alacritty/src/main.rs

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8.4 KiB
Rust
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extern crate fontconfig;
extern crate freetype;
extern crate libc;
extern crate glutin;
extern crate gl;
extern crate cgmath;
mod list_fonts;
mod text;
use std::ffi::CString;
use std::mem::size_of;
use std::ptr;
use libc::c_void;
use gl::types::*;
use cgmath::Matrix;
use text::RasterizedGlyph;
static TEXT_SHADER_V: &'static str = include_str!("../res/text.v.glsl");
static TEXT_SHADER_F: &'static str = include_str!("../res/text.f.glsl");
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fn main() {
let window = glutin::Window::new().unwrap();
let (width, height) = window.get_inner_size_pixels().unwrap();
unsafe {
window.make_current()
};
unsafe {
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
gl::Viewport(0, 0, width as i32, height as i32);
}
let rasterizer = text::Rasterizer::new();
let glyph_j = rasterizer.get_glyph(180., 'J');
let tex = AlphaTexture::new(
glyph_j.width as i32,
glyph_j.height as i32,
glyph_j.buf.as_ptr() as *const _
);
unsafe {
gl::Enable(gl::BLEND);
gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
}
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
unsafe {
gl::GenVertexArrays(1, &mut vao);
gl::GenBuffers(1, &mut vbo);
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(
gl::ARRAY_BUFFER,
(size_of::<f32>() * 6 * 4) as GLsizeiptr,
ptr::null(),
gl::DYNAMIC_DRAW
);
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(0, 4, gl::FLOAT, gl::FALSE, 4 * size_of::<f32>() as i32,
ptr::null());
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
}
let program = ShaderProgram::new(width, height);
for event in window.wait_events() {
unsafe {
gl::ClearColor(0.08, 0.08, 0.08, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
}
render(&program, &glyph_j, &tex, vbo, vao);
window.swap_buffers();
match event {
glutin::Event::Closed => break,
_ => ()
}
}
}
/// Render a character
///
/// TODO use element array to describe quad instead
fn render(program: &ShaderProgram, glyph: &RasterizedGlyph, tex: &AlphaTexture, vbo: GLuint,
vao: GLuint)
{
program.activate();
unsafe {
// set color
gl::Uniform3f(program.color, 1., 1., 0.5);
}
// bottom left of character
let left = 10. as f32;
let bottom = 10. as f32;
// top right of character
let top = bottom + glyph.height as f32;
let right = left + glyph.width as f32;
let vertices: [[f32; 4]; 6] = [
[left, top, 0., 0.],
[left, bottom, 0., 1.],
[right, bottom, 1., 1.],
[left, top, 0., 0.],
[right, bottom, 1., 1.],
[right, top, 1., 0.],
];
unsafe {
gl::ActiveTexture(gl::TEXTURE0);
gl::BindVertexArray(vao);
gl::BindTexture(gl::TEXTURE_2D, tex.id);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferSubData(
gl::ARRAY_BUFFER,
0,
(4 * 6 * size_of::<f32>()) as isize,
vertices.as_ptr() as *const _
);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::DrawArrays(gl::TRIANGLES, 0, 6);
gl::BindVertexArray(0);
gl::BindTexture(gl::TEXTURE_2D, 0);
}
program.deactivate();
}
pub struct ShaderProgram {
id: GLuint,
/// uniform location for projection matrix
projection: