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https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 03:47:07 -05:00
Updated NanoVG.
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b09bb61548
commit
46822b242a
5 changed files with 32 additions and 41 deletions
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@ -838,7 +838,7 @@ struct Imgui
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const int32_t my = int32_t(float(_my)*yscale);
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IMGUI_beginFrame(mx, my, _button, _scroll, _width, _height, _inputChar, _view);
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nvgBeginFrameScaled(m_nvg, m_viewWidth, m_viewHeight, m_surfaceWidth, m_surfaceHeight, 1.0f);
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nvgBeginFrame(m_nvg, m_viewWidth, m_viewHeight, 1.0f);
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nvgViewId(m_nvg, _view);
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bgfx::setViewName(_view, "IMGUI");
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@ -43,7 +43,7 @@ enum FONSerrorCode {
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FONS_ATLAS_FULL = 1,
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// Scratch memory used to render glyphs is full, requested size reported in 'val', you may need to bump up FONS_SCRATCH_BUF_SIZE.
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FONS_SCRATCH_FULL = 2,
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// Calls to fonsPushState has craeted too large stack, if you need deep state stack bump up FONS_MAX_STATES.
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// Calls to fonsPushState has created too large stack, if you need deep state stack bump up FONS_MAX_STATES.
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FONS_STATES_OVERFLOW = 3,
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// Trying to pop too many states fonsPopState().
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FONS_STATES_UNDERFLOW = 4,
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@ -594,7 +594,7 @@ static int fons__atlasAddSkylineLevel(FONSatlas* atlas, int idx, int x, int y, i
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if (fons__atlasInsertNode(atlas, idx, x, y+h, w) == 0)
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return 0;
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// Delete skyline segments that fall under the shaodw of the new segment.
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// Delete skyline segments that fall under the shadow of the new segment.
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for (i = idx+1; i < atlas->nnodes; i++) {
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if (atlas->nodes[i].x < atlas->nodes[i-1].x + atlas->nodes[i-1].width) {
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int shrink = atlas->nodes[i-1].x + atlas->nodes[i-1].width - atlas->nodes[i].x;
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@ -1131,7 +1131,7 @@ static void fons__getQuad(FONScontext* stash, FONSfont* font,
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// Each glyph has 2px border to allow good interpolation,
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// one pixel to prevent leaking, and one to allow good interpolation for rendering.
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// Inset the texture region by one pixel for corret interpolation.
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// Inset the texture region by one pixel for correct interpolation.
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xoff = (short)(glyph->xoff+1);
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yoff = (short)(glyph->yoff+1);
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x0 = (float)(glyph->x0+1);
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@ -1630,7 +1630,7 @@ int fonsExpandAtlas(FONScontext* stash, int width, int height)
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// Increase atlas size
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fons__atlasExpand(stash->atlas, width, height);
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// Add axisting data as dirty.
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// Add existing data as dirty.
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for (i = 0; i < stash->atlas->nnodes; i++)
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maxy = fons__maxi(maxy, stash->atlas->nodes[i].y);
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stash->dirtyRect[0] = 0;
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@ -59,7 +59,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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#define NVG_INIT_VERTS_SIZE 256
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#define NVG_MAX_STATES 32
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#define NVG_KAPPA90 0.5522847493f // Lenght proportional to radius of a cubic bezier handle for 90deg arcs.
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#define NVG_KAPPA90 0.5522847493f // Length proportional to radius of a cubic bezier handle for 90deg arcs.
