// An Odin-native source port of [[ nanovg ; https://github.com/memononen/nanovg ]]. #+build windows, linux, darwin package nanovg // TODO rename structs to old nanovg style! // TODO rename enums to old nanovg style! import "core:mem" import "core:math" import "core:fmt" import "../fontstash" import stbi "vendor:stb/image" AlignVertical :: fontstash.AlignVertical AlignHorizontal :: fontstash.AlignHorizontal INIT_FONTIMAGE_SIZE :: 512 MAX_FONTIMAGE_SIZE :: 2048 MAX_FONTIMAGES :: 4 MAX_STATES :: 32 INIT_COMMANDS_SIZE :: 256 INIT_POINTS_SIZE :: 128 INIT_PATH_SIZE :: 16 INIT_VERTS_SIZE :: 26 KAPPA :: 0.5522847493 Color :: [4]f32 Matrix :: [6]f32 Vertex :: [4]f32 // x,y,u,v ImageFlag :: enum { GENERATE_MIPMAPS, REPEAT_X, REPEAT_Y, FLIP_Y, PREMULTIPLIED, NEAREST, NO_DELETE, } ImageFlags :: bit_set[ImageFlag] Paint :: struct { xform: Matrix, extent: [2]f32, radius: f32, feather: f32, innerColor: Color, outerColor: Color, image: int, } Winding :: enum { CCW = 1, CW, } Solidity :: enum { SOLID = 1, // CCW HOLE, // CW } LineCapType :: enum { BUTT, ROUND, SQUARE, BEVEL, MITER, } BlendFactor :: enum { ZERO, ONE, SRC_COLOR, ONE_MINUS_SRC_COLOR, DST_COLOR, ONE_MINUS_DST_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, SRC_ALPHA_SATURATE, } CompositeOperation :: enum { SOURCE_OVER, SOURCE_IN, SOURCE_OUT, ATOP, DESTINATION_OVER, DESTINATION_IN, DESTINATION_OUT, DESTINATION_ATOP, LIGHTER, COPY, XOR, } CompositeOperationState :: struct { srcRGB: BlendFactor, dstRGB: BlendFactor, srcAlpha: BlendFactor, dstAlpha: BlendFactor, } // render data structures Texture :: enum { Alpha, RGBA, } ScissorT :: struct { xform: Matrix, extent: [2]f32, } Commands :: enum { MOVE_TO, LINE_TO, BEZIER_TO, CLOSE, WINDING, } PointFlag :: enum { CORNER, LEFT, BEVEL, INNER_BEVEL, } PointFlags :: bit_set[PointFlag] Point :: struct { x, y: f32, dx, dy: f32, len: f32, dmx, dmy: f32, flags: PointFlags, } PathCache :: struct { points: [dynamic]Point, paths: [dynamic]Path, verts: [dynamic]Vertex, bounds: [4]f32, } Path :: struct { first: int, count: int, closed: bool, nbevel: int, fill: []Vertex, stroke: []Vertex, winding: Winding, convex: bool, } State :: struct { compositeOperation: CompositeOperationState, shapeAntiAlias: bool, fill: Paint, stroke: Paint, strokeWidth: f32, miterLimit: f32, lineJoin: LineCapType, lineCap: LineCapType, alpha: f32, xform: Matrix, scissor: ScissorT, // font state fontSize: f32, letterSpacing: f32, lineHeight: f32, fontBlur: f32, alignHorizontal: AlignHorizontal, alignVertical: AlignVertical, fontId: int, } Context :: struct { params: Params, commands: [dynamic]f32, commandx, commandy: f32, states: [MAX_STATES]State, nstates: int, cache: PathCache, tessTol: f32, distTol: f32, fringeWidth: f32, devicePxRatio: f32, // font fs: fontstash.FontContext, fontImages: [MAX_FONTIMAGES]int, fontImageIdx: int, // stats drawCallCount: int, fillTriCount: int, strokeTriCount: int, textTriCount: int, // flush texture textureDirty: bool, } Params :: struct { userPtr: rawptr, edgeAntiAlias: bool, // callbacks to fill out renderCreate: proc(uptr: rawptr) -> bool, renderDelete: proc(uptr: rawptr), // textures calls renderCreateTexture: proc( uptr: rawptr, type: Texture, w, h: int, imageFlags: ImageFlags, data: []byte, ) -> int, renderDeleteTexture: proc(uptr: rawptr, image: int) -> bool, renderUpdateTexture: proc( uptr: rawptr, image: int, x, y: int, w, h: int, data: []byte, ) -> bool, renderGetTextureSize: proc(uptr: rawptr, image: int, w, h: ^int) -> bool, // rendering calls renderViewport: proc(uptr: rawptr, width, height, devicePixelRatio: f32), renderCancel: proc(uptr: rawptr), renderFlush: proc(uptr: rawptr), renderFill: proc( uptr: rawptr, paint: ^Paint, compositeOperation: CompositeOperationState, scissor: ^ScissorT, fringe: f32, bounds: [4]f32, paths: []Path, ), renderStroke: proc( uptr: rawptr, paint: ^Paint, compositeOperation: CompositeOperationState, scissor: ^ScissorT, fringe: f32, strokeWidth: f32, paths: []Path, ), renderTriangles: proc( uptr: rawptr, paint: ^Paint, compositeOperation: CompositeOperationState, scissor: ^ScissorT, verts: []Vertex, fringe: f32, ), } __allocPathCache :: proc(c: ^PathCache) { c.points = make([dynamic]Point, 0, INIT_POINTS_SIZE) c.paths = make([dynamic]Path, 0, INIT_PATH_SIZE) c.verts = make([dynamic]Vertex, 0, INIT_VERTS_SIZE) } __deletePathCache :: proc(c: PathCache) { delete(c.points) delete(c.paths) delete(c.verts) } __setDevicePxRatio :: proc(ctx: ^Context, ratio: f32) { ctx.tessTol = 0.25 / ratio ctx.distTol = 0.01 / ratio ctx.fringeWidth = 1.0 / ratio ctx.devicePxRatio = ratio } __getState :: #force_inline proc(ctx: ^Context) -> ^State #no_bounds_check { return &ctx.states[ctx.nstates-1] } CreateInternal :: proc(params: Params) -> (ctx: ^Context) { ctx = new(Context) ctx.params = params ctx.commands = make([dynamic]f32, 0, INIT_COMMANDS_SIZE) __allocPathCache(&ctx.cache) Save(ctx) Reset(ctx) __setDevicePxRatio(ctx, 1) assert(ctx.params.renderCreate != nil) if !ctx.params.renderCreate(ctx.params.userPtr) { DeleteInternal(ctx) panic("Nanovg - CreateInternal failed") } w := INIT_FONTIMAGE_SIZE h := INIT_FONTIMAGE_SIZE fontstash.Init(&ctx.fs, w, h, .TOPLEFT) assert(ctx.params.renderCreateTexture != nil) ctx.fs.userData = ctx // handle to the image needs to be set to the new generated texture ctx.fs.callbackResize = proc(data: rawptr, w, h: int) { ctx := (^Context)(data) ctx.fontImages[0] = ctx.params.renderCreateTexture(ctx.params.userPtr, .Alpha, w, h, {}, ctx.fs.textureData) } // texture atlas ctx.fontImages[0] = ctx.params.renderCreateTexture(ctx.params.userPtr, .Alpha, w, h, {}, nil) ctx.fontImageIdx = 0 return } DeleteInternal :: proc(ctx: ^Context) { __deletePathCache(ctx.cache) fontstash.Destroy(&ctx.fs) for image in ctx.fontImages { if image != 0 { DeleteImage(ctx, image) } } if ctx.params.renderDelete != nil { ctx.params.renderDelete(ctx.params.userPtr) } delete(ctx.commands) free(ctx) } /* Begin drawing a new frame Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame() nvgBeginFrame() defines the size of the window to render to in relation currently set viewport (i.e. glViewport on GL backends). Device pixel ration allows to control the rendering on Hi-DPI devices. For example, GLFW returns two dimension for an opened window: window size and frame buffer size. In that case you would set windowWidth/Height to the window size devicePixelRatio to: frameBufferWidth / windowWidth. */ BeginFrame :: proc( ctx: ^Context, windowWidth: f32, windowHeight: f32, devicePixelRatio: f32, ) { ctx.nstates = 0 Save(ctx) Reset(ctx) __setDevicePxRatio(ctx, devicePixelRatio) assert(ctx.params.renderViewport != nil) ctx.params.renderViewport(ctx.params.userPtr, windowWidth, windowHeight, devicePixelRatio) ctx.drawCallCount = 0 ctx.fillTriCount = 0 ctx.strokeTriCount = 0 ctx.textTriCount = 0 } @(deferred_out=EndFrame) FrameScoped :: proc( ctx: ^Context, windowWidth: f32, windowHeight: f32, devicePixelRatio: f32, ) -> ^Context { BeginFrame(ctx, windowWidth, windowHeight, devicePixelRatio) return ctx } // Cancels drawing the current frame. CancelFrame :: proc(ctx: ^Context) { assert(ctx.params.renderCancel != nil) ctx.params.renderCancel(ctx.params.userPtr) } // Ends drawing flushing remaining render state. EndFrame :: proc(ctx: ^Context) { // flush texture only once if ctx.textureDirty { __flushTextTexture(ctx) ctx.textureDirty = false } assert(ctx.params.renderFlush != nil) ctx.params.renderFlush(ctx.params.userPtr) // delete textures with invalid size if ctx.fontImageIdx != 0 { font_image := ctx.fontImages[ctx.fontImageIdx] ctx.fontImages[ctx.fontImageIdx] = 0 if font_image == 0 { return } iw, ih := ImageSize(ctx, font_image) j: int for i in 0.. Color { return RGBA(r, g, b, 255) } // Returns a color value from red, green, blue and alpha values. RGBA :: proc(r, g, b, a: u8) -> (res: Color) { res.r = f32(r) / f32(255) res.g = f32(g) / f32(255) res.b = f32(b) / f32(255) res.a = f32(a) / f32(255) return } // Linearly interpolates from color c0 to c1, and returns resulting color value. LerpRGBA :: proc(c0, c1: Color, u: f32) -> (cint: Color) { clamped := clamp(u, 0.0, 1.0) oneminu := 1.0 - clamped for _, i in cint { cint[i] = c0[i] * oneminu + c1[i] * clamped } return } // Returns color value specified by hue, saturation and lightness. // HSL values are all in range [0..1], alpha will be set to 255. HSL :: proc(h, s, l: f32) -> Color { return HSLA(h,s,l,255) } // Returns color value specified by hue, saturation and lightness and alpha. // HSL values are all in range [0..1], alpha in range [0..255] HSLA :: proc(hue, saturation, lightness: f32, a: u8) -> (col: Color) { hue_get :: proc(h, m1, m2: f32) -> f32 { h := h if h < 0 { h += 1 } if h > 1 { h -= 1 } if h < 1.0 / 6.0 { return m1 + (m2 - m1) * h * 6.0 } else if h < 3.0 / 6.0 { return m2 } else if h < 4.0 / 6.0 { return m1 + (m2 - m1) * (2.0 / 3.0 - h) * 6.0 } return m1 } h := math.mod(hue, 1.0) if h < 0.0 { h += 1.0 } s := clamp(saturation, 0.0, 1.0) l := clamp(lightness, 0.0, 1.0) m2 := l <= 0.5 ? (l * (1 + s)) : (l + s - l * s) m1 := 2 * l - m2 col.r = clamp(hue_get(h + 1.0/3.0, m1, m2), 0.0, 1.0) col.g = clamp(hue_get(h, m1, m2), 