mirror of https://github.com/adamdruppe/arsd.git
Merge pull request #200 from AsumFace/nvgimprovements
Some improvements to nanovega
This commit is contained in:
commit
794ce6ecc5
130
nanovega.d
130
nanovega.d
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@ -143,11 +143,10 @@ $(SIDE_BY_SIDE
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)
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$(TIP
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If you are going to use the library with a SDL OpenGL context,
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try working with a backwards compatible context profile.
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This library can use either inbuilt or BindBC (external dependency) provided bindings for OpenGL and FreeType.
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Former are used by default, latter can be activated by passing the `bindbc` version specifier to the compiler.
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)
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Creating drawing context
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========================
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@ -524,7 +523,19 @@ version(Posix) {
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} else {
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version = nanovg_disable_fontconfig;
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}
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version(aliced) {
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version (bindbc) {
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version = nanovg_builtin_fontconfig_bindings;
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version = nanovg_bindbc_opengl_bindings;
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version = nanovg_bindbc_freetype_bindings;
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version(BindFT_Dynamic)
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static assert(0, "AsumFace was too lazy to write the code for the dynamic bindbc freetype bindings");
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else {
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version(BindFT_Static) {}
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else
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static assert(0, "well, duh. you got to pass the BindFT_Static version identifier to the compiler");
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}
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} else version(aliced) {
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version = nanovg_default_no_font_aa;
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version = nanovg_builtin_fontconfig_bindings;
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version = nanovg_builtin_freetype_bindings;
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@ -1291,7 +1302,7 @@ public enum NVGImageFlag : uint {
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Premultiplied = 1<<4, /// Image data has premultiplied alpha.
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ClampToBorderX = 1<<5, /// Clamp image to border (instead of clamping to edge by default)
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ClampToBorderY = 1<<6, /// Clamp image to border (instead of clamping to edge by default)
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NoFiltering = 1<<8, /// use GL_NEAREST instead of GL_LINEAR
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NoFiltering = 1<<8, /// use GL_NEAREST instead of GL_LINEAR. Only affects upscaling if GenerateMipmaps is active.
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Nearest = NoFiltering, /// compatibility with original NanoVG
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NoDelete = 1<<16,/// Do not delete GL texture handle.
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}
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@ -9713,6 +9724,11 @@ FT_Error FT_Get_Kerning (FT_Face, FT_UInt, FT_UInt, FT_UInt, FT_Vector*);
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void FT_Outline_Get_CBox (const(FT_Outline)*, FT_BBox*);
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FT_Error FT_Outline_Decompose (FT_Outline*, const(FT_Outline_Funcs)*, void*);
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}
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} else version(bindbc) {
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import bindbc.freetype;
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alias FT_KERNING_DEFAULT = FT_Kerning_Mode.FT_KERNING_DEFAULT;
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alias FT_KERNING_UNFITTED = FT_Kerning_Mode.FT_KERNING_UNFITTED;
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alias FT_KERNING_UNSCALED = FT_Kerning_Mode.FT_KERNING_UNSCALED;
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} else {
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import iv.freetype;
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}
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@ -12145,14 +12161,35 @@ static if (__VERSION__ < 2076) {
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//import arsd.simpledisplay;
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version(nanovg_builtin_opengl_bindings) { import arsd.simpledisplay; } else { import iv.glbinds; }
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version(nanovg_bindbc_opengl_bindings) {
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import bindbc.opengl;
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} else version(nanovg_builtin_opengl_bindings) {
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import arsd.simpledisplay;
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} else {
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import iv.glbinds;
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}
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private:
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// sdpy is missing that yet
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static if (!is(typeof(GL_STENCIL_BUFFER_BIT))) enum uint GL_STENCIL_BUFFER_BIT = 0x00000400;
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// OpenGL API missing from simpledisplay
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version(bindbc){
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private extern(System) nothrow @nogc:
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// this definition doesn't exist in regular OpenGL (?)