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#define NVG_COUNTOF(arr) (sizeof(arr) / sizeof(0[arr]))
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@ -298,7 +298,7 @@ void nvgDeleteInternal(NVGcontext* ctx)
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free(ctx);
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}
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void nvgBeginFrameScaled(NVGcontext* ctx, int windowWidth, int windowHeight, int surfaceWidth, int surfaceHeight, float devicePixelRatio)
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void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio)
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{
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/* printf("Tris: draws:%d fill:%d stroke:%d text:%d TOT:%d\n",
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ctx->drawCallCount, ctx->fillTriCount, ctx->strokeTriCount, ctx->textTriCount,
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@ -310,7 +310,7 @@ void nvgBeginFrameScaled(NVGcontext* ctx, int windowWidth, int windowHeight, int
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nvg__setDevicePixelRatio(ctx, devicePixelRatio);
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ctx->params.renderViewport(ctx->params.userPtr, windowWidth, windowHeight, surfaceWidth, surfaceHeight);
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ctx->params.renderViewport(ctx->params.userPtr, windowWidth, windowHeight);
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ctx->drawCallCount = 0;
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ctx->fillTriCount = 0;
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@ -318,11 +318,6 @@ void nvgBeginFrameScaled(NVGcontext* ctx, int windowWidth, int windowHeight, int
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ctx->textTriCount = 0;
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}
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void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio)
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{
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nvgBeginFrameScaled(ctx, windowWidth, windowHeight, windowWidth, windowHeight, devicePixelRatio);
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}
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void nvgCancelFrame(NVGcontext* ctx)
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{
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ctx->params.renderCancel(ctx->params.userPtr);
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@ -1642,7 +1637,7 @@ static int nvg__expandStroke(NVGcontext* ctx, float w, int lineCap, int lineJoin
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for (i = 0; i < cache->npaths; i++) {
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NVGpath* path = &cache->paths[i];
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int loop = (path->closed == 0) ? 0 : 1;
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if (lineCap == NVG_ROUND)
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if (lineJoin == NVG_ROUND)
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cverts += (path->count + path->nbevel*(ncap+2) + 1) * 2; // plus one for loop
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else
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cverts += (path->count + path->nbevel*5 + 1) * 2; // plus one for loop
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@ -2350,7 +2345,7 @@ float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char*
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break;
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}
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prevIter = iter;
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// Trasnform corners.
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// Transform corners.
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nvgTransformPoint(&c[0],&c[1], state->xform, q.x0*invscale, q.y0*invscale);
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nvgTransformPoint(&c[2],&c[3], state->xform, q.x1*invscale, q.y0*invscale);
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nvgTransformPoint(&c[4],&c[5], state->xform, q.x1*invscale, q.y1*invscale);
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@ -2610,7 +2605,7 @@ int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, floa
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wordStartX = iter.x;
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wordMinX = q.x0 - rowStartX;
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} else {
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// Break the line from the end of the last word, and start new line from the begining of the new.
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// Break the line from the end of the last word, and start new line from the beginning of the new.
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rows[nrows].start = rowStart;
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rows[nrows].end = breakEnd;
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rows[nrows].width = breakWidth * invscale;
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@ -2640,7 +2635,7 @@ int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, floa
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ptype = type;
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}
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// Break the line from the end of the last word, and start new line from the begining of the new.
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// Break the line from the end of the last word, and start new line from the beginning of the new.
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if (rowStart != NULL) {
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rows[nrows].start = rowStart;
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rows[nrows].end = rowEnd;
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@ -116,7 +116,6 @@ enum NVGimageFlags {
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// frame buffer size. In that case you would set windowWidth/Height to the window size
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// devicePixelRatio to: frameBufferWidth / windowWidth.
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void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio);
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void nvgBeginFrameScaled(NVGcontext* ctx, int windowWidth, int windowHeight, int surfaceWidth, int surfaceHeight, float devicePixelRatio);
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// Cancels drawing the current frame.
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void nvgCancelFrame(NVGcontext* ctx);
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@ -143,7 +142,7 @@ NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned cha
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NVGcolor nvgRGBAf(float r, float g, float b, float a);
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// Linearly interpoaltes from color c0 to c1, and returns resulting color value.
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// Linearly interpolates from color c0 to c1, and returns resulting color value.
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NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u);
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// Sets transparency of a color value.
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@ -192,7 +191,7 @@ void nvgStrokeColor(NVGcontext* ctx, NVGcolor color);
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// Sets current stroke style to a paint, which can be a one of the gradients or a pattern.
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void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint);
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// Sets current fill cstyle to a solid color.
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// Sets current fill style to a solid color.
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void nvgFillColor(NVGcontext* ctx, NVGcolor color);
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// Sets current fill style to a paint, which can be a one of the gradients or a pattern.
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@ -202,7 +201,7 @@ void nvgFillPaint(NVGcontext* ctx, NVGpaint paint);
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// Miter limit controls when a sharp corner is beveled.
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void nvgMiterLimit(NVGcontext* ctx, float limit);
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// Sets the stroke witdth of the stroke style.
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// Sets the stroke width of the stroke style.
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void nvgStrokeWidth(NVGcontext* ctx, float size);
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// Sets how the end of the line (cap) is drawn,
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@ -247,16 +246,16 @@ void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e,
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// Translates current coordinate system.
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void nvgTranslate(NVGcontext* ctx, float x, float y);
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// Rotates current coordinate system. Angle is specifid in radians.
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// Rotates current coordinate system. Angle is specified in radians.
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void nvgRotate(NVGcontext* ctx, float angle);
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// Skews the current coordinate system along X axis. Angle is specifid in radians.
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// Skews the current coordinate system along X axis. Angle is specified in radians.