0.0, 1.0) col.b = clamp(hue_get(h - 1.0/3.0, m1, m2), 0.0, 1.0) col.a = f32(a) / 255.0 return } // hex to 0xAARRGGBB color ColorHex :: proc(color: u32) -> (res: Color) { color := color res.b = f32(0x000000FF & color) / 255; color >>= 8 res.g = f32(0x000000FF & color) / 255; color >>= 8 res.r = f32(0x000000FF & color) / 255; color >>= 8 res.a = f32(0x000000FF & color) / 255 return } /////////////////////////////////////////////////////////// // TRANSFORMS // // The following functions can be used to make calculations on 2x3 transformation matrices. // A 2x3 matrix is represented as float[6]. /////////////////////////////////////////////////////////// // Sets the transform to identity matrix. TransformIdentity :: proc(t: ^Matrix) { t[0] = 1 t[1] = 0 t[2] = 0 t[3] = 1 t[4] = 0 t[5] = 0 } // Sets the transform to translation matrix matrix. TransformTranslate :: proc(t: ^Matrix, tx, ty: f32) { t[0] = 1 t[1] = 0 t[2] = 0 t[3] = 1 t[4] = tx t[5] = ty } // Sets the transform to scale matrix. TransformScale :: proc(t: ^Matrix, sx, sy: f32) { t[0] = sx t[1] = 0 t[2] = 0 t[3] = sy t[4] = 0 t[5] = 0 } // Sets the transform to rotate matrix. Angle is specified in radians. TransformRotate :: proc(t: ^Matrix, a: f32) { cs := math.cos(a) sn := math.sin(a) t[0] = cs t[1] = sn t[2] = -sn t[3] = cs t[4] = 0 t[5] = 0 } // Sets the transform to skew-x matrix. Angle is specified in radians. TransformSkewX :: proc(t: ^Matrix, a: f32) { t[0] = 1 t[1] = 0 t[2] = math.tan(a) t[3] = 1 t[4] = 0 t[5] = 0 } // Sets the transform to skew-y matrix. Angle is specified in radians. TransformSkewY :: proc(t: ^Matrix, a: f32) { t[0] = 1 t[1] = math.tan(a) t[2] = 0 t[3] = 1 t[4] = 0 t[5] = 0 } // Sets the transform to the result of multiplication of two transforms, of A = A*B. TransformMultiply :: proc(t: ^Matrix, s: Matrix) { t0 := t[0] * s[0] + t[1] * s[2] t2 := t[2] * s[0] + t[3] * s[2] t4 := t[4] * s[0] + t[5] * s[2] + s[4] t[1] = t[0] * s[1] + t[1] * s[3] t[3] = t[2] * s[1] + t[3] * s[3] t[5] = t[4] * s[1] + t[5] * s[3] + s[5] t[0] = t0 t[2] = t2 t[4] = t4 } // Sets the transform to the result of multiplication of two transforms, of A = B*A. TransformPremultiply :: proc(t: ^Matrix, s: Matrix) { temp := s TransformMultiply(&temp, t^) t^ = temp } // Sets the destination to inverse of specified transform. // Returns true if the inverse could be calculated, else false. TransformInverse :: proc(inv: ^Matrix, t: Matrix) -> bool { // TODO could be bad math? due to types det := f64(t[0]) * f64(t[3]) - f64(t[2]) * f64(t[1]) if det > -1e-6 && det < 1e-6 { TransformIdentity(inv) return false } invdet := 1.0 / det inv[0] = f32(f64(t[3]) * invdet) inv[2] = f32(f64(-t[2]) * invdet) inv[4] = f32((f64(t[2]) * f64(t[5]) - f64(t[3]) * f64(t[4])) * invdet) inv[1] = f32(f64(-t[1]) * invdet) inv[3] = f32(f64(t[0]) * invdet) inv[5] = f32((f64(t[1]) * f64(t[4]) - f64(t[0]) * f64(t[5])) * invdet) return true } // Transform a point by given transform. TransformPoint :: proc( dx: ^f32, dy: ^f32, t: Matrix, sx: f32, sy: f32, ) { dx^ = sx * t[0] + sy * t[2] + t[4] dy^ = sx * t[1] + sy * t[3] + t[5] } DegToRad :: proc(deg: f32) -> f32 { return deg / 180.0 * math.PI } RadToDeg :: proc(rad: f32) -> f32 { return rad / math.PI * 180.0 } /////////////////////////////////////////////////////////// // STATE MANAGEMENT // // NanoVG contains state which represents how paths will be rendered. // The state contains transform, fill and stroke styles, text and font styles, // and scissor clipping. /////////////////////////////////////////////////////////// // Pushes and saves the current render state into a state stack. // A matching nvgRestore() must be used to restore the state. Save :: proc(ctx: ^Context) { if ctx.nstates >= MAX_STATES { return } // copy prior if ctx.nstates > 0 { ctx.states[ctx.nstates] = ctx.states[ctx.nstates-1] } ctx.nstates += 1 } // Pops and restores current render state. Restore :: proc(ctx: ^Context) { if ctx.nstates <= 1 { return } ctx.nstates -= 1 } // NOTE useful helper @(deferred_in=Restore) SaveScoped :: #force_inline proc(ctx: ^Context) { Save(ctx) } __setPaintColor :: proc(p: ^Paint, color: Color) { p^ = {} TransformIdentity(&p.xform) p.radius = 0 p.feather = 1 p.innerColor = color p.outerColor = color } // Resets current render state to default values. Does not affect the render state stack. Reset :: proc(ctx: ^Context) { state := __getState(ctx) state^ = {} __setPaintColor(&state.fill, RGBA(255, 255, 255, 255)) __setPaintColor(&state.stroke, RGBA(0, 0, 0, 255)) state.compositeOperation = __compositeOperationState(.SOURCE_OVER) state.shapeAntiAlias = true state.strokeWidth = 1 state.miterLimit = 10 state.lineCap = .BUTT state.lineJoin = .MITER state.alpha = 1 TransformIdentity(&state.xform) state.scissor.extent[0] = -1 state.scissor.extent[1] = -1 // font settings state.fontSize = 16 state.letterSpacing = 0 state.lineHeight = 1 state.fontBlur = 0 state.alignHorizontal = .LEFT state.alignVertical = .BASELINE state.fontId = 0 } /////////////////////////////////////////////////////////// // STATE SETTING /////////////////////////////////////////////////////////// // Sets whether to draw antialias for nvgStroke() and nvgFill(). It's enabled by default. ShapeAntiAlias :: proc(ctx: ^Context, enabled: bool) { state := __getState(ctx) state.shapeAntiAlias = enabled } // Sets the stroke width of the stroke style. StrokeWidth :: proc(ctx: ^Context, width: f32) { state := __getState(ctx) state.strokeWidth = width } // Sets the miter limit of the stroke style. // Miter limit controls when a sharp corner is beveled. MiterLimit :: proc(ctx: ^Context, limit: f32) { state := __getState(ctx) state.miterLimit = limit } // Sets how the end of the line (cap) is drawn, // Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE. LineCap :: proc(ctx: ^Context, cap: LineCapType) { state := __getState(ctx) state.lineCap = cap } // Sets how sharp path corners are drawn. // Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL. LineJoin :: proc(ctx: ^Context, join: LineCapType) { state := __getState(ctx) state.lineJoin = join } // Sets the transparency applied to all rendered shapes. // Already transparent paths will get proportionally more transparent as well. GlobalAlpha :: proc(ctx: ^Context, alpha: f32) { state := __getState(ctx) state.alpha = alpha } // Sets current stroke style to a solid color. StrokeColor :: proc(ctx: ^Context, color: Color) { state := __getState(ctx) __setPaintColor(&state.stroke, color) } // Sets current stroke style to a paint, which can be a one of the gradients or a pattern. StrokePaint :: proc(ctx: ^Context, paint: Paint) { state := __getState(ctx) state.stroke = paint TransformMultiply(&state.stroke.xform, state.xform) } // Sets current fill style to a solid color. FillColor :: proc(ctx: ^Context, color: Color) { state := __getState(ctx) __setPaintColor(&state.fill, color) } // Sets current fill style to a paint, which can be a one of the gradients or a pattern. FillPaint :: proc(ctx: ^Context, paint: Paint) { state := __getState(ctx) state.fill = paint TransformMultiply(&state.fill.xform, state.xform) } /////////////////////////////////////////////////////////// // STATE TRANSFORMS // // The paths, gradients, patterns and scissor region are transformed by an transformation // matrix at the time when they are passed to the API. // The current transformation matrix is a affine matrix: // [sx kx tx] // [ky sy ty] // [ 0 0 1] // Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation. // The last row is assumed to be 0,0,1 and is not stored. // // Apart from nvgResetTransform(), each transformation function first creates // specific transformation matrix and pre-multiplies the current transformation by it. // // Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore(). /////////////////////////////////////////////////////////// Transform :: proc(ctx: ^Context, a, b, c, d, e, f: f32) { state := __getState(ctx) TransformPremultiply(&state.xform, {a, b, c, d, e, f}) } // Resets current transform to a identity matrix. ResetTransform :: proc(ctx: ^Context) { state := __getState(ctx) TransformIdentity(&state.xform) } // Translates current coordinate system. Translate :: proc(ctx: ^Context, x, y: f32) { state := __getState(ctx) temp: Matrix TransformTranslate(&temp, x, y) TransformPremultiply(&state.xform, temp) } // Rotates current coordinate system. Angle is specified in radians. Rotate :: proc(ctx: ^Context, angle: f32) { state := __getState(ctx) temp: Matrix TransformRotate(&temp, angle) TransformPremultiply(&state.xform, temp) } // Skews the current coordinate system along X axis. Angle is specified in radians. SkewX :: proc(ctx: ^Context, angle: f32) { state := __getState(ctx) temp: Matrix TransformSkewX(&temp, angle) TransformPremultiply(&state.xform, temp) } // Skews the current coordinate system along Y axis. Angle is specified in radians. SkewY :: proc(ctx: ^Context, angle: f32) { state := __getState(ctx) temp: Matrix TransformSkewY(&temp, angle) TransformPremultiply(&state.xform, temp) } // Scales the current coordinate system. Scale :: proc(ctx: ^Context, x, y: f32) { state := __getState(ctx) temp: Matrix TransformScale(&temp, x, y) TransformPremultiply(&state.xform, temp) } /* Stores the top part (a-f) of the current transformation matrix in to the specified buffer. [a c e] [b d f] [0 0 1] There should be space for 6 floats in the return buffer for the values a-f. */ CurrentTransform :: proc(ctx: ^Context, xform: ^Matrix) { if xform == nil { return } state := __getState(ctx) xform^ = state.xform } /////////////////////////////////////////////////////////// // IMAGE HANDLING // // NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering. // In addition you can upload your own image. The image loading is provided by stb_image. // The parameter imageFlags is a combination of flags defined in NVGimageFlags. /////////////////////////////////////////////////////////// // Creates image by loading it from the disk from specified file name. // Returns handle to the image. CreateImagePath :: proc(ctx: ^Context, filename: cstring, imageFlags: ImageFlags) -> int { stbi.set_unpremultiply_on_load(1) stbi.convert_iphone_png_to_rgb(1) w, h, n: i32 img := stbi.load(filename, &w, &h, &n, 4) if img == nil { return 0 } data := img[:int(w) * int(h) * int(n)] image := CreateImageRGBA(ctx, int(w), int(h), imageFlags, data) stbi.image_free(img) return image } // Creates image by loading it from the specified chunk of memory. // Returns handle to the image. CreateImageMem :: proc(ctx: ^Context, data: []byte, imageFlags: ImageFlags) -> int { stbi.set_unpremultiply_on_load(1) stbi.convert_iphone_png_to_rgb(1) w, h, n: i32 img := stbi.load_from_memory(raw_data(data), i32(len(data)), &w, &h, &n, 4) if img == nil { return 0 } pixel_data := img[:int(w) * int(h) * int(n)] image := CreateImageRGBA(ctx, int(w), int(h), imageFlags, pixel_data) stbi.image_free(img) return image } CreateImage :: proc{CreateImagePath, CreateImageMem} // Creates image from specified image data. // Returns handle to the image. CreateImageRGBA :: proc(ctx: ^Context, w, h: int, imageFlags: ImageFlags, data: []byte) -> int { assert(ctx.params.renderCreateTexture != nil) return ctx.params.renderCreateTexture( ctx.params.userPtr, .RGBA, w, h, imageFlags, data, ) } // Updates image data specified by image handle. UpdateImage :: proc(ctx: ^Context, image: int, data: []byte) { assert(ctx.params.renderGetTextureSize != nil) assert(ctx.params.renderUpdateTexture != nil) w, h: int found := ctx.params.renderGetTextureSize(ctx.params.userPtr, image, &w, &h) if found { ctx.params.renderUpdateTexture(ctx.params.userPtr, image, 0, 0, w, h, data) } } // Returns the dimensions of a created image. ImageSize :: proc(ctx: ^Context, image: int) -> (w, h: int) { assert(ctx.params.renderGetTextureSize != nil) ctx.params.renderGetTextureSize(ctx.params.userPtr, image, &w, &h) return } // Deletes created image. DeleteImage :: proc(ctx: ^Context, image: int) { assert(ctx.params.renderDeleteTexture != nil) ctx.params.renderDeleteTexture(ctx.params.userPtr, image) } /////////////////////////////////////////////////////////// // PAINT gradients / image // // NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern. // These can be used as paints for strokes and fills. /////////////////////////////////////////////////////////// /* Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates of the linear gradient, icol specifies the start color and ocol the end color. The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). */ LinearGradient :: proc( sx, sy: f32, ex, ey: f32, icol: Color, ocol: Color, ) -> (p: Paint) { LARGE :: f32(1e5) // Calculate transform aligned to the line dx := ex - sx dy := ey - sy d := math.sqrt(dx*dx + dy*dy) if d > 0.0001 { dx /= d dy /= d } else { dx = 0 dy = 1 } p.xform[0] = dy p.xform[1] = -dx p.xform[2] = dx p.xform[3] = dy p.xform[4] = sx - dx*LARGE p.xform[5] = sy - dy*LARGE p.extent[0] = LARGE p.extent[1] = LARGE + d*0.5 p.feather = max(1.0, d) p.innerColor = icol p.outerColor = ocol return } /* Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle, (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient. The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). */ RadialGradient :: proc( cx, cy: f32, inr: f32, outr: f32, icol: Color, ocol: Color, ) -> (p: Paint) { r := (inr+outr)*0.5 f := (outr-inr) TransformIdentity(&p.xform) p.xform[4] = cx p.xform[5] = cy p.extent[0] = r p.extent[1] = r p.radius = r p.feather = max(1.0, f) p.innerColor = icol p.outerColor = ocol return } /* Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify the inner and outer radius of the gradient, icol specifies the start color and ocol the end color. The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). */ BoxGradient :: proc( x, y: f32, w, h: f32, r: f32, f: f32, icol: Color, ocol: Color, ) -> (p: Paint) { TransformIdentity(&p.xform) p.xform[4] = x+w*0.5 p.xform[5] = y+h*0.5 p.extent[0] = w*0.5 p.extent[1] = h*0.5 p.radius = r p.feather = max(1.0, f) p.innerColor = icol p.outerColor = ocol return } /* Creates and returns an image pattern. Parameters (ox,oy) specify the left-top location of the image pattern, (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render. The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). */ ImagePattern :: proc( cx, cy: f32, w, h: f32, angle: f32, image: int, alpha: f32, ) -> (p: Paint) { TransformRotate(&p.xform, angle) p.xform[4] = cx p.xform[5] = cy p.extent[0] = w p.extent[1] = h p.image = image p.innerColor = {1, 1, 1, alpha} p.outerColor = p.innerColor return } /////////////////////////////////////////////////////////// // SCISSOR // // Scissoring allows you to clip the rendering into a rectangle. This is useful for various // user interface cases like rendering a text edit or a timeline. /////////////////////////////////////////////////////////// // Sets the current scissor rectangle. // The scissor rectangle is transformed by the current transform. Scissor :: proc( ctx: ^Context, x, y: f32, width, height: f32, ) { state := __getState(ctx) w := max(width, 0) h := max(height, 0) TransformIdentity(&state.scissor.xform) state.scissor.xform[4] = x + w * 0.5 state.scissor.xform[5] = y + h * 0.5 TransformMultiply(&state.scissor.xform, state.xform) state.scissor.extent[0] = w * 0.5 state.scissor.extent[1] = h * 0.5 } /* Intersects current scissor rectangle with the specified rectangle. The scissor rectangle is transformed by the current transform. Note: in case the rotation of previous scissor rect differs from the current one, the intersection will be done between the specified rectangle and the previous scissor rectangle transformed in the current transform space. The resulting shape is always rectangle. */ IntersectScissor :: proc( ctx: ^Context, x, y, w, h: f32, ) { isect_rects :: proc( dst: ^[4]f32, ax, ay, aw, ah: f32, bx, by, bw, bh: f32, ) { minx := max(ax, bx) miny := max(ay, by) maxx := min(ax + aw, bx + bw) maxy := min(ay + ah, by + bh) dst[0] = minx dst[1] = miny dst[2] = max(0.0, maxx - minx) dst[3] = max(0.0, maxy - miny) } state := __getState(ctx) // If no previous scissor has been set, set the scissor as current scissor. if state.scissor.extent[0] < 0 { Scissor(ctx, x, y, w, h) return } pxform := state.scissor.xform ex := state.scissor.extent[0] ey := state.scissor.extent[1] invxorm: Matrix TransformInverse(&invxorm, state.xform) TransformMultiply(&pxform, invxorm) tex := ex * abs(pxform[0]) + ey * abs(pxform[2]) tey := ex * abs(pxform[1]) + ey * abs(pxform[3]) rect: [4]f32 isect_rects(&rect, pxform[4] - tex, pxform[5] - tey, tex * 2, tey * 2, x,y,w,h) Scissor(ctx, rect.x, rect.y, rect.z, rect.w) } // Reset and disables scissoring. ResetScissor :: proc(ctx: ^Context) { state := __getState(ctx) state.scissor.xform = 0 state.scissor.extent[0] = -1 state.scissor.extent[1] = -1 } /////////////////////////////////////////////////////////// // Global composite operation // // The composite operations in NanoVG are modeled after HTML Canvas API, and // the blend func is based on OpenGL (see corresponding manuals for more info). // The colors in the blending state have premultiplied alpha. /////////////////////////////////////////////////////////// // state table instead of if else chains OP_STATE_TABLE := [CompositeOperation][2]BlendFactor { .SOURCE_OVER = {.ONE, .ONE_MINUS_SRC_ALPHA}, .SOURCE_IN = {.DST_ALPHA, .ZERO}, .SOURCE_OUT = {.ONE_MINUS_DST_ALPHA, .ZERO}, .ATOP = {.DST_ALPHA, .ONE_MINUS_SRC_ALPHA}, .DESTINATION_OVER = {.ONE_MINUS_DST_ALPHA, .ONE}, .DESTINATION_IN = {.ZERO, .SRC_ALPHA}, .DESTINATION_OUT = {.ZERO, .ONE_MINUS_SRC_ALPHA}, .DESTINATION_ATOP = {.ONE_MINUS_DST_ALPHA, .SRC_ALPHA}, .LIGHTER = {.ONE, .ONE}, .COPY = {.ONE, .ZERO}, .XOR = {.ONE_MINUS_DST_ALPHA, .ONE_MINUS_SRC_ALPHA}, } __compositeOperationState :: proc(op: CompositeOperation) -> (res: CompositeOperationState) { factors := OP_STATE_TABLE[op] res.srcRGB = factors.x res.dstRGB = factors.y res.srcAlpha = factors.x res.dstAlpha = factors.y return } // Sets the composite operation. The op parameter should be one of NVGcompositeOperation. GlobalCompositeOperation :: proc(ctx: ^Context, op: CompositeOperation) { state := __getState(ctx) state.compositeOperation = __compositeOperationState(op) } // Sets the