summaryrefslogtreecommitdiff
path: root/src/nanovg.cpp
blob: 95bba7d644974c69cf0a65a66498960f49be92a2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
#if SPECIAL
#include "main.h"
#endif


// nanovg code adapted by me for my data structures, I'm primarily using the
// functions related to shape/path triangulation.

// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty.  In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would be
//    appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
//    misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//

static real32
NVG_Normalize(real32 *x, float* y)
{
	real32 d = sqrtf((*x)*(*x) + (*y)*(*y));
	if (d > 1e-6f) {
		real32 id = 1.0f / d;
		*x *= id;
		*y *= id;
	}
	return d;
}

static real32 *
NVG_Point(real32 *StrokeData, real32 x, real32 y, real32 u, real32 v)
{
    *(v4 *)StrokeData = V4(x, y, u, v);
    return StrokeData + 4;
}

static void NVG_ChooseBevel(int bevel, nvg_point *p0, nvg_point *p1, float w,
							float* x0, float* y0, float* x1, float* y1)
{
	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;
	}
}

static int NVG_Clampi(int a, int mn, int mx) { return a < mn ? mn : (a > mx ? mx : a); }

static real32 * NVG_RoundJoin(nvg_point *Point, nvg_point *NextPoint, real32 *StrokeData,
								 float lw, float rw, float lu, float ru, int ncap)
{
	int i, n;
	float dlx0 = Point->dy;
	float dly0 = -Point->dx;
	float dlx1 = NextPoint->dy;
	float dly1 = -NextPoint->dx;

	if (NextPoint->Flags & NVG_PT_LEFT) {
		float lx0,ly0,lx1,ly1,a0,a1;
		NVG_ChooseBevel(NextPoint->Flags & NVG_PR_INNERBEVEL, Point, NextPoint, lw, &lx0,&ly0, &lx1,&ly1);
		a0 = atan2f(-dly0, -dlx0);
		a1 = atan2f(-dly1, -dlx1);
		if (a1 > a0) a1 -= PI*2;

        StrokeData = NVG_Point(StrokeData, lx0, ly0, 0, 0);
        StrokeData = NVG_Point(StrokeData, NextPoint->x - dlx0*rw, NextPoint->y - dly0*rw, 0, 0);

		n = NVG_Clampi((int)ceilf(((a0 - a1) / PI) * ncap), 2, ncap);
		for (i = 0; i < n; i++) {
			float u = i/(float)(n-1);
			float a = a0 + u*(a1-a0);
			float rx = NextPoint->x + cosf(a) * rw;
			float ry = NextPoint->y + sinf(a) * rw;
            StrokeData = NVG_Point(StrokeData, NextPoint->x, NextPoint->y, 0, 0);
            StrokeData = NVG_Point(StrokeData, rx, ry, 0, 0);
		}

        StrokeData = NVG_Point(StrokeData, lx1, ly1, 0, 0);
        StrokeData = NVG_Point(StrokeData, NextPoint->x - dlx1*rw, NextPoint->y - dly1*rw, 0, 0);
	} else {
		float rx0,ry0,rx1,ry1,a0,a1;
		NVG_ChooseBevel(NextPoint->Flags & NVG_PR_INNERBEVEL, Point, NextPoint, -rw, &rx0,&ry0, &rx1,&ry1);
		a0 = atan2f(dly0, dlx0);
		a1 = atan2f(dly1, dlx1);
		if (a1 < a0) a1 += PI*2;

        StrokeData = NVG_Point(StrokeData, NextPoint->x + dlx0*rw, NextPoint->y + dly0*rw, 0, 0);
        StrokeData = NVG_Point(StrokeData, rx0, ry0, 0, 0);

		n = NVG_Clampi((int)ceilf(((a1 - a0) / PI) * ncap), 2, ncap);
		for (i = 0; i < n; i++) {
			float u = i/(float)(n-1);
			float a = a0 + u*(a1-a0);
			float lx = NextPoint->x + cosf(a) * lw;
			float ly = NextPoint->y + sinf(a) * lw;
            StrokeData = NVG_Point(StrokeData, lx, ly, 0, 0);
            StrokeData = NVG_Point(StrokeData, NextPoint->x, NextPoint->y, 0, 0);
		}

