func (c *glContext) fill(call *glCall) { pathSentinel := call.pathOffset + call.pathCount // Draw shapes gl.Enable(gl.STENCIL_TEST) c.setStencilMask(0xff) c.setStencilFunc(gl.ALWAYS, 0x00, 0xff) gl.ColorMask(false, false, false, false) // set bindpoint for solid loc c.setUniforms(call.uniformOffset, 0) checkError(c, "fill simple") gl.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP) gl.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP) gl.Disable(gl.CULL_FACE) for i := call.pathOffset; i < pathSentinel; i++ { path := &c.paths[i] gl.DrawArrays(gl.TRIANGLE_FAN, path.fillOffset, path.fillCount) } gl.Enable(gl.CULL_FACE) // Draw anti-aliased pixels gl.ColorMask(true, true, true, true) c.setUniforms(call.uniformOffset+1, call.image) if c.flags&AntiAlias != 0 { c.setStencilFunc(gl.EQUAL, 0x00, 0xff) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) // Draw fringes for i := call.pathOffset; i < pathSentinel; i++ { path := &c.paths[i] gl.DrawArrays(gl.TRIANGLE_STRIP, path.strokeOffset, path.strokeCount) } } // Draw fill c.setStencilFunc(gl.NOTEQUAL, 0x00, 0xff) gl.StencilOp(gl.ZERO, gl.ZERO, gl.ZERO) gl.DrawArrays(gl.TRIANGLES, call.triangleOffset, call.triangleCount) gl.Disable(gl.STENCIL_TEST) }
func (c *glContext) stroke(call *glCall) { paths := c.paths[call.pathOffset : call.pathOffset+call.pathCount] if c.flags&StencilStrokes != 0 { gl.Enable(gl.STENCIL_TEST) c.setStencilMask(0xff) // Fill the stroke base without overlap c.setStencilFunc(gl.EQUAL, 0x00, 0xff) gl.StencilOp(gl.KEEP, gl.KEEP, gl.INCR) c.setUniforms(call.uniformOffset+1, call.image) checkError(c, "stroke fill 0") for i := range paths { path := &paths[i] gl.DrawArrays(gl.TRIANGLE_STRIP, path.strokeOffset, path.strokeCount) } // Draw anti-aliased pixels. c.setUniforms(call.uniformOffset, call.image) c.setStencilFunc(gl.EQUAL, 0x00, 0xff) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) for i := range paths { path := &paths[i] gl.DrawArrays(gl.TRIANGLE_STRIP, path.strokeOffset, path.strokeCount) } // Clear stencil buffer. gl.ColorMask(false, false, false, false) c.setStencilFunc(gl.ALWAYS, 0x00, 0xff) gl.StencilOp(gl.ZERO, gl.ZERO, gl.ZERO) checkError(c, "stroke fill 1") for i := range paths { path := &paths[i] gl.DrawArrays(gl.TRIANGLE_STRIP, path.strokeOffset, path.strokeCount) } gl.ColorMask(true, true, true, true) gl.Disable(gl.STENCIL_TEST) } else { c.setUniforms(call.uniformOffset, call.image) checkError(c, "stroke fill") for i := range paths { path := &paths[i] gl.DrawArrays(gl.TRIANGLE_STRIP, path.strokeOffset, path.strokeCount) } } }
func (b *blitter) commitGlyphs(ctx *context) { tc := b.glyphBatch.GlyphPage if tc == nil { return } sw, sh := tc.sizePixels.WH() dw, dh := ctx.sizePixels.WH() mSrc := math.CreateMat3( 1.0/float32(sw), 0, 0, 0, 1.0/float32(sh), 0, 0.0, 0.0, 1, ) mDst := math.CreateMat3( +2.0/float32(dw), 0, 0, 0, -2.0/float32(dh), 0, -1.0, +1.0, 1, ) vb := newVertexBuffer( newVertexStream("aDst", stFloatVec2, b.glyphBatch.DstRects), newVertexStream("aSrc", stFloatVec2, b.glyphBatch.SrcRects), newVertexStream("aClp", stFloatVec4, b.glyphBatch.ClipRects), newVertexStream("aCol", stFloatVec4, b.glyphBatch.Colors), ) ib := newIndexBuffer(ptUshort, b.glyphBatch.Indices) s := newShape(vb, ib, dmTriangles) gl.Disable(gl.SCISSOR_TEST) s.draw(ctx, b.fontShader, uniformBindings{ "source": tc, "mDst": mDst, "mSrc": mSrc, }) gl.Enable(gl.SCISSOR_TEST) s.release() b.glyphBatch.GlyphPage = nil b.glyphBatch.DstRects = b.glyphBatch.DstRects[:0] b.glyphBatch.SrcRects = b.glyphBatch.SrcRects[:0] b.glyphBatch.ClipRects = b.glyphBatch.ClipRects[:0] b.glyphBatch.Colors = b.glyphBatch.Colors[:0] b.glyphBatch.Indices = b.glyphBatch.Indices[:0] b.stats.drawCallCount++ }