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enum uint GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9U;
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private void nanovgInitOpenGL () {
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// i'm not aware of calling the load multiple times having negative side effects, so i don't do an initialization check
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GLSupport support = loadOpenGL();
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if (support == GLSupport.noLibrary)
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assert(0, "OpenGL initialization failed: shared library failed to load");
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else if (support == GLSupport.badLibrary)
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assert(0, "OpenGL initialization failed: a context-independent symbol failed to load");
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else if (support == GLSupport.noContext)
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assert(0, "OpenGL initialization failed: a context needs to be created prior to initialization");
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}
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} else { // OpenGL API missing from simpledisplay
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private extern(System) nothrow @nogc {
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alias GLvoid = void;
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alias GLboolean = ubyte;
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@ -12246,6 +12283,8 @@ private extern(System) nothrow @nogc {
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enum uint GL_FRAMEBUFFER_BINDING = 0x8CA6U;
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enum uint GL_TEXTURE_LOD_BIAS = 0x8501;
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/*
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version(Windows) {
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private void* kglLoad (const(char)* name) {
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@ -12265,6 +12304,15 @@ private extern(System) nothrow @nogc {
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}
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*/
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alias glbfn_glGenVertexArrays = void function(GLsizei, GLuint*);
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__gshared glbfn_glGenVertexArrays glGenVertexArrays_NVGLZ; alias glGenVertexArrays = glGenVertexArrays_NVGLZ;
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alias glbfn_glBindVertexArray = void function(GLuint);
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__gshared glbfn_glBindVertexArray glBindVertexArray_NVGLZ; alias glBindVertexArray = glBindVertexArray_NVGLZ;
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alias glbfn_glDeleteVertexArrays = void function(GLsizei, const(GLuint)*);
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__gshared glbfn_glDeleteVertexArrays glDeleteVertexArrays_NVGLZ; alias glDeleteVertexArrays = glDeleteVertexArrays_NVGLZ;
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alias glbfn_glGenerateMipmap = void function(GLenum);
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__gshared glbfn_glGenerateMipmap glGenerateMipmap_NVGLZ; alias glGenerateMipmap = glGenerateMipmap_NVGLZ;
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alias glbfn_glStencilMask = void function(GLuint);
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__gshared glbfn_glStencilMask glStencilMask_NVGLZ; alias glStencilMask = glStencilMask_NVGLZ;
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alias glbfn_glStencilFunc = void function(GLenum, GLint, GLuint);
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@ -12357,6 +12405,15 @@ private extern(System) nothrow @nogc {
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private void nanovgInitOpenGL () {
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__gshared bool initialized = false;
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if (initialized) return;
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glGenVertexArrays_NVGLZ = cast(glbfn_glGenVertexArrays)glbindGetProcAddress(`glGenVertexArrays`);
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if (glGenVertexArrays_NVGLZ is null) assert(0, `OpenGL function 'glGenVertexArrays' not found!`);
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glBindVertexArray_NVGLZ = cast(glbfn_glBindVertexArray)glbindGetProcAddress(`glBindVertexArray`);
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if (glBindVertexArray_NVGLZ is null) assert(0, `OpenGL function 'glBindVertexArray' not found!`);
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glDeleteVertexArrays_NVGLZ = cast(glbfn_glDeleteVertexArrays)glbindGetProcAddress(`glDeleteVertexArrays`);
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if (glDeleteVertexArrays_NVGLZ is null) assert(0, `OpenGL function 'glDeleteVertexArrays' not found!`);
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glGenerateMipmap_NVGLZ = cast(glbfn_glGenerateMipmap)glbindGetProcAddress(`glGenerateMipmap`);
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if (glGenerateMipmap_NVGLZ is null) assert(0, `OpenGL function 'glGenerateMipmap' not found!`);
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glStencilMask_NVGLZ = cast(glbfn_glStencilMask)glbindGetProcAddress(`glStencilMask`);
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if (glStencilMask_NVGLZ is null) assert(0, `OpenGL function 'glStencilMask' not found!`);
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glStencilFunc_NVGLZ = cast(glbfn_glStencilFunc)glbindGetProcAddress(`glStencilFunc`);
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@ -12445,10 +12502,11 @@ private extern(System) nothrow @nogc {
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glGetIntegerv_NVGLZ = cast(glbfn_glGetIntegerv)glbindGetProcAddress(`glGetIntegerv`);
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if (glGetIntegerv_NVGLZ is null) assert(0, `OpenGL function 'glGetIntegerv' not found!`);
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initialized = true;
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}
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}
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}
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/// Context creation flags.