composite operation with custom pixel arithmetic. The parameters should be one of NVGblendFactor. GlobalCompositeBlendFunc :: proc(ctx: ^Context, sfactor, dfactor: BlendFactor) { GlobalCompositeBlendFuncSeparate(ctx, sfactor, dfactor, sfactor, dfactor) } // Sets the composite operation with custom pixel arithmetic for RGB and alpha components separately. The parameters should be one of NVGblendFactor. GlobalCompositeBlendFuncSeparate :: proc( ctx: ^Context, srcRGB: BlendFactor, dstRGB: BlendFactor, srcAlpha: BlendFactor, dstAlpha: BlendFactor, ) { state := __getState(ctx) state.compositeOperation = CompositeOperationState{ srcRGB, dstRGB, srcAlpha, dstAlpha, } } /////////////////////////////////////////////////////////// // Points / Path handling /////////////////////////////////////////////////////////// __cross :: proc(dx0, dy0, dx1, dy1: f32) -> f32 { return dx1*dy0 - dx0*dy1 } __ptEquals :: proc(x1, y1, x2, y2, tol: f32) -> bool { dx := x2 - x1 dy := y2 - y1 return dx * dx + dy * dy < tol * tol } __distPtSeg :: proc(x, y, px, py, qx, qy: f32) -> f32 { pqx := qx - px pqy := qy - py dx := x - px dy := y - py d := pqx * pqx + pqy * pqy t := pqx * dx + pqy * dy if d > 0 { t /= d } t = clamp(t, 0, 1) dx = px + t * pqx - x dy = py + t * pqy - y return dx * dx + dy * dy } __appendCommands :: proc(ctx: ^Context, values: ..f32) { state := __getState(ctx) if Commands(values[0]) != .CLOSE && Commands(values[0]) != .WINDING { ctx.commandx = values[len(values)-2] ctx.commandy = values[len(values)-1] } for i := 0; i < len(values); /**/ { cmd := Commands(values[i]) switch cmd { case .MOVE_TO, .LINE_TO: TransformPoint(&values[i+1], &values[i+2], state.xform, values[i+1], values[i+2]) i += 3 case .BEZIER_TO: TransformPoint(&values[i+1], &values[i+2], state.xform, values[i+1], values[i+2]) TransformPoint(&values[i+3], &values[i+4], state.xform, values[i+3], values[i+4]) TransformPoint(&values[i+5], &values[i+6], state.xform, values[i+5], values[i+6]) i += 7 case .CLOSE: i += 1 case .WINDING: i += 2 case: i += 1 } } // append values append(&ctx.commands, ..values) } __clearPathCache :: proc(ctx: ^Context) { clear(&ctx.cache.points) clear(&ctx.cache.paths) } __lastPath :: proc(ctx: ^Context) -> ^Path { if len(ctx.cache.paths) > 0 { return &ctx.cache.paths[len(ctx.cache.paths)-1] } return nil } __addPath :: proc(ctx: ^Context) { append(&ctx.cache.paths, Path{ first = len(ctx.cache.points), winding = .CCW, }) } __lastPoint :: proc(ctx: ^Context) -> ^Point { if len(ctx.cache.paths) > 0 { return &ctx.cache.points[len(ctx.cache.points)-1] } return nil } __addPoint :: proc(ctx: ^Context, x, y: f32, flags: PointFlags) { path := __lastPath(ctx) if path == nil { return } if path.count > 0 && len(ctx.cache.points) > 0 { pt := __lastPoint(ctx) if __ptEquals(pt.x, pt.y, x, y, ctx.distTol) { pt.flags |= flags return } } append(&ctx.cache.points, Point{ x = x, y = y, flags = flags, }) path.count += 1 } __closePath :: proc(ctx: ^Context) { path := __lastPath(ctx) if path == nil { return } path.closed = true } __pathWinding :: proc(ctx: ^Context, winding: Winding) { path := __lastPath(ctx) if path == nil { return } path.winding = winding } __getAverageScale :: proc(t: []f32) -> f32 { assert(len(t) > 4) sx := math.sqrt(f64(t[0]) * f64(t[0]) + f64(t[2]) * f64(t[2])) sy := math.sqrt(f64(t[1]) * f64(t[1]) + f64(t[3]) * f64(t[3])) return f32((sx + sy) * 0.5) // sx := math.sqrt(t[0] * t[0] + t[2] * t[2]) // sy := math.sqrt(t[1] * t[1] + t[3] * t[3]) // return (sx + sy) * 0.5 } __triarea2 :: proc(ax, ay, bx, by, cx, cy: f32) -> f32 { abx := bx - ax aby := by - ay acx := cx - ax acy := cy - ay return acx * aby - abx * acy } __polyArea :: proc(points: []Point) -> f32 { area := f32(0) for i := 2; i < len(points); i += 1 { a := &points[0] b := &points[i-1] c := &points[i] area += __triarea2(a.x, a.y, b.x, b.y, c.x, c.y) } return area * 0.5 } __polyReverse :: proc(points: []Point) { tmp: Point i := 0 j := len(points) - 1 for i < j { tmp = points[i] points[i] = points[j] points[j] = tmp i += 1 j -= 1 } } __normalize :: proc(x, y: ^f32) -> f32 { d := math.sqrt(x^ * x^ + y^ * y^) if d > 1e-6 { id := 1.0 / d x^ *= id y^ *= id } return d } __tesselateBezier :: proc( ctx: ^Context, x1, y1: f32, x2, y2: f32, x3, y3: f32, x4, y4: f32, level: int, flags: PointFlags, ) { if level > 10 { return } x12 := (x1 + x2) * 0.5 y12 := (y1 + y2) * 0.5 x23 := (x2 + x3) * 0.5 y23 := (y2 + y3) * 0.5 x34 := (x3 + x4) * 0.5 y34 := (y3 + y4) * 0.5 x123 := (x12 + x23) * 0.5 y123 := (y12 + y23) * 0.5 dx := x4 - x1 dy := y4 - y1 d2 := abs(((x2 - x4) * dy - (y2 - y4) * dx)) d3 := abs(((x3 - x4) * dy - (y3 - y4) * dx)) if (d2 + d3)*(d2 + d3) < ctx.tessTol * (dx*dx + dy*dy) { __addPoint(ctx, x4, y4, flags) return } x234 := (x23 + x34) * 0.5 y234 := (y23 + y34) * 0.5 x1234 := (x123 + x234) * 0.5 y1234 := (y123 + y234) * 0.5 __tesselateBezier(ctx, x1,y1, x12,y12, x123,y123, x1234,y1234, level+1, {}) __tesselateBezier(ctx, x1234,y1234, x234,y234, x34,y34, x4,y4, level+1, flags) } __flattenPaths :: proc(ctx: ^Context) { cache := &ctx.cache if len(cache.paths) > 0 { return } // flatten i := 0 for i < len(ctx.commands) { cmd := Commands(ctx.commands[i]) switch cmd { case .MOVE_TO: __addPath(ctx) p := ctx.commands[i + 1:] __addPoint(ctx, p[0], p[1], {.CORNER}) i += 3 case .LINE_TO: p := ctx.commands[i + 1:] __addPoint(ctx, p[0], p[1], {.CORNER}) i += 3 case .BEZIER_TO: if last := __lastPoint(ctx); last != nil { cp1 := ctx.commands[i + 1:] cp2 := ctx.commands[i + 3:] p := ctx.commands[i + 5:] __tesselateBezier(ctx, last.x,last.y, cp1[0],cp1[1], cp2[0],cp2[1], p[0],p[1], 0, {.CORNER}) } i += 7 case .CLOSE: __closePath(ctx) i += 1 case .WINDING: __pathWinding(ctx, Winding(ctx.commands[i + 1])) i += 2 case: i += 1 } } cache.bounds[0] = 1e6 cache.bounds[1] = 1e6 cache.bounds[2] = -1e6 cache.bounds[3] = -1e6 // Calculate the direction and length of line segments. for &path in cache.paths { pts := cache.points[path.first:] // If the first and last points are the same, remove the last, mark as closed path. p0 := &pts[path.count-1] p1 := &pts[0] if __ptEquals(p0.x,p0.y, p1.x,p1.y, ctx.distTol) { path.count -= 1 p0 = &pts[path.count-1] path.closed = true } // enforce winding if path.count > 2 { area := __polyArea(pts[:path.count]) if path.winding == .CCW && area < 0 { __polyReverse(pts[:path.count]) } if path.winding == .CW && area > 0 { __polyReverse(pts[:path.count]) } } for _ in 0.. f32 { da := math.acos(r / (r + tol)) * 2 return max(2, math.ceil(arc / da)) } __chooseBevel :: proc( bevel: bool, p0: ^Point, p1: ^Point, w: f32, x0, y0, x1, y1: ^f32, ) { if bevel { x0^ = p1.x + p0.dy * w y0^ = p1.y - p0.dx * w x1^ = p1.x + p1.dy * w y1^ = p1.y - p1.dx * w } else { x0^ = p1.x + p1.dmx * w y0^ = p1.y + p1.dmy * w x1^ = p1.x + p1.dmx * w y1^ = p1.y + p1.dmy * w } } /////////////////////////////////////////////////////////// // Vertice Setting /////////////////////////////////////////////////////////// // set vertex & increase slice position (decreases length) __vset :: proc(dst: ^[]Vertex, x, y, u, v: f32, loc := #caller_location) { dst[0] = {x, y, u, v} dst^ = dst[1:] } __roundJoin :: proc( dst: ^[]Vertex, p0, p1: ^Point, lw, rw: f32, lu,ru: f32, ncap: int, ) { dlx0, dly0 := p0.dy, -p0.dx dlx1, dly1 := p1.dy, -p1.dx if .LEFT in p1.flags { lx0,ly0,lx1,ly1: f32 __chooseBevel(.INNER_BEVEL in p1.flags, p0, p1, lw, &lx0,&ly0, &lx1,&ly1) a0 := math.atan2(-dly0, -dlx0) a1 := math.atan2(-dly1, -dlx1) if a1 > a0 { a1 -= math.PI * 2 } __vset(dst, lx0, ly0, lu, 1) __vset(dst, p1.x - dlx0 * rw, p1.y - dly0 * rw, ru, 1) temp := int(math.ceil((a0 - a1) / math.PI * f32(ncap))) n := clamp(temp, 2, ncap) for i := 0; i < n; i += 1 { u := f32(i) / f32(n - 1) a := a0 + u * (a1 - a0) rx := p1.x + math.cos(a) * rw ry := p1.y + math.sin(a) * rw __vset(dst, p1.x, p1.y, 0.5, 1) __vset(dst, rx, ry, ru, 1) } __vset(dst, lx1, ly1, lu, 1) __vset(dst, p1.x - dlx1*rw, p1.y - dly1*rw, ru, 1) } else { rx0,ry0,rx1,ry1: f32 __chooseBevel(.INNER_BEVEL in p1.flags, p0, p1, -rw, &rx0, &ry0, &rx1, &ry1) a0 := math.atan2(dly0, dlx0) a1 := math.atan2(dly1, dlx1) if a1 < a0 { a1 += math.PI * 2 } __vset(dst, p1.x + dlx0*rw, p1.y + dly0*rw, lu, 1) __vset(dst, rx0, ry0, ru, 1) temp := int(math.ceil((a1 - a0) / math.PI * f32(ncap))) n := clamp(temp, 2, ncap) for i := 0; i < n; i += 1 { u := f32(i) / f32(n - 1) a := a0 + u*(a1-a0) lx := p1.x + math.cos(a) * lw ly := p1.y + math.sin(a) * lw __vset(dst, lx, ly, lu, 1) __vset(dst, p1.x, p1.y, 0.5, 1) } __vset(dst, p1.x + dlx1*rw, p1.y + dly1*rw, lu, 1) __vset(dst, rx1, ry1, ru, 1) } } __bevelJoin :: proc( dst: ^[]Vertex, p0, p1: ^Point, lw, rw: f32, lu, ru: f32, ) { dlx0,dly0 := p0.dy, -p0.dx dlx1, dly1 := p1.dy, -p1.dx rx0, ry0, rx1, ry1: f32 lx0, ly0, lx1, ly1: f32 if .LEFT in p1.flags { __chooseBevel(.INNER_BEVEL in p1.flags, p0, p1, lw, &lx0,&ly0, &lx1,&ly1) __vset(dst, lx0, ly0, lu, 1) __vset(dst, p1.x - dlx0*rw, p1.y - dly0*rw, ru, 1) if .BEVEL in p1.flags { __vset(dst, lx0, ly0, lu, 1) __vset(dst, p1.x - dlx0*rw, p1.y - dly0*rw, ru, 1) __vset(dst, lx1, ly1, lu, 1) __vset(dst, p1.x - dlx1*rw, p1.y - dly1*rw, ru, 1) } else { rx0 = p1.x - p1.dmx * rw ry0 = p1.y - p1.dmy * rw __vset(dst, p1.x, p1.y, 0.5, 1) __vset(dst, p1.x - dlx0*rw, p1.y - dly0*rw, ru, 1) __vset(dst, rx0, ry0, ru, 1) __vset(dst, rx0, ry0, ru, 1) __vset(dst, p1.x, p1.y, 0.5, 1) __vset(dst, p1.x - dlx1*rw, p1.y - dly1*rw, ru, 1) } __vset(dst, lx1, ly1, lu, 1) __vset(dst, p1.x - dlx1*rw, p1.y - dly1*rw, ru, 1) } else { __chooseBevel(.INNER_BEVEL in p1.flags, p0, p1, -rw, &rx0,&ry0, &rx1,&ry1) __vset(dst, p1.x + dlx0*lw, p1.y + dly0*lw, lu, 1) __vset(dst, rx0, ry0, ru, 1) if .BEVEL in p1.flags { __vset(dst, p1.x + dlx0*lw, p1.y + dly0*lw, lu, 1) __vset(dst, rx0, ry0, ru, 1) __vset(dst, p1.x + dlx1*lw, p1.y + dly1*lw, lu, 1) __vset(dst, rx1, ry1, ru, 1) } else { lx0 = p1.x + p1.dmx * lw ly0 = p1.y + p1.dmy * lw __vset(dst, p1.x + dlx0*lw, p1.y + dly0*lw, lu, 1) __vset(dst, p1.x, p1.y, 0.5, 1) __vset(dst, lx0, ly0, lu, 1) __vset(dst, lx0, ly0, lu, 1) __vset(dst, p1.x + dlx1*lw, p1.y + dly1*lw, lu, 1) __vset(dst, p1.x, p1.y, 0.5, 1) } __vset(dst, p1.x + dlx1*lw, p1.y + dly1*lw, lu, 1) __vset(dst, rx1, ry1, ru, 1) } } __buttCapStart :: proc( dst: ^[]Vertex, p: ^Point, dx, dy: f32, w: f32, d: f32, aa: f32, u0: f32, u1: f32, ) { px := p.x - dx * d py := p.y - dy * d dlx := dy dly := -dx __vset(dst, px + dlx*w - dx*aa, py + dly*w - dy*aa, u0,0) __vset(dst, px - dlx*w - dx*aa, py - dly*w - dy*aa, u1,0) __vset(dst, px + dlx*w, py + dly*w, u0,1) __vset(dst, px - dlx*w, py - dly*w, u1,1) } __buttCapEnd :: proc( dst: ^[]Vertex, p: ^Point, dx, dy: f32, w: f32, d: f32, aa: f32, u0: f32, u1: f32, ) { px := p.x + dx * d py := p.y + dy * d dlx := dy dly := -dx __vset(dst, px + dlx*w, py + dly*w, u0,1) __vset(dst, px - dlx*w, py - dly*w, u1,1) __vset(dst, px + dlx*w + dx*aa, py + dly*w + dy*aa, u0,0) __vset(dst, px - dlx*w + dx*aa, py - dly*w + dy*aa, u1,0) } __roundCapStart :: proc( dst: ^[]Vertex, p: ^Point, dx, dy: f32, w: f32, ncap: int, u0: f32, u1: f32, ) { px := p.x py := p.y dlx := dy dly := -dx for i in 0.. 0 { iw = 1.0 / w } // Calculate which joins needs extra vertices to append, and gather vertex count. for &path in cache.paths { pts := cache.points[path.first:] p0 := &pts[path.count-1] p1 := &pts[0] nleft := 0 path.nbevel = 0 for _ in 0.. 0.000001 { scale := 1.0 / dmr2 if scale > 600.0 { scale = 600.0 } p1.dmx *= scale p1.dmy *= scale } // Clear flags, but keep the corner. p1.flags = {.CORNER} if .CORNER in p1.flags else nil // Keep track of left turns. __cross = p1.dx * p0.dy - p0.dx * p1.dy if __cross > 0.0 { nleft += 1 p1.flags += {.LEFT} } // Calculate if we should use bevel or miter for inner join. limit = max(1.01, min(p0.len, p1.len) * iw) if (dmr2 * limit * limit) < 1.0 { p1.flags += {.INNER_BEVEL} } // Check to see if the corner needs to be beveled. if .CORNER in p1.flags { if (dmr2 * miterLimit*miterLimit) < 1.0 || lineJoin == .BEVEL || lineJoin == .ROUND { p1.flags += {.BEVEL} } } if (.BEVEL in p1.flags) || (.INNER_BEVEL in p1.flags) { path.nbevel += 1 } p0 = p1 p1 = mem.ptr_offset(p1, 1) } path.convex = nleft == path.count } } // TODO could be done better? or not need dynamic __allocTempVerts :: proc(ctx: ^Context, nverts: int) -> []Vertex { resize(&ctx.cache.verts, nverts) return ctx.cache.verts[:] } __expandStroke :: proc( ctx: ^Context, w: f32, fringe: f32, lineCap: LineCapType, lineJoin: LineCapType, miterLimit: f32, ) -> bool { cache := &ctx.cache aa := fringe u0 := f32(0.0) u1 := f32(1.0) ncap := __curveDivs(w, math.PI, ctx.tessTol) // Calculate divisions per half circle. w := w w += aa * 0.5 // Disable the gradient used for antialiasing when antialiasing is not used. if aa == 0.0 { u0 = 0.5 u1 = 0.5 } __calculateJoins(ctx, w, lineJoin, miterLimit) // Calculate max vertex usage. cverts := 0 for path in cache.paths { loop := path.closed // TODO check if f32 calculation necessary? if lineJoin == .ROUND { cverts += (path.count + path.nbevel * int(ncap + 2) + 1) * 2 // plus one for loop } else { cverts += (path.count + path.nbevel*5 + 1) * 2 // plus one for loop } if !loop { // space for caps if lineCap == .ROUND { cverts += int(ncap*2 + 2)*2 } else { cverts += (3 + 3)*2 } } } verts := __allocTempVerts(ctx, cverts) dst_index: int for &path in cache.paths { pts := cache.points[path.first:] p0, p1: ^Point start, end: int dx, dy: f32 // nil the fil path.fill = nil // Calculate fringe or stroke loop := path.closed dst := verts[dst_index:] dst_start_length := len(dst) if loop { // Looping p0 = &pts[path.count-1] p1 = &pts[0] start = 0 end = path.count } else { // Add cap p0 = &pts[0] p1 = &pts[1] start = 1 end = path.count - 1 } if !loop { // Add cap dx = p1.x - p0.x dy = p1.y - p0.y __normalize(&dx, &dy) if lineCap == .BUTT { __buttCapStart(&dst, p0, dx, dy, w, -aa*0.5, aa, u0, u1) } else if lineCap == .BUTT || lineCap == .SQUARE { __buttCapStart(&dst, p0, dx, dy, w, w-aa, aa, u0, u1) } else if lineCap == .ROUND { __roundCapStart(&dst, p0, dx, dy, w, int(ncap), u0, u1) } } for _ in start.. bool { cache := &ctx.cache aa := ctx.fringeWidth fringe := w > 0.0 __calculateJoins(ctx, w, lineJoin, miterLimit) // Calculate max vertex usage. cverts := 0 for path in cache.paths { cverts += path.count + path.nbevel + 1 if fringe { cverts += (path.count + path.nbevel*5 + 1) * 2 // plus one for loop } } convex := len(cache.paths) == 1 && cache.paths[0].convex verts := __allocTempVerts(ctx, cverts) dst_index: int for &path in cache.paths { pts := cache.points[path.first:] p0, p1: ^Point rw, lw, woff: f32 ru, lu: f32 // Calculate shape vertices. woff = 0.5*aa dst := verts[dst_index:] dst_start_length := len(dst) if fringe { // Looping p0 = &pts[path.count-1] p1 = &pts[0] for _ in 0.. f32 { return f32(cmd) } // Clears the current path and sub-paths. BeginPath :: proc(ctx: ^Context) { clear(&ctx.commands) __clearPathCache(ctx) } @(deferred_in=Fill) FillScoped :: proc(ctx: ^Context) { BeginPath(ctx) } @(deferred_in=Stroke) StrokeScoped :: proc(ctx: ^Context) { BeginPath(ctx) } @(deferred_in=Stroke) FillStrokeScoped :: proc(ctx: ^Context) { BeginPath(ctx) } // Starts new sub-path with specified point as first point. MoveTo :: proc(ctx: ^Context, x, y: f32) { __appendCommands(ctx, __cmdf(.MOVE_TO), x, y) } // Adds line segment from the last point in the path to the specified point. LineTo :: proc(ctx: ^Context, x, y: f32) { __appendCommands(ctx, __cmdf(.LINE_TO), x, y) } // Adds cubic bezier segment from last point in the path via two control points to the specified point. BezierTo :: proc( ctx: ^Context, c1x, c1y: f32, c2x, c2y: f32, x, y: f32, ) { __appendCommands(ctx, __cmdf(.BEZIER_TO), c1x, c1y, c2x, c2y, x, y) } // Adds quadratic bezier segment from last point in the path via a control point to the specified point. QuadTo :: proc(ctx: ^Context, cx, cy, x, y: f32) { x0 := ctx.commandx y0 := ctx.commandy __appendCommands(ctx, __cmdf(.BEZIER_TO), x0 + 2 / 3 * (cx - x0), y0 + 2 / 3 * (cy - y0), x + 2 / 3 * (cx - x), y + 2 / 3 * (cy - y), x, y, ) } // Adds an arc segment at the corner defined by the last path point, and two specified points. ArcTo :: proc( ctx: ^Context, x1, y1: f32, x2, y2: f32, radius: f32, ) { if len(ctx.commands) == 0 { return } x0 := ctx.commandx y0 := ctx.commandy // Handle degenerate cases. if __ptEquals(x0,y0, x1,y1, ctx.distTol) || __ptEquals(x1,y1, x2,y2, ctx.distTol) || __distPtSeg(x1,y1, x0,y0, x2,y2) < ctx.distTol*ctx.distTol || radius < ctx.distTol { LineTo(ctx, x1, y1) return } // Calculate tangential circle to lines (x0,y0)-(x1,y1) and (x1,y1)-(x2,y2). dx0 := x0-x1 dy0 := y0-y1 dx1 := x2-x1 dy1 := y2-y1 __normalize(&dx0,&dy0) __normalize(&dx1,&dy1) a := math.acos(dx0*dx1 + dy0*dy1) d := radius / math.tan(a / 2.0) if d > 10000 { LineTo(ctx, x1, y1) return } a0, a1, cx, cy: f32 direction: Winding if __cross(dx0,dy0, dx1,dy1) > 0.0 { cx = x1 + dx0*d + dy0*radius cy = y1 + dy0*d + -dx0*radius a0 = math.atan2(dx0, -dy0) a1 = math.atan2(-dx1, dy1) direction = .CW } else { cx = x1 + dx0*d + -dy0*radius cy = y1 + dy0*d + dx0*radius a0 = math.atan2(-dx0, dy0) a1 = math.atan2(dx1, -dy1) direction = .CCW } Arc(ctx, cx, cy, radius, a0, a1, direction) } // Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r, // and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW). // Angles are specified in radians. Arc :: proc(ctx: ^Context, cx, cy, r, a0, a1: f32, dir: Winding) { move: Commands = .LINE_TO if len(ctx.commands) > 0 else .MOVE_TO // Clamp angles da := a1 - a0 if dir == .CW { if abs(da) >= math.PI*2 { da = math.PI*2 } else { for da < 0.0 { da += math.PI*2 } } } else { if abs(da) >= math.PI*2 { da = -math.PI*2 } else { for da > 0.0 { da -= math.PI*2 } } } // Split arc into max 90 degree segments. ndivs := max(1, min((int)(abs(da) / (math.PI*0.5) + 0.5), 5)) hda := (da / f32(ndivs)) / 2.0 kappa := abs(4.0 / 3.0 * (1.0 - math.cos(hda)) / math.sin(hda)) if dir == .CCW { kappa = -kappa } values: [3 + 5 * 7 + 100]f32 nvals := 0 px, py, ptanx, ptany: f32 for i in 0..