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-rw-r--r--src/nanovg.cpp65
1 files changed, 50 insertions, 15 deletions
diff --git a/src/nanovg.cpp b/src/nanovg.cpp
index 06b2910..5627b5f 100644
--- a/src/nanovg.cpp
+++ b/src/nanovg.cpp
@@ -128,20 +128,23 @@ static real32 * NVG_RoundCap(nvg_point * Point, real32 *StrokeData,
// NOTE(fox): We only have to care about winding if we want to do HW accelerated
// shape subtraction with the stencil buffer (I think).
static uint32
-NVG_FlattenPath(void *Memory, block_bezier *Bezier, int PointCount, nvg_point *PointData, int *Width, int *Height)
+NVG_FlattenPath(memory *Memory, shape_layer *Shape, nvg_point *PointData, int *Width, int *Height)
{
uint32 NumberOfVerts = 0;
nvg_point *PointPlayhead = PointData;
- for (int i = 0; i < PointCount; i++) {
- if (i == 0 || Bezier->Point[i].Type == interpolation_type_linear) {
- *(v2 *)PointPlayhead = Bezier->Point[i].Pos[0];
- if (i != 0 && i != (PointCount - 1)) {
+ for (int i = 0; i < Shape->Point_Count; i++) {
+ bezier_point *Point = Bezier_LookupAddress(Memory, Shape->Block_Bezier_Index, i, 1);
+#if 0
+ if (i == 0 || Point->Type == interpolation_type_linear) {
+ *(v2 *)PointPlayhead = Point->Pos[0];
+ if (i != 0 && i != (Shape->Point_Count - 1)) {
PointPlayhead->Flags |= NVG_PT_CORNER;
}
PointPlayhead++;
NumberOfVerts++;
- } else if (Bezier->Point[i].Type == interpolation_type_bezier) {
- v2 Pos[4] = { Bezier->Point[i].Pos[0], Bezier->Point[i].Pos[1], Bezier->Point[i+1].Pos[2], Bezier->Point[i+1].Pos[0] };
+ } else if (Point->Type == interpolation_type_bezier) {
+ bezier_point *Point_1 = Bezier_LookupAddress(Memory, Shape->Block_Bezier_Index, i-1, 1);
+ v2 Pos[4] = { Point->Pos[0], Point->Pos[1], Point_1->Pos[2], Point_1->Pos[0] };
Pos[1] = Pos[1] + Pos[0];
Pos[2] = Pos[2] + Pos[3];
NumberOfVerts += Bezier_CubicCalcPoints(Pos[3], Pos[2], Pos[1], Pos[0], PointPlayhead, sizeof(nvg_point));
@@ -151,6 +154,14 @@ NVG_FlattenPath(void *Memory, block_bezier *Bezier, int PointCount, nvg_point *P
} else {
Assert(0);
}
+#else
+ *(v2 *)PointPlayhead = Point->Pos[0];
+ if (i != 0 && i != (Shape->Point_Count - 1)) {
+ PointPlayhead->Flags |= NVG_PT_CORNER;
+ }
+ PointPlayhead++;
+ NumberOfVerts++;
+#endif
}
nvg_point *Point = &PointData[NumberOfVerts - 1];
nvg_point *NextPoint = PointData;
@@ -178,17 +189,26 @@ NVG_FlattenPath(void *Memory, block_bezier *Bezier, int PointCount, nvg_point *P
real32 MiterLimit = 2.4f;
static uint32
-NVG_ExpandStroke(void *Memory, block_bezier *Bezier, int NumberOfVerts, nvg_point *PointData, real32 *StrokeData)
+NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, bool32 IsClosed, nvg_point *PointData, real32 *StrokeData)
{
- real32 Width = 50 * 0.5;
- nvg_point *Point = PointData;
- nvg_point *NextPoint = &PointData[1];
+ real32 Width = StartWidth * 0.5;
int ncap = 12;
real32 *StartingStrokeData = StrokeData;
- StrokeData = NVG_RoundCap(Point, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 0);
+ nvg_point *Point = &PointData[NumberOfVerts - 1];
+ nvg_point *NextPoint = PointData;
+ int Start = 0;
+ int LoopAmount = NumberOfVerts;
+
+ if (!IsClosed) {
+ Point = PointData;
+ NextPoint = &PointData[1];
+ Start = 1;
+ LoopAmount = NumberOfVerts - 1;
+ StrokeData = NVG_RoundCap(Point, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 0);
+ }
- for (int i = 1; i < (NumberOfVerts - 1); i++) {
+ for (int i = Start; i < LoopAmount; i++) {
real32 dlx0, dly0, dlx1, dly1, dmr2, cross, limit;
dlx0 = Point->dy;
@@ -223,7 +243,7 @@ NVG_ExpandStroke(void *Memory, block_bezier *Bezier, int NumberOfVerts, nvg_poin
// Check to see if the corner needs to be beveled.
if (NextPoint->Flags & NVG_PT_CORNER) {
// if ((dmr2 * MiterLimit*MiterLimit) < 1.0f) r // || lineJoin == NVG_BEVEL || lineJoin == NVG_ROUND) {
- NextPoint->Flags |= NVG_PT_BEVEL;
+ // NextPoint->Flags |= NVG_PT_BEVEL;
// }
}
@@ -239,9 +259,24 @@ NVG_ExpandStroke(void *Memory, block_bezier *Bezier, int NumberOfVerts, nvg_poin
Point = NextPoint++;
}
- StrokeData = NVG_RoundCap(NextPoint, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 1);
+ if (!IsClosed) {
+ StrokeData = NVG_RoundCap(NextPoint, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 1);
+ } else {
+ StrokeData = NVG_Point(StrokeData, StartingStrokeData[0], StartingStrokeData[1], 0, 0);
+ StrokeData = NVG_Point(StrokeData, StartingStrokeData[4], StartingStrokeData[5], 0, 0);
+ }
int GL_PointCount = (StrokeData - StartingStrokeData) / 4;
return GL_PointCount;
}
+
+static void
+NVG_ExpandFill(void *Memory, int NumberOfVerts, nvg_point *PointData, real32 *FillData)
+{
+ nvg_point *Point = PointData;
+ for (int i = 0; i < NumberOfVerts; i++) {
+ FillData = NVG_Point(FillData, Point->x, Point->y, 0, 0);
+ Point++;
+ }
+}