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@ -13051,12 +13109,21 @@ void glnvg__copyFBOToFrom (GLNVGcontext* gl, int didx, int sidx) nothrow @truste
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enum y = 0;
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immutable int w = gl.fboWidth;
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immutable int h = gl.fboHeight;
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glBegin(GL_QUADS);
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glVertex2i(x, y); // top-left
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glVertex2i(w, y); // top-right
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glVertex2i(w, h); // bottom-right
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glVertex2i(x, h); // bottom-left
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glEnd();
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immutable(int[8]) vertices =
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[x, y, // top-left
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w, y, // top-right
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w, h, // bottom-right
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x, h]; // bottom-left
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uint vbo;
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glGenBuffers(1, &vbo); //TODO: figure out if allocating a new buffer each time is a good idea
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, &vertices, GL_STREAM_DRAW);
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uint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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// restore state (but don't unbind FBO)
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static if (NANOVG_GL_USE_STATE_FILTER) glBindTexture(GL_TEXTURE_2D, gl.boundTexture);
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@ -13402,16 +13469,20 @@ int glnvg__renderCreateTexture (void* uptr, NVGtexture type, int w, int h, int i
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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// GL 1.4 and later has support for generating mipmaps using a tex parameter.
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if ((imageFlags&(NVGImageFlag.GenerateMipmaps|NVGImageFlag.NoFiltering)) == NVGImageFlag.GenerateMipmaps) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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immutable ttype = (type == NVGtexture.RGBA ? GL_RGBA : GL_RED);
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glTexImage2D(GL_TEXTURE_2D, 0, ttype, w, h, 0, ttype, GL_UNSIGNED_BYTE, data);
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// GL 3.0 and later have support for a dedicated function for generating mipmaps
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// it needs to be called after the glTexImage2D call
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if (imageFlags & NVGImageFlag.GenerateMipmaps)
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glGenerateMipmap(GL_TEXTURE_2D);
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immutable tfmin =
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(imageFlags&NVGImageFlag.NoFiltering ? GL_NEAREST :
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imageFlags&NVGImageFlag.GenerateMipmaps ? GL_LINEAR_MIPMAP_LINEAR :
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(imageFlags & NVGImageFlag.GenerateMipmaps ? GL_LINEAR_MIPMAP_LINEAR :
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imageFlags & NVGImageFlag.NoFiltering ? GL_NEAREST :
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GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -1.0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tfmin);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (imageFlags&NVGImageFlag.NoFiltering ? GL_NEAREST : GL_LINEAR));
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@ -13652,12 +13723,22 @@ void glnvg__finishClip (GLNVGcontext* gl, NVGClipMode clipmode) nothrow @trusted
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glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x00, 0xff);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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}
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glBegin(GL_QUADS);
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glVertex2i(0, 0);
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glVertex2i(0, gl.fboHeight);
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glVertex2i(gl.fboWidth, gl.fboHeight);
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glVertex2i(gl.fboWidth, 0);
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glEnd();
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immutable(int[8]) vertices =
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[0, 0,
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0, gl.fboHeight,
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gl.fboWidth, gl.fboHeight,
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gl.fboWidth, 0];
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uint vbo;
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glGenBuffers(1, &vbo); //TODO: figure out if allocating a new buffer each time is a good idea
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, &vertices, GL_STREAM_DRAW);
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uint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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//glnvg__restoreAffine(gl);
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}
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@ -14538,6 +14619,7 @@ public NVGContext nvgCreateContext (const(NVGContextFlag)[] flagList...) nothrow
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NVGparams params = void;
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NVGContext ctx = null;
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version(nanovg_builtin_opengl_bindings) nanovgInitOpenGL(); // why not?
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version(nanovg_bindbc_opengl_bindings) nanovgInitOpenGL();
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GLNVGcontext* gl = cast(GLNVGcontext*)malloc(GLNVGcontext.sizeof);
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if (gl is null) goto error;
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memset(gl, 0, GLNVGcontext.sizeof);
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