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/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2016 - Daniel De Matteis
* Copyright (C) 2014-2015 - Jean-Andr� Santoni
* Copyright (C) 2016 - Andr�s Su�rez
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
/* This file is intended for backend code. */
#include <streams/file_stream.h>
#define NK_INCLUDE_FIXED_TYPES
#define NK_INCLUDE_STANDARD_IO
#define NK_INCLUDE_DEFAULT_ALLOCATOR
#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
#define NK_INCLUDE_FONT_BAKING
#define NK_INCLUDE_DEFAULT_FONT
#define NK_IMPLEMENTATION
#include "nk_common.h"
#include "../../menu_display.h"
#include "../../../gfx/video_shader_driver.h"
#ifdef HAVE_GLSL
#include "../../../gfx/drivers/gl_shaders/pipeline_nuklear.glsl.vert.h"
#include "../../../gfx/drivers/gl_shaders/pipeline_nuklear.glsl.frag.h"
#endif
struct nk_font *font;
struct nk_font_atlas atlas;
struct nk_user_font usrfnt;
struct nk_allocator nk_alloc;
struct nk_device device;
struct nk_image nk_common_image_load(const char *filename)
{
int x,y,n;
GLuint tex;
unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
if (!data)
printf("Failed to load image: %s\n", filename);
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
#endif
stbi_image_free(data);
return nk_image_id((int)tex);
}
char* nk_common_file_load(const char* path, size_t* size)
{
void *buf;
ssize_t *length = (ssize_t*)size;
filestream_read_file(path, &buf, length);
return (char*)buf;
}
void nk_common_device_init(struct nk_device *dev)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
GLint status;
dev->prog = glCreateProgram();
dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(dev->vert_shdr, 1, &nuklear_vertex_shader, 0);
glShaderSource(dev->frag_shdr, 1, &nuklear_fragment_shader, 0);
glCompileShader(dev->vert_shdr);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
glAttachShader(dev->prog, dev->vert_shdr);
glAttachShader(dev->prog, dev->frag_shdr);
glLinkProgram(dev->prog);
glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
{
/* buffer setup */
GLsizei vs = sizeof(struct nk_draw_vertex);
size_t vp = offsetof(struct nk_draw_vertex, position);
size_t vt = offsetof(struct nk_draw_vertex, uv);
size_t vc = offsetof(struct nk_draw_vertex, col);
glGenBuffers(1, &dev->vbo);
glGenBuffers(1, &dev->ebo);
glGenVertexArrays(1, &dev->vao);
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glEnableVertexAttribArray((GLuint)dev->attrib_pos);
glEnableVertexAttribArray((GLuint)dev->attrib_uv);
glEnableVertexAttribArray((GLuint)dev->attrib_col);
glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
#endif
}
void device_upload_atlas(struct nk_device *dev, const void *image, int width, int height)
{
glGenTextures(1, &dev->font_tex);
glBindTexture(GL_TEXTURE_2D, dev->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
}
void nk_common_device_shutdown(struct nk_device *dev)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->frag_shdr);
glDeleteProgram(dev->prog);
glDeleteTextures(1, &dev->font_tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
#endif
}
void nk_common_device_draw(struct nk_device *dev,
struct nk_context *ctx, int width, int height,
enum nk_anti_aliasing AA)
{
video_shader_ctx_info_t shader_info;
struct nk_buffer vbuf, ebuf;
struct nk_convert_config config;
uintptr_t last_prog;
const struct nk_draw_command *cmd = NULL;
void *vertices = NULL;
void *elements = NULL;
const nk_draw_index *offset = NULL;
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
GLint last_tex;
GLint last_ebo, last_vbo, last_vao;
GLfloat ortho[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f,-2.0f, 0.0f, 0.0f},
{0.0f, 0.0f,-1.0f, 0.0f},
{-1.0f,1.0f, 0.0f, 1.0f},
};
ortho[0][0] /= (GLfloat)width;
ortho[1][1] /= (GLfloat)height;
/* save previous opengl state */
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_prog);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
#endif
menu_display_blend_begin();
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glActiveTexture(GL_TEXTURE0);
#endif
/* setup program */
shader_info.data = NULL;
shader_info.idx = dev->prog;
shader_info.set_active = false;
video_shader_driver_use(&shader_info);
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
/* convert from command queue into draw list and draw to screen */
/* allocate vertex and element buffer */
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
/* load draw vertices & elements directly into vertex + element buffer */
vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
#endif
/* fill converting configuration */
memset(&config, 0, sizeof(config));
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
config.circle_segment_count = 22;
#if 0
config.line_thickness = 1.0f;
#endif
config.null = dev->null;
/* setup buffers to load vertices and elements */
nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, ctx, &dev->cmds)
{
if (!cmd->elem_count)
continue;
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor((GLint)cmd->clip_rect.x,
height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
(GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count,
GL_UNSIGNED_SHORT, offset);
#endif
offset += cmd->elem_count;
}
nk_clear(ctx);
/* restore old state */
shader_info.data = NULL;
shader_info.idx = (GLint)last_prog;
shader_info.set_active = false;
video_shader_driver_use(&shader_info);
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
glBindVertexArray((GLuint)last_vao);
#endif
menu_display_blend_end();
}
void* nk_common_mem_alloc(nk_handle a, void *old, nk_size b)
{
(void)a;
return calloc(1, b);
}
void nk_common_mem_free(nk_handle unused, void *ptr)
{
(void)unused;
free(ptr);
}
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