        StrokeData = NVG_Point(StrokeData, NextPoint->x + dlx1*rw, NextPoint->y + dly1*rw, 0, 0);
        StrokeData = NVG_Point(StrokeData, rx1, ry1, 0, 0);
    }

    return StrokeData;
}

static real32 * NVG_RoundCap(nvg_point * Point, real32 *StrokeData,
							 float dx, float dy, float w, int ncap,
							 float u0, float u1, int Mode)
{
	int i;
	float px = Point->x;
	float py = Point->y;
	float dlx = dy;
	float dly = -dx;
    float Flip = (Mode == 0) ? 1 : -1;
    if (Mode != 0) {
        StrokeData = NVG_Point(StrokeData, px + dlx*w, py + dly*w, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w, py - dly*w, 0, 0);
    }
	for (i = 0; i < ncap; i++) {
		float a = i/(float)(ncap-1)*PI;
		float ax = cosf(a) * w, ay = sinf(a) * w;
        v2 OuterPoint = V2(px - dlx*ax - dx*ay*Flip, py - dly*ax - dy*ay*Flip);
        v2 InnerPoint = V2(px, py);
        if (Mode == 0) {
            StrokeData = NVG_Point(StrokeData, OuterPoint.x, OuterPoint.y, 0, 0);
            StrokeData = NVG_Point(StrokeData, InnerPoint.x, InnerPoint.y, 0, 0);
        } else {
            StrokeData = NVG_Point(StrokeData, InnerPoint.x, InnerPoint.y, 0, 0);
            StrokeData = NVG_Point(StrokeData, OuterPoint.x, OuterPoint.y, 0, 0);
        }
	}
    if (Mode == 0) {
        StrokeData = NVG_Point(StrokeData, px + dlx*w, py + dly*w, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w, py - dly*w, 0, 0);
    }
    return StrokeData;
}

static real32 * NVG_ButtCap(nvg_point *Point, real32 *StrokeData,
							float dx, float dy, float w, float d,
							float u0, float u1, int Mode)
{
	float px = (Mode == 0) ? Point->x - dx*d : Point->x + dx*d;
	float py = (Mode == 0) ? Point->y - dy*d : Point->y + dy*d;
	float dlx = dy;
	float dly = -dx;
    if (Mode == 0) {
        StrokeData = NVG_Point(StrokeData, px + dlx*w - dx, py + dly*w - dy, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w - dx, py - dly*w - dy, 0, 0);
        StrokeData = NVG_Point(StrokeData, px + dlx*w, py + dly*w, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w, py - dly*w, 0, 0);
    } else {
        StrokeData = NVG_Point(StrokeData, px + dlx*w, py + dly*w, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w, py - dly*w, 0, 0);
        StrokeData = NVG_Point(StrokeData, px + dlx*w + dx, py + dly*w + dy, 0, 0);
        StrokeData = NVG_Point(StrokeData, px - dlx*w + dx, py - dly*w + dy, 0, 0);
    }
	return 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(memory *Memory, shape_layer *Shape, shape_options ShapeOpt, nvg_point *PointData,
                project_state *State, layer_transforms T, int Width, int Height,
                int CompWidth, int CompHeight, bool32 Interact, v2 *Min, v2 *Max, bool32 *IsConvex)
{
    nvg_point *PointPlayhead = PointData;
    bezier_point *BezierPointData = (bezier_point *)Memory_PushScratch(Memory, sizeof(bezier_point) * 128);
    uint32 BezierCount = Bezier_Shape_Sort(Memory, Shape, BezierPointData,
                                           State, T, Width, Height,
                                           CompWidth, CompHeight, ShapeOpt.Roundness, Interact);
    for (int i = 0; i < BezierCount; i++) {
        bezier_point *Point = &BezierPointData[i];
        if (i == 0 || Point->Type == interpolation_type_linear) {
            v2 Pos = Point->Pos[0];
            *(v2 *)PointPlayhead = Pos;
            if (Shape->IsClosed || (i != 0 && i != (Shape->Point_Count - 1))) {
                PointPlayhead->Flags |= NVG_PT_CORNER;
            }
            PointPlayhead++;
        } else if (Point->Type == interpolation_type_bezier) {
            bezier_point *Point_1 = &BezierPointData[i-1];
            v2 Pos[2] = { Point_1->Pos[0], Point->Pos[0] };
            PointPlayhead = (nvg_point *)Bezier_CubicCalcPoints(Pos[0], Pos[0] + Point_1->Pos[1], Pos[1] + Point->Pos[2], Pos[1], PointPlayhead, sizeof(nvg_point));
            // The point at the end is also returned, so we remove it.
            if (i != (Shape->Point_Count - 1))
                PointPlayhead--;
        } else {
            Assert(0);
        }
    }
    Memory_PopScratch(Memory, sizeof(bezier_point) * 128);
    int NumberOfVerts = PointPlayhead - PointData;
    nvg_point *Point = &PointData[NumberOfVerts - 1];
    nvg_point *NextPoint = PointData;
    *Min = V2(10000, 10000);
    *Max = V2(-10000, -10000);
    for (int i = 0; i < NumberOfVerts; i++) {
        Point->dx = NextPoint->x - Point->x;
        Point->dy = NextPoint->y - Point->y;
        Point->Length = NVG_Normalize(&Point->dx, &Point->dy);
        if (Point->x > Max->x)
            Max->x = Point->x;
        if (Point->x < Min->x)
            Min->x = Point->x;
        if (Point->y > Max->y)
            Max->y = Point->y;
        if (Point->y < Min->y)
            Min->y = Point->y;
        Point = NextPoint++;
    }
    // Tell whether we need concave filling or not. ExpandStroke also does this.
    if (ShapeOpt.Visibility == 2) {
        Point = &PointData[NumberOfVerts - 1];
        NextPoint = PointData;
        int LeftCount = 0;
        for (int i = 0; i < NumberOfVerts; i++) {
            real32 cross = NextPoint->dx * Point->dy - Point->dx * NextPoint->dy;
            if (cross > 0.0f) {
                LeftCount++;
            }
            Point = NextPoint++;
        }
        if (LeftCount == NumberOfVerts)
            *IsConvex = true;
    }