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void nvgSkewX(NVGcontext* ctx, float angle);
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// Skews the current coordinate system along Y axis. Angle is specifid in radians.
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// Skews the current coordinate system along Y axis. Angle is specified in radians.
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void nvgSkewY(NVGcontext* ctx, float angle);
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// Scales the current coordinat system.
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// Scales the current coordinate system.
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void nvgScale(NVGcontext* ctx, float x, float y);
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// Stores the top part (a-f) of the current transformation matrix in to the specified buffer.
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@ -268,7 +267,7 @@ void nvgCurrentTransform(NVGcontext* ctx, float* xform);
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// The following functions can be used to make calculations on 2x3 transformation matrices.
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// A 2x3 matrix is representated as float[6].
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// A 2x3 matrix is represented as float[6].
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// Sets the transform to identity matrix.
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void nvgTransformIdentity(float* dst);
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@ -279,13 +278,13 @@ void nvgTransformTranslate(float* dst, float tx, float ty);
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// Sets the transform to scale matrix.
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void nvgTransformScale(float* dst, float sx, float sy);
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// Sets the transform to rotate matrix. Angle is specifid in radians.
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// Sets the transform to rotate matrix. Angle is specified in radians.
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void nvgTransformRotate(float* dst, float a);
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// Sets the transform to skew-x matrix. Angle is specifid in radians.
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// Sets the transform to skew-x matrix. Angle is specified in radians.
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void nvgTransformSkewX(float* dst, float a);
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// Sets the transform to skew-y matrix. Angle is specifid in radians.
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// Sets the transform to skew-y matrix. Angle is specified in radians.
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void nvgTransformSkewY(float* dst, float a);
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// Sets the transform to the result of multiplication of two transforms, of A = A*B.
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@ -301,7 +300,7 @@ int nvgTransformInverse(float* dst, const float* src);
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// Transform a point by given transform.
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void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy);
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// Converts degress to radians and vice versa.
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// Converts degrees to radians and vice versa.
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float nvgDegToRad(float deg);
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float nvgRadToDeg(float rad);
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@ -327,7 +326,7 @@ int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsi
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// Updates image data specified by image handle.
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void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data);
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// Returns the domensions of a created image.
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// Returns the dimensions of a created image.
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void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h);
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// Deletes created image.
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@ -507,7 +506,7 @@ void nvgTextLetterSpacing(NVGcontext* ctx, float spacing);
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// Sets the proportional line height of current text style. The line height is specified as multiple of font size.
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void nvgTextLineHeight(NVGcontext* ctx, float lineHeight);
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// Sets the text align of current text style, see NVGaling for options.
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// Sets the text align of current text style, see NVGalign for options.
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void nvgTextAlign(NVGcontext* ctx, int align);
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// Sets the font face based on specified id of current text style.
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@ -589,7 +588,7 @@ struct NVGparams {
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int (*renderDeleteTexture)(void* uptr, int image);
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int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
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int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
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void (*renderViewport)(void* uptr, int width, int height, int surfaceWidth, int surfaceHeight);
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void (*renderViewport)(void* uptr, int width, int height);
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void (*renderCancel)(void* uptr);
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void (*renderFlush)(void* uptr);
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void (*renderFill)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
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@ -603,7 +602,7 @@ NVGcontext* nvgCreate(int edgeaa, unsigned char viewid);
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void nvgViewId(struct NVGcontext* ctx, unsigned char viewid);
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void nvgDelete(struct NVGcontext* ctx);
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// Contructor and destructor, called by the render back-end.
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// Constructor and destructor, called by the render back-end.
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NVGcontext* nvgCreateInternal(NVGparams* params);
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void nvgDeleteInternal(NVGcontext* ctx);
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@ -134,7 +134,6 @@ namespace
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struct GLNVGtexture* textures;
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float view[2];
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float surface[2];
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int ntextures;
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int ctextures;
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int textureId;
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@ -523,13 +522,11 @@ namespace
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gl->th = handle;
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}
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static void nvgRenderViewport(void* _userPtr, int width, int height, int surfaceWidth, int surfaceHeight)
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static void nvgRenderViewport(void* _userPtr, int width, int height)
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{
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struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr;
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gl->view[0] = (float)width;
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gl->view[1] = (float)height;
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gl->surface[0] = (float)surfaceWidth;
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gl->surface[1] = (float)surfaceHeight;
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bgfx::setViewRect(gl->viewid, 0, 0, width, height);
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}
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);
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}
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bgfx::setUniform(gl->u_viewSize, gl->surface);
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bgfx::setUniform(gl->u_viewSize, gl->view);
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for (uint32_t ii = 0, num = gl->ncalls; ii < num; ++ii)
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{
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