=ndivs { a := a0 + da * f32(i) / f32(ndivs) dx := math.cos(a) dy := math.sin(a) x := cx + dx*r y := cy + dy*r tanx := -dy*r*kappa tany := dx*r*kappa if i == 0 { values[nvals] = __cmdf(move); nvals += 1 values[nvals] = x; nvals += 1 values[nvals] = y; nvals += 1 } else { values[nvals] = __cmdf(.BEZIER_TO); nvals += 1 values[nvals] = px + ptanx; nvals += 1 values[nvals] = py + ptany; nvals += 1 values[nvals] = x-tanx; nvals += 1 values[nvals] = y-tany; nvals += 1 values[nvals] = x; nvals += 1 values[nvals] = y; nvals += 1 } px = x py = y ptanx = tanx ptany = tany } // stored internally __appendCommands(ctx, ..values[:nvals]) } // Closes current sub-path with a line segment. ClosePath :: proc(ctx: ^Context) { __appendCommands(ctx, __cmdf(.CLOSE)) } // Sets the current sub-path winding, see NVGwinding and NVGsolidity. PathWinding :: proc(ctx: ^Context, direction: Winding) { __appendCommands(ctx, __cmdf(.WINDING), f32(direction)) } // same as path_winding but with different enum PathSolidity :: proc(ctx: ^Context, solidity: Solidity) { __appendCommands(ctx, __cmdf(.WINDING), f32(solidity)) } // Creates new rectangle shaped sub-path. Rect :: proc(ctx: ^Context, x, y, w, h: f32) { __appendCommands(ctx, __cmdf(.MOVE_TO), x, y, __cmdf(.LINE_TO), x, y + h, __cmdf(.LINE_TO), x + w, y + h, __cmdf(.LINE_TO), x + w, y, __cmdf(.CLOSE), ) } // Creates new rounded rectangle shaped sub-path. RoundedRect :: proc(ctx: ^Context, x, y, w, h, radius: f32) { RoundedRectVarying(ctx, x, y, w, h, radius, radius, radius, radius) } // Creates new rounded rectangle shaped sub-path with varying radii for each corner. RoundedRectVarying :: proc( ctx: ^Context, x, y: f32, w, h: f32, radius_top_left: f32, radius_top_right: f32, radius_bottom_right: f32, radius_bottom_left: f32, ) { if radius_top_left < 0.1 && radius_top_right < 0.1 && radius_bottom_right < 0.1 && radius_bottom_left < 0.1 { Rect(ctx, x, y, w, h) } else { halfw := abs(w) * 0.5 halfh := abs(h) * 0.5 rxBL := min(radius_bottom_left, halfw) * math.sign(w) ryBL := min(radius_bottom_left, halfh) * math.sign(h) rxBR := min(radius_bottom_right, halfw) * math.sign(w) ryBR := min(radius_bottom_right, halfh) * math.sign(h) rxTR := min(radius_top_right, halfw) * math.sign(w) ryTR := min(radius_top_right, halfh) * math.sign(h) rxTL := min(radius_top_left, halfw) * math.sign(w) ryTL := min(radius_top_left, halfh) * math.sign(h) __appendCommands(ctx, __cmdf(.MOVE_TO), x, y + ryTL, __cmdf(.LINE_TO), x, y + h - ryBL, __cmdf(.BEZIER_TO), x, y + h - ryBL*(1 - KAPPA), x + rxBL*(1 - KAPPA), y + h, x + rxBL, y + h, __cmdf(.LINE_TO), x + w - rxBR, y + h, __cmdf(.BEZIER_TO), x + w - rxBR*(1 - KAPPA), y + h, x + w, y + h - ryBR*(1 - KAPPA), x + w, y + h - ryBR, __cmdf(.LINE_TO), x + w, y + ryTR, __cmdf(.BEZIER_TO), x + w, y + ryTR*(1 - KAPPA), x + w - rxTR*(1 - KAPPA), y, x + w - rxTR, y, __cmdf(.LINE_TO), x + rxTL, y, __cmdf(.BEZIER_TO), x + rxTL*(1 - KAPPA), y, x, y + ryTL*(1 - KAPPA), x, y + ryTL, __cmdf(.CLOSE), ) } } // Creates new ellipse shaped sub-path. Ellipse :: proc(ctx: ^Context, cx, cy, rx, ry: f32) { __appendCommands(ctx, __cmdf(.MOVE_TO), cx-rx, cy, __cmdf(.BEZIER_TO), cx-rx, cy+ry*KAPPA, cx-rx*KAPPA, cy+ry, cx, cy+ry, __cmdf(.BEZIER_TO), cx+rx*KAPPA, cy+ry, cx+rx, cy+ry*KAPPA, cx+rx, cy, __cmdf(.BEZIER_TO), cx+rx, cy-ry*KAPPA, cx+rx*KAPPA, cy-ry, cx, cy-ry, __cmdf(.BEZIER_TO), cx-rx*KAPPA, cy-ry, cx-rx, cy-ry*KAPPA, cx-rx, cy, __cmdf(.CLOSE), ) } // Creates new circle shaped sub-path. Circle :: #force_inline proc(ctx: ^Context, cx, cy: f32, radius: f32) { Ellipse(ctx, cx, cy, radius, radius) } // Fills the current path with current fill style. Fill :: proc(ctx: ^Context) { state := __getState(ctx) fill_paint := state.fill __flattenPaths(ctx) if ctx.params.edgeAntiAlias && state.shapeAntiAlias { __expandFill(ctx, ctx.fringeWidth, .MITER, 2.4) } else { __expandFill(ctx, 0, .MITER, 2.4) } // apply global alpha fill_paint.innerColor.a *= state.alpha fill_paint.outerColor.a *= state.alpha assert(ctx.params.renderFill != nil) ctx.params.renderFill( ctx.params.userPtr, &fill_paint, state.compositeOperation, &state.scissor, ctx.fringeWidth, ctx.cache.bounds, ctx.cache.paths[:], ) for path in ctx.cache.paths { ctx.fillTriCount += len(path.fill) - 2 ctx.fillTriCount += len(path.stroke) - 2 ctx.drawCallCount += 2 } } // Fills the current path with current stroke style. Stroke :: proc(ctx: ^Context) { state := __getState(ctx) scale := __getAverageScale(state.xform[:]) strokeWidth := clamp(state.strokeWidth * scale, 0, 200) stroke_paint := state.stroke if strokeWidth < ctx.fringeWidth { // If the stroke width is less than pixel size, use alpha to emulate coverage. // Since coverage is area, scale by alpha*alpha. alpha := clamp(strokeWidth / ctx.fringeWidth, 0, 1) stroke_paint.innerColor.a *= alpha * alpha stroke_paint.outerColor.a *= alpha * alpha strokeWidth = ctx.fringeWidth } // apply global alpha stroke_paint.innerColor.a *= state.alpha stroke_paint.outerColor.a *= state.alpha __flattenPaths(ctx) if ctx.params.edgeAntiAlias && state.shapeAntiAlias { __expandStroke(ctx, strokeWidth * 0.5, ctx.fringeWidth, state.lineCap, state.lineJoin, state.miterLimit) } else { __expandStroke(ctx, strokeWidth * 0.5, 0, state.lineCap, state.lineJoin, state.miterLimit) } assert(ctx.params.renderStroke != nil) ctx.params.renderStroke( ctx.params.userPtr, &stroke_paint, state.compositeOperation, &state.scissor, ctx.fringeWidth, strokeWidth, ctx.cache.paths[:], ) for path in ctx.cache.paths { ctx.strokeTriCount += len(path.stroke) - 2 ctx.drawCallCount += 1 } } DebugDumpPathCache :: proc(ctx: ^Context) { fmt.printf("~~~~~~~~~~~~~Dumping %d cached paths\n", len(ctx.cache.paths)) for path, i in ctx.cache.paths { fmt.printf(" - Path %d\n", i) if len(path.fill) != 0 { fmt.printf(" - fill: %d\n", len(path.fill)) for v in path.fill { fmt.printf("%f\t%f\n", v.x, v.y) } } if len(path.stroke) != 0 { fmt.printf(" - stroke: %d\n", len(path.stroke)) for v in path.stroke { fmt.printf("%f\t%f\n", v.x, v.y) } } } } /////////////////////////////////////////////////////////// // NanoVG allows you to load .ttf files and use the font to render text. // // The appearance of the text can be defined by setting the current text style // and by specifying the fill color. Common text and font settings such as // font size, letter spacing and text align are supported. Font blur allows you // to create simple text effects such as drop shadows. // // At render time the font face can be set based on the font handles or name. // // Font measure functions return values in local space, the calculations are // carried in the same resolution as the final rendering. This is done because // the text glyph positions are snapped to the nearest pixels sharp rendering. // // The local space means that values are not rotated or scale as per the current // transformation. For example if you set font size to 12, which would mean that // line height is 16, then regardless of the current scaling and rotation, the // returned line height is always 16. Some measures may vary because of the scaling // since aforementioned pixel snapping. // // While this may sound a little odd, the setup allows you to always render the // same way regardless of scaling. I.e. following works regardless of scaling: // // const char* txt = "Text me up."; // nvgTextBounds(vg, x,y, txt, nil, bounds); // nvgBeginPath(vg); // nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]); // nvgFill(vg); // // Note: currently only solid color fill is supported for text. /////////////////////////////////////////////////////////// // Creates font by loading it from the disk from specified file name. // Returns handle to the font. CreateFont :: proc(ctx: ^Context, name, filename: string) -> int { return fontstash.AddFontPath(&ctx.fs, name, filename) } // Creates font by loading it from the specified memory chunk. // Returns handle to the font. CreateFontMem :: proc(ctx: ^Context, name: string, slice: []byte, free_loaded_data: bool) -> int { return fontstash.AddFontMem(&ctx.fs, name, slice, free_loaded_data) } // Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found. FindFont :: proc(ctx: ^Context, name: string) -> int { if name == "" { return -1 } return fontstash.GetFontByName(&ctx.fs, name) } // Adds a fallback font by handle. AddFallbackFontId :: proc(ctx: ^Context, base_font, fallback_font: int) -> bool { if base_font == -1 || fallback_font == -1 { return false } return fontstash.AddFallbackFont(&ctx.fs, base_font, fallback_font) } // Adds a fallback font by name. AddFallbackFont :: proc(ctx: ^Context, base_font: string, fallback_font: string) -> bool { return AddFallbackFontId( ctx, FindFont(ctx, base_font), FindFont(ctx, fallback_font), ) } // Resets fallback fonts by handle. ResetFallbackFontsId :: proc(ctx: ^Context, base_font: int) { fontstash.ResetFallbackFont(&ctx.fs, base_font) } // Resets fallback fonts by name. ResetFallbackFonts :: proc(ctx: ^Context, base_font: string) { fontstash.ResetFallbackFont(&ctx.fs, FindFont(ctx, base_font)) } // Sets the font size of current text style. FontSize :: proc(ctx: ^Context, size: f32) { state := __getState(ctx) state.fontSize = size } // Sets the blur of current text style. FontBlur :: proc(ctx: ^Context, blur: f32) { state := __getState(ctx) state.fontBlur = blur } // Sets the letter spacing of current text style. TextLetterSpacing :: proc(ctx: ^Context, spacing: f32) { state := __getState(ctx) state.letterSpacing = spacing } // Sets the proportional line height of current text style. The line height is specified as multiple of font size. TextLineHeight :: proc(ctx: ^Context, lineHeight: f32) { state := __getState(ctx) state.lineHeight = lineHeight } // Sets the horizontal text align of current text style TextAlignHorizontal :: proc(ctx: ^Context, align: AlignHorizontal) { state := __getState(ctx) state.alignHorizontal = align } // Sets the vertical text align of current text style TextAlignVertical :: proc(ctx: ^Context, align: AlignVertical) { state := __getState(ctx) state.alignVertical = align } // Sets the text align of current text style, see NVGalign for options. TextAlign :: proc(ctx: ^Context, ah: AlignHorizontal, av: AlignVertical) { state := __getState(ctx) state.alignHorizontal = ah state.alignVertical = av } // Sets the font face based on specified name of current text style. FontFaceId :: proc(ctx: ^Context, font: int) { state := __getState(ctx) state.fontId = font } // Sets the font face based on specified name of current text style. FontFace :: proc(ctx: ^Context, font: string) { state := __getState(ctx) state.fontId = fontstash.GetFontByName(&ctx.fs, font) } __quantize :: proc(a, d: f32) -> f32 { return f32(int(a / d + 0.5)) * d } __getFontScale :: proc(state: ^State) -> f32 { return min(__quantize(__getAverageScale(state.xform[:]), 0.01), 4.0) } __flushTextTexture :: proc(ctx: ^Context) { dirty: [4]f32 assert(ctx.params.renderUpdateTexture != nil) if fontstash.ValidateTexture(&ctx.fs, &dirty) { font_image := ctx.fontImages[ctx.fontImageIdx] // Update texture if font_image != 0 { data := ctx.fs.textureData x := dirty[0] y := dirty[1] w := dirty[2] - dirty[0] h := dirty[3] - dirty[1] ctx.params.renderUpdateTexture(ctx.params.userPtr, font_image, int(x), int(y), int(w), int(h), data) } } } __allocTextAtlas :: proc(ctx: ^Context) -> bool { __flushTextTexture(ctx) if ctx.fontImageIdx >= MAX_FONTIMAGES - 1 { return false } // if next fontImage already have a texture iw, ih: int if ctx.fontImages[ctx.fontImageIdx+1] != 0 { iw, ih = ImageSize(ctx, ctx.fontImages[ctx.fontImageIdx+1]) } else { // calculate the new font image size and create it. iw, ih = ImageSize(ctx, ctx.fontImages[ctx.fontImageIdx]) if iw > ih { ih *= 2 } else { iw *= 2 } if iw > MAX_FONTIMAGE_SIZE || ih > MAX_FONTIMAGE_SIZE { iw = MAX_FONTIMAGE_SIZE ih = MAX_FONTIMAGE_SIZE } ctx.fontImages[ctx.fontImageIdx + 1] = ctx.params.renderCreateTexture(ctx.params.userPtr, .Alpha, iw, ih, {}, nil) } ctx.fontImageIdx += 1 fontstash.ResetAtlas(&ctx.fs, iw, ih) return true } __renderText :: proc(ctx: ^Context, verts: []Vertex) { // disallow 0 if len(verts) == 0 { return } state := __getState(ctx) paint := state.fill // Render triangles. paint.image = ctx.fontImages[ctx.fontImageIdx] // Apply global alpha paint.innerColor.a *= state.alpha paint.outerColor.a *= state.alpha ctx.params.renderTriangles(ctx.params.userPtr, &paint, state.compositeOperation, &state.scissor, verts, ctx.fringeWidth) ctx.drawCallCount += 1 ctx.textTriCount += len(verts) / 3 } __isTransformFlipped :: proc(xform: []f32) -> bool { det := xform[0] * xform[3] - xform[2] * xform[1] return det < 0 } // draw a single codepoint, useful for icons TextIcon :: proc(ctx: ^Context, xpos, ypos: f32, codepoint: rune) -> f32 { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio invscale := f32(1.0) / scale is_flipped := __isTransformFlipped(state.xform[:]) if state.fontId == -1 { return xpos } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize * scale) fontstash.SetSpacing(fs, state.letterSpacing * scale) fontstash.SetBlur(fs, state.fontBlur * scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) // fontstash internals fstate := fontstash.__getState(fs) font := fontstash.__getFont(fs, state.fontId) isize := i16(fstate.size * 10) iblur := i16(fstate.blur) glyph, _ := fontstash.__getGlyph(fs, font, codepoint, isize, iblur) fscale := fontstash.__getPixelHeightScale(font, f32(isize) / 10) // transform x / y x := xpos * scale y := ypos * scale switch fstate.ah { case .LEFT: {} case .CENTER: width := fontstash.CodepointWidth(font, codepoint, fscale) x = math.round(x - width * 0.5) case .RIGHT: width := fontstash.CodepointWidth(font, codepoint, fscale) x -= width } // align vertically y = math.round(y + fontstash.__getVerticalAlign(fs, font, fstate.av, isize)) nextx := f32(x) nexty := f32(y) if glyph != nil { q: fontstash.Quad fontstash.__getQuad(fs, font, -1, glyph, fscale, fstate.spacing, &nextx, &nexty, &q) if is_flipped { q.y0, q.y1 = q.y1, q.y0 q.t0, q.t1 = q.t1, q.t0 } // single glyph only verts := __allocTempVerts(ctx, 6) c: [4 * 2]f32 // Transform corners. TransformPoint(&c[0], &c[1], state.xform, q.x0 * invscale, q.y0 * invscale) TransformPoint(&c[2], &c[3], state.xform, q.x1 * invscale, q.y0 * invscale) TransformPoint(&c[4], &c[5], state.xform, q.x1 * invscale, q.y1 * invscale) TransformPoint(&c[6], &c[7], state.xform, q.x0 * invscale, q.y1 * invscale) // Create triangles verts[0] = {c[0], c[1], q.s0, q.t0} verts[1] = {c[4], c[5], q.s1, q.t1} verts[2] = {c[2], c[3], q.s1, q.t0} verts[3] = {c[0], c[1], q.s0, q.t0} verts[4] = {c[6], c[7], q.s0, q.t1} verts[5] = {c[4], c[5], q.s1, q.t1} ctx.textureDirty = true __renderText(ctx, verts[:]) } return nextx / scale } // Draws text string at specified location. If end is specified only the sub-string up to the end is drawn. Text :: proc(ctx: ^Context, x, y: f32, text: string) -> f32 { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio invscale := f32(1.0) / scale is_flipped := __isTransformFlipped(state.xform[:]) if state.fontId == -1 { return x } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize * scale) fontstash.SetSpacing(fs, state.letterSpacing * scale) fontstash.SetBlur(fs, state.fontBlur * scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) cverts := max(2, len(text)) * 6 // conservative estimate. verts := __allocTempVerts(ctx, cverts) nverts: int iter := fontstash.TextIterInit(fs, x * scale, y * scale, text) prev_iter := iter q: fontstash.Quad for fontstash.TextIterNext(&ctx.fs, &iter, &q) { c: [4 * 2]f32 if iter.previousGlyphIndex == -1 { // can not retrieve glyph? if nverts != 0 { __renderText(ctx, verts[:]) nverts = 0 } if !__allocTextAtlas(ctx) { break // no memory :( } iter = prev_iter fontstash.TextIterNext(fs, &iter, &q) // try again if iter.previousGlyphIndex == -1 { // still can not find glyph? break } } prev_iter = iter if is_flipped { q.y0, q.y1 = q.y1, q.y0 q.t0, q.t1 = q.t1, q.t0 } // Transform corners. TransformPoint(&c[0], &c[1], state.xform, q.x0 * invscale, q.y0 * invscale) TransformPoint(&c[2], &c[3], state.xform, q.x1 * invscale, q.y0 * invscale) TransformPoint(&c[4], &c[5], state.xform, q.x1 * invscale, q.y1 * invscale) TransformPoint(&c[6], &c[7], state.xform, q.x0 * invscale, q.y1 * invscale) // Create triangles if nverts + 6 <= cverts { verts[nverts+0] = {c[0], c[1], q.s0, q.t0} verts[nverts+1] = {c[4], c[5], q.s1, q.t1} verts[nverts+2] = {c[2], c[3], q.s1, q.t0} verts[nverts+3] = {c[0], c[1], q.s0, q.t0} verts[nverts+4] = {c[6], c[7], q.s0, q.t1} verts[nverts+5] = {c[4], c[5], q.s1, q.t1} nverts += 6 } } ctx.textureDirty = true __renderText(ctx, verts[:nverts]) return iter.nextx / scale } // Returns the vertical metrics based on the current text style. // Measured values are returned in local coordinate space. TextMetrics :: proc(ctx: ^Context) -> (ascender, descender, lineHeight: f32) { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio invscale := f32(1.0) / scale if state.fontId == -1 { return } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize*scale) fontstash.SetSpacing(fs, state.letterSpacing*scale) fontstash.SetBlur(fs, state.fontBlur*scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) ascender, descender, lineHeight = fontstash.VerticalMetrics(fs) ascender *= invscale descender *= invscale lineHeight *= invscale return } // Measures the specified text string. Parameter bounds should be a pointer to float[4], // if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax] // Returns the horizontal advance of the measured text (i.e. where the next character should drawn). // Measured values are returned in local coordinate space. TextBounds :: proc( ctx: ^Context, x, y: f32, input: string, bounds: ^[4]f32 = nil, ) -> (advance: f32) { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio invscale := f32(1.0) / scale if state.fontId == -1 { return 0 } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize*scale) fontstash.SetSpacing(fs, state.letterSpacing*scale) fontstash.SetBlur(fs, state.fontBlur*scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) width := fontstash.TextBounds(fs, input, x * scale, y * scale, bounds) if bounds != nil { // Use line bounds for height. one, two := fontstash.LineBounds(fs, y * scale) bounds[1] = one bounds[3] = two bounds[0] *= invscale bounds[1] *= invscale bounds[2] *= invscale bounds[3] *= invscale } return width * invscale } // text row with relative byte offsets into a string Text_Row :: struct { start: int, end: int, next: int, width: f32, minx, maxx: f32, } Codepoint_Type :: enum { Space, Newline, Char, CJK, } // Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn. // White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered. // Words longer than the max width are slit at nearest character (i.e. no hyphenation). TextBox :: proc( ctx: ^Context, x, y: f32, break_row_width: f32, input: string, ) { state := __getState(ctx) rows: [2]Text_Row if state.fontId == -1 { return } _, _, lineHeight := TextMetrics(ctx) old_align := state.alignHorizontal defer state.alignHorizontal = old_align state.alignHorizontal = .LEFT rows_mod := rows[:] y := y input := input for nrows, input_last in TextBreakLines(ctx, &input, break_row_width, &rows_mod) { for row in rows[:nrows] { Text(ctx, x, y, input_last[row.start:row.end]) y += lineHeight * state.lineHeight } } } // NOTE text break lines works relative to the string in byte indexes now, instead of on pointers // Breaks the specified text into lines // White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered. // Words longer than the max width are slit at nearest character (i.e. no hyphenation). TextBreakLines :: proc( ctx: ^Context, text: ^string, break_row_width: f32, rows: ^[]Text_Row, ) -> (nrows: int, last: string, ok: bool) { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio invscale := 1.0 / scale row_start_x, row_width, row_min_x, row_max_x: f32 max_rows := len(rows) row_start: int = -1 row_end: int = -1 word_start: int = -1 break_end: int = -1 word_start_x, word_min_x: f32 break_width, break_max_x: f32 type := Codepoint_Type.Space ptype := Codepoint_Type.Space pcodepoint: rune if max_rows == 0 || state.fontId == -1 || len(text) == 0 { return } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize * scale) fontstash.SetSpacing(fs, state.letterSpacing * scale) fontstash.SetBlur(fs, state.fontBlur * scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) break_x := break_row_width * scale iter := fontstash.TextIterInit(fs, 0, 0, text^) prev_iter := iter q: fontstash.Quad stopped_early: bool for fontstash.TextIterNext(fs, &iter, &q) { if iter.previousGlyphIndex < 0 && __allocTextAtlas(ctx) { // can not retrieve glyph? iter = prev_iter fontstash.TextIterNext(fs, &iter, &q) // try again } prev_iter = iter switch iter.codepoint { case '\t', '\v', '\f', ' ', 0x00a0: // NBSP type = .Space case '\n': type = .Space if pcodepoint == 13 else .Newline case '\r': type = .Space if pcodepoint == 10 else .Newline case 0x0085: // NEL type = .Newline case: switch iter.codepoint { case 0x4E00..=0x9FFF, 0x3000..=0x30FF, 0xFF00..=0xFFEF, 0x1100..=0x11FF, 0x3130..=0x318F, 0xAC00..=0xD7AF: type = .CJK case: type = .Char } } if type == .Newline { // Always handle new lines. rows[nrows].start = row_start if row_start != -1 else iter.str rows[nrows].end = row_end if row_end != -1 else iter.str rows[nrows].width = row_width * invscale rows[nrows].minx = row_min_x * invscale rows[nrows].maxx = row_max_x * invscale rows[nrows].next = iter.next nrows += 1 if nrows >= max_rows { stopped_early = true break } // Set nil break point break_end = row_start break_width = 0.0 break_max_x = 0.0 // Indicate to skip the white space at the beginning of the row. row_start = -1 row_end = -1 row_width = 0 row_min_x = 0 row_max_x = 0 } else { if row_start == -1 { // Skip white space until the beginning of the line if type == .Char || type == .CJK { // The current char is the row so far row_start_x = iter.x row_start = iter.str row_end = iter.next row_width = iter.nextx - row_start_x row_min_x = q.x0 - row_start_x row_max_x = q.x1 - row_start_x word_start = iter.str word_start_x = iter.x word_min_x = q.x0 - row_start_x // Set nil break point break_end = row_start break_width = 0.0 break_max_x = 0.0 } } else { next_width := iter.nextx - row_start_x // track last non-white space character if type == .Char || type == .CJK { row_end = iter.next row_width = iter.nextx - row_start_x row_max_x = q.x1 - row_start_x } // track last end of a word if ((ptype == .Char || ptype == .CJK) && type == .Space) || type == .CJK { break_end = iter.str break_width = row_width break_max_x = row_max_x } // track last beginning of a word if ((ptype == .Space && (type == .Char || type == .CJK)) || type == .CJK) { word_start = iter.str word_start_x = iter.x word_min_x = q.x0 } // Break to new line when a character is beyond break width. if (type == .Char || type == .CJK) && next_width > break_x { // The run length is too long, need to break to new line. if break_end == row_start { // The current word is longer than the row length, just break it from here. rows[nrows].start = row_start rows[nrows].end = iter.str rows[nrows].width = row_width * invscale rows[nrows].minx = row_min_x * invscale rows[nrows].maxx = row_max_x * invscale rows[nrows].next = iter.str nrows += 1 if nrows >= max_rows { stopped_early = true break } row_start_x = iter.x row_start = iter.str row_end = iter.next row_width = iter.nextx - row_start_x row_min_x = q.x0 - row_start_x row_max_x = q.x1 - row_start_x word_start = iter.str word_start_x = iter.x word_min_x = q.x0 - row_start_x } else { // Break the line from the end of the last word, and start new line from the beginning of the new. rows[nrows].start = row_start rows[nrows].end = break_end rows[nrows].width = break_width * invscale rows[nrows].minx = row_min_x * invscale rows[nrows].maxx = break_max_x * invscale rows[nrows].next = word_start nrows += 1 if nrows >= max_rows { stopped_early = true break } // Update row row_start_x = word_start_x row_start = word_start row_end = iter.next row_width = iter.nextx - row_start_x row_min_x = word_min_x - row_start_x row_max_x = q.x1 - row_start_x } // Set nil break point break_end = row_start break_width = 0.0 break_max_x = 0.0 } } } pcodepoint = iter.codepoint ptype = type } // Break the line from the end of the last word, and start new line from the beginning of the new. if !stopped_early && row_start != -1 { rows[nrows].start = row_start rows[nrows].end = row_end rows[nrows].width = row_width * invscale rows[nrows].minx = row_min_x * invscale rows[nrows].maxx = row_max_x * invscale rows[nrows].next = iter.end nrows += 1 } // NOTE a bit hacky, row.start / row.end need to work with last string range last = text^ // advance early next := rows[nrows-1].next text^ = text[next:] // terminate the for loop on non ok ok = nrows != 0 return } // Measures the specified multi-text string. Parameter bounds should be a pointer to float[4], // if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax] // Measured values are returned in local coordinate space. TextBoxBounds :: proc( ctx: ^Context, x, y: f32, breakRowWidth: f32, input: string, bounds: ^[4]f32, ) { state := __getState(ctx) rows: [2]Text_Row scale := __getFontScale(state) * ctx.devicePxRatio invscale := f32(1.0) / scale if state.fontId == -1 { if bounds != nil { bounds^ = {} } return } // alignment halign := state.alignHorizontal old_align := state.alignHorizontal defer state.alignHorizontal = old_align state.alignHorizontal = .LEFT _, _, lineh := TextMetrics(ctx) minx, maxx := x, x miny, maxy := y, y fs := &ctx.fs fontstash.SetSize(fs, state.fontSize * scale) fontstash.SetSpacing(fs, state.letterSpacing * scale) fontstash.SetBlur(fs, state.fontBlur * scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) rminy, rmaxy := fontstash.LineBounds(fs, 0) rminy *= invscale rmaxy *= invscale input := input rows_mod := rows[:] y := y for nrows in TextBreakLines(ctx, &input, breakRowWidth, &rows_mod) { for row in rows[:nrows] { rminx, rmaxx, dx: f32 // Horizontal bounds switch halign { case .LEFT: dx = 0 case .CENTER: dx = breakRowWidth*0.5 - row.width*0.5 case .RIGHT: dx = breakRowWidth - row.width } rminx = x + row.minx + dx rmaxx = x + row.maxx + dx minx = min(minx, rminx) maxx = max(maxx, rmaxx) // Vertical bounds. miny = min(miny, y + rminy) maxy = max(maxy, y + rmaxy) y += lineh * state.lineHeight } } if bounds != nil { bounds^ = {minx, miny, maxx, maxy} } } Glyph_Position :: struct { str: int, x: f32, minx, maxx: f32, } // Calculates the glyph x positions of the specified text. // Measured values are returned in local coordinate space. TextGlyphPositions :: proc( ctx: ^Context, x, y: f32, text: string, positions: ^[]Glyph_Position, ) -> int { state := __getState(ctx) scale := __getFontScale(state) * ctx.devicePxRatio if state.fontId == -1 || len(text) == 0 { return 0 } fs := &ctx.fs fontstash.SetSize(fs, state.fontSize*scale) fontstash.SetSpacing(fs, state.letterSpacing*scale) fontstash.SetBlur(fs, state.fontBlur*scale) fontstash.SetAlignHorizontal(fs, state.alignHorizontal) fontstash.SetAlignVertical(fs, state.alignVertical) fontstash.SetFont(fs, state.fontId) iter := fontstash.TextIterInit(fs, 0, 0, text) prev_iter := iter q: fontstash.Quad npos: int for fontstash.TextIterNext(fs, &iter, &q) { if iter.previousGlyphIndex < 0 && __allocTextAtlas(ctx) { // can not retrieve glyph? iter = prev_iter fontstash.TextIterNext(fs, &iter, &q) // try again } prev_iter = iter positions[npos].str = iter.str positions[npos].x = iter.x + x positions[npos].minx = min(iter.x, q.x0) + x positions[npos].maxx = max(iter.nextx, q.x1) + x npos += 1 if npos >= len(positions) { break } } return npos }