    return NumberOfVerts;
}

real32 MiterLimit = 2.4f;

static uint32
NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_cap LineCap, nvg_line_cap LineJoin, bool32 IsClosed, nvg_point *PointData, real32 *StrokeData, bool32 *IsConvex)
{
    real32 Width = StartWidth * 0.5;
    int ncap = 12;
    real32 *StartingStrokeData = StrokeData;

    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;
		if (LineCap == NVG_ROUND) {
            StrokeData = NVG_RoundCap(Point, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 0);
        } else {
            StrokeData = NVG_ButtCap(Point, StrokeData, Point->dx, Point->dy, Width, Width-1, 0.5, 0.5, 0);
        }
    }
    int LeftCount = 0;

    for (int i = Start; i < LoopAmount; i++) {

		real32 dlx0, dly0, dlx1, dly1, dmr2, cross, limit;
		dlx0 = Point->dy;
		dly0 = -Point->dx;
		dlx1 = NextPoint->dy;
		dly1 = -NextPoint->dx;

		// Calculate extrusions
		NextPoint->dmx = (dlx0 + dlx1) * 0.5f;
		NextPoint->dmy = (dly0 + dly1) * 0.5f;
		dmr2 = NextPoint->dmx*NextPoint->dmx + NextPoint->dmy*NextPoint->dmy;
		if (dmr2 > 0.000001f) {
			float scale = 1.0f / dmr2;
			if (scale > 600.0f) {
				scale = 600.0f;
			}
			NextPoint->dmx *= scale;
			NextPoint->dmy *= scale;
		}

		// Clear flags, but keep the corner.
		NextPoint->Flags = (NextPoint->Flags & NVG_PT_CORNER) ? NVG_PT_CORNER : 0;

		// Keep track of left turns.
		cross = NextPoint->dx * Point->dy - Point->dx * NextPoint->dy;
		if (cross > 0.0f) {
            LeftCount++;
			NextPoint->Flags |= NVG_PT_LEFT;
		}

		// Calculate if we should use bevel or miter for inner join.
	    float iw = (Width > 0.0f) ? 1.0f / Width : 0.0f;
		limit = Max(1.01f, Min(Point->Length, NextPoint->Length) * iw);
		if ((dmr2 * limit*limit) < 1.0f)
			NextPoint->Flags |= NVG_PR_INNERBEVEL;

		// Check to see if the corner needs to be beveled.
		if (NextPoint->Flags & NVG_PT_CORNER) {
			if (((dmr2 * MiterLimit*MiterLimit) < 1.0f) || LineJoin == NVG_BEVEL || LineJoin == NVG_ROUND) {
				NextPoint->Flags |= NVG_PT_BEVEL;
			}
		}

		if ((NextPoint->Flags & (NVG_PT_BEVEL | NVG_PR_INNERBEVEL)) != 0) {
			if (LineJoin == NVG_ROUND) {
                StrokeData = NVG_RoundJoin(Point, NextPoint, StrokeData, Width, Width, 0.5, 0.5, ncap);
            }
        } else {
            StrokeData = NVG_Point(StrokeData, NextPoint->x + (NextPoint->dmx * Width), NextPoint->y + (NextPoint->dmy * Width), 0, 0);
            StrokeData = NVG_Point(StrokeData, NextPoint->x - (NextPoint->dmx * Width), NextPoint->y - (NextPoint->dmy * Width), 0, 0);
        }

        Point = NextPoint++;
    }
    if (LeftCount == LoopAmount)
        *IsConvex = true;

    if (!IsClosed) {
		if (LineCap == NVG_ROUND) {
            StrokeData = NVG_RoundCap(NextPoint, StrokeData, Point->dx, Point->dy, Width, ncap, 0.5, 0.5, 1);
        } else {
            StrokeData = NVG_ButtCap(NextPoint, StrokeData, Point->dx, Point->dy, Width, Width-1, 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++;
    }
}