSize, gl->view); for (uint32_t ii = 0, num = gl->ncalls; ii < num; ++ii) { struct GLNVGcall* call = &gl->calls[ii]; switch (call->type) { case GLNVG_FILL: glnvg__fill(gl, call); break; case GLNVG_CONVEXFILL: glnvg__convexFill(gl, call); break; case GLNVG_STROKE: glnvg__stroke(gl, call); break; case GLNVG_TRIANGLES: glnvg__triangles(gl, call); break; } } } // Reset calls gl->nverts = 0; gl->npaths = 0; gl->ncalls = 0; gl->nuniforms = 0; } static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths) { int i, count = 0; for (i = 0; i < npaths; i++) { count += paths[i].nfill; count += paths[i].nstroke; } return count; } static int glnvg__maxi(int a, int b) { return a > b ? a : b; } static struct GLNVGcall* glnvg__allocCall(struct GLNVGcontext* gl) { struct GLNVGcall* ret = NULL; if (gl->ncalls+1 > gl->ccalls) { gl->ccalls = gl->ccalls == 0 ? 32 : gl->ccalls * 2; gl->calls = (struct GLNVGcall*)realloc(gl->calls, sizeof(struct GLNVGcall) * gl->ccalls); } ret = &gl->calls[gl->ncalls++]; memset(ret, 0, sizeof(struct GLNVGcall) ); return ret; } static int glnvg__allocPaths(struct GLNVGcontext* gl, int n) { int ret = 0; if (gl->npaths + n > gl->cpaths) { GLNVGpath* paths; int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths / 2; // 1.5x Overallocate paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths); if (paths == NULL) return -1; gl->paths = paths; gl->cpaths = cpaths; } ret = gl->npaths; gl->npaths += n; return ret; } static int glnvg__allocVerts(GLNVGcontext* gl, int n) { int ret = 0; if (gl->nverts+n > gl->cverts) { NVGvertex* verts; int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts); if (verts == NULL) return -1; gl->verts = verts; gl->cverts = cverts; } ret = gl->nverts; gl->nverts += n; return ret; } static int glnvg__allocFragUniforms(struct GLNVGcontext* gl, int n) { int ret = 0, structSize = gl->fragSize; if (gl->nuniforms+n > gl->cuniforms) { gl->cuniforms = gl->cuniforms == 0 ? glnvg__maxi(n, 32) : gl->cuniforms * 2; gl->uniforms = (unsigned char*)realloc(gl->uniforms, gl->cuniforms * structSize); } ret = gl->nuniforms * structSize; gl->nuniforms += n; return ret; } static void glnvg__vset(struct NVGvertex* vtx, float x, float y, float u, float v) { vtx->x = x; vtx->y = y; vtx->u = u; vtx->v = v; } static void nvgRenderFill(void* _userPtr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, const float* bounds, const struct NVGpath* paths, int npaths) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGcall* call = glnvg__allocCall(gl); struct NVGvertex* quad; struct GLNVGfragUniforms* frag; int i, maxverts, offset; call->type = GLNVG_FILL; call->pathOffset = glnvg__allocPaths(gl, npaths); call->pathCount = npaths; call->image = paint->image; if (npaths == 1 && paths[0].convex) { call->type = GLNVG_CONVEXFILL; } // Allocate vertices for all the paths. maxverts = glnvg__maxVertCount(paths, npaths) + 6; offset = glnvg__allocVerts(gl, maxverts); for (i = 0; i < npaths; i++) { struct GLNVGpath* copy = &gl->paths[call->pathOffset + i]; const struct NVGpath* path = &paths[i]; memset(copy, 0, sizeof(struct GLNVGpath) ); if (path->nfill > 0) { copy->fillOffset = offset; copy->fillCount = path->nfill; memcpy(&gl->verts[offset], path->fill, sizeof(struct NVGvertex) * path->nfill); offset += path->nfill; } if (path->nstroke > 0) { copy->strokeOffset = offset; copy->strokeCount = path->nstroke; memcpy(&gl->verts[offset], path->stroke, sizeof(struct NVGvertex) * path->nstroke); offset += path->nstroke; } } // Quad call->vertexOffset = offset; call->vertexCount = 6; quad = &gl->verts[call->vertexOffset]; glnvg__vset(&quad[0], bounds[0], bounds[3], 0.5f, 1.0f); glnvg__vset(&quad[1], bounds[2], bounds[3], 0.5f, 1.0f); glnvg__vset(&quad[2], bounds[2], bounds[1], 0.5f, 1.0f); glnvg__vset(&quad[3], bounds[0], bounds[3], 0.5f, 1.0f); glnvg__vset(&quad[4], bounds[2], bounds[1], 0.5f, 1.0f); glnvg__vset(&quad[5], bounds[0], bounds[1], 0.5f, 1.0f); // Setup uniforms for draw calls if (call->type == GLNVG_FILL) { call->uniformOffset = glnvg__allocFragUniforms(gl, 2); // Simple shader for stencil frag = nvg__fragUniformPtr(gl, call->uniformOffset); memset(frag, 0, sizeof(*frag) ); frag->type = NSVG_SHADER_SIMPLE; // Fill shader glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe); } else { call->uniformOffset = glnvg__allocFragUniforms(gl, 1); // Fill shader glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe); } } static void nvgRenderStroke(void* _userPtr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, float strokeWidth, const struct NVGpath* paths, int npaths) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGcall* call = glnvg__allocCall(gl); int i, maxverts, offset; call->type = GLNVG_STROKE; call->pathOffset = glnvg__allocPaths(gl, npaths); call->pathCount = npaths; call->image = paint->image; // Allocate vertices for all the paths. maxverts = glnvg__maxVertCount(paths, npaths); offset = glnvg__allocVerts(gl, maxverts); for (i = 0; i < npaths; i++) { struct GLNVGpath* copy = &gl->paths[call->pathOffset + i]; const struct NVGpath* path = &paths[i]; memset(copy, 0, sizeof(struct GLNVGpath) ); if (path->nstroke) { copy->strokeOffset = offset; copy->strokeCount = path->nstroke; memcpy(&gl->verts[offset], path->stroke, sizeof(struct NVGvertex) * path->nstroke); offset += path->nstroke; } } // Fill shader call->uniformOffset = glnvg__allocFragUniforms(gl, 1); glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe); } static void nvgRenderTriangles(void* _userPtr, struct NVGpaint* paint, struct NVGscissor* scissor, const struct NVGvertex* verts, int nverts) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; struct GLNVGcall* call = glnvg__allocCall(gl); struct GLNVGfragUniforms* frag; call->type = GLNVG_TRIANGLES; call->image = paint->image; // Allocate vertices for all the paths. call->vertexOffset = glnvg__allocVerts(gl, nverts); call->vertexCount = nverts; memcpy(&gl->verts[call->vertexOffset], verts, sizeof(struct NVGvertex) * nverts); // Fill shader call->uniformOffset = glnvg__allocFragUniforms(gl, 1); frag = nvg__fragUniformPtr(gl, call->uniformOffset); glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, 1.0f); frag->type = NSVG_SHADER_IMG; } static void nvgRenderDelete(void* _userPtr) { struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr; if (gl == NULL) { return; } bgfx::destroyProgram(gl->prog); bgfx::destroyTexture(gl->texMissing); bgfx::destroyUniform(gl->u_scissorMat); bgfx::destroyUniform(gl->u_paintMat); bgfx::destroyUniform(gl->u_innerCol); bgfx::destroyUniform(gl->u_outerCol); bgfx::destroyUniform(gl->u_viewSize); bgfx::destroyUniform(gl->u_scissorExtScale); bgfx::destroyUniform(gl->u_extentRadius); bgfx::destroyUniform(gl->u_params); bgfx::destroyUniform(gl->s_tex); if (bgfx::isValid(gl->u_halfTexel) ) { bgfx::destroyUniform(gl->u_halfTexel); } for (uint32_t ii = 0, num = gl->ntextures; ii < num; ++ii) { if (bgfx::isValid(gl->textures[ii].id) && (gl->textures[ii].flags & NVG_IMAGE_NODELETE) == 0) { bgfx::destroyTexture(gl->textures[ii].id); } } free(gl->textures); free(gl); } } // namespace NVGcontext* nvgCreate(int edgeaa, unsigned char viewid) { struct NVGparams params; struct NVGcontext* ctx = NULL; struct GLNVGcontext* gl = (struct GLNVGcontext*)malloc(sizeof(struct GLNVGcontext) ); if (gl == NULL) goto error; memset(gl, 0, sizeof(struct GLNVGcontext) ); memset(¶ms, 0, sizeof(params) ); params.renderCreate = nvgRenderCreate; params.renderCreateTexture = nvgRenderCreateTexture; params.renderDeleteTexture = nvgRenderDeleteTexture; params.renderUpdateTexture = nvgRenderUpdateTexture; params.renderGetTextureSize = nvgRenderGetTextureSize; params.renderViewport = nvgRenderViewport; params.renderFlush = nvgRenderFlush; params.renderFill = nvgRenderFill; params.renderStroke = nvgRenderStroke; params.renderTriangles = nvgRenderTriangles; params.renderDelete = nvgRenderDelete; params.userPtr = gl; params.edgeAntiAlias = edgeaa; gl->edgeAntiAlias = edgeaa; gl->viewid = uint8_t(viewid); ctx = nvgCreateInternal(¶ms); if (ctx == NULL) goto error; return ctx; error: // 'gl' is freed by nvgDeleteInternal. if (ctx != NULL) { nvgDeleteInternal(ctx); } return NULL; } void nvgViewId(struct NVGcontext* ctx, unsigned char viewid) { struct NVGparams* params = nvgInternalParams(ctx); struct GLNVGcontext* gl = (struct GLNVGcontext*)params->userPtr; gl->viewid = uint8_t(viewid); } void nvgDelete(struct NVGcontext* ctx) { nvgDeleteInternal(ctx); }