func main() { err := glfw.Init(gl.ContextWatcher) if err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.StencilBits, 1) glfw.WindowHint(glfw.Samples, 4) window, err := glfw.CreateWindow(1000*0.6, 600*0.6, "NanoVGo", nil, nil) if err != nil { panic(err) } window.SetKeyCallback(key) window.MakeContextCurrent() ctx, err := nanovgo.NewContext(0) defer ctx.Delete() if err != nil { panic(err) } demoData := LoadDemo(ctx) glfw.SwapInterval(0) fps := perfgraph.NewPerfGraph("Frame Time", "sans") for !window.ShouldClose() { t, _ := fps.UpdateGraph() fbWidth, fbHeight := window.GetFramebufferSize() winWidth, winHeight := window.GetSize() mx, my := window.GetCursorPos() pixelRatio := float32(fbWidth) / float32(winWidth) gl.Viewport(0, 0, fbWidth, fbHeight) if premult { gl.ClearColor(0, 0, 0, 0) } else { gl.ClearColor(0.3, 0.3, 0.32, 1.0) } gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.CULL_FACE) gl.Disable(gl.DEPTH_TEST) ctx.BeginFrame(winWidth, winHeight, pixelRatio) demo.RenderDemo(ctx, float32(mx), float32(my), float32(winWidth), float32(winHeight), t, blowup, demoData) fps.RenderGraph(ctx, 5, 5) ctx.EndFrame() gl.Enable(gl.DEPTH_TEST) window.SwapBuffers() glfw.PollEvents() } demoData.FreeData(ctx) }
func (p *glParams) renderFlush() { c := p.context if len(c.calls) > 0 { gl.UseProgram(c.shader.program) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.CULL_FACE) gl.CullFace(gl.BACK) gl.FrontFace(gl.CCW) gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.SCISSOR_TEST) gl.ColorMask(true, true, true, true) gl.StencilMask(0xffffffff) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) gl.StencilFunc(gl.ALWAYS, 0, 0xffffffff) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, gl.Texture{}) c.stencilMask = 0xffffffff c.stencilFunc = gl.ALWAYS c.stencilFuncRef = 0 c.stencilFuncMask = 0xffffffff b := castFloat32ToByte(c.vertexes) //dumpLog("vertex:", c.vertexes) // Upload vertex data gl.BindBuffer(gl.ARRAY_BUFFER, c.vertexBuffer) gl.BufferData(gl.ARRAY_BUFFER, b, gl.STREAM_DRAW) gl.EnableVertexAttribArray(c.shader.vertexAttrib) gl.EnableVertexAttribArray(c.shader.tcoordAttrib) gl.VertexAttribPointer(c.shader.vertexAttrib, 2, gl.FLOAT, false, 4*4, 0) gl.VertexAttribPointer(c.shader.tcoordAttrib, 2, gl.FLOAT, false, 4*4, 8) // Set view and texture just once per frame. gl.Uniform1i(c.shader.locations[glnvgLocTEX], 0) gl.Uniform2fv(c.shader.locations[glnvgLocVIEWSIZE], c.view[:]) for i := range c.calls { call := &c.calls[i] switch call.callType { case glnvgFILL: c.fill(call) case glnvgCONVEXFILL: c.convexFill(call) case glnvgSTROKE: c.stroke(call) case glnvgTRIANGLES: c.triangles(call) } } gl.DisableVertexAttribArray(c.shader.vertexAttrib) gl.DisableVertexAttribArray(c.shader.tcoordAttrib) gl.Disable(gl.CULL_FACE) gl.BindBuffer(gl.ARRAY_BUFFER, gl.Buffer{}) gl.UseProgram(gl.Program{}) c.bindTexture(nil) } c.vertexes = c.vertexes[:0] c.paths = c.paths[:0] c.calls = c.calls[:0] c.uniforms = c.uniforms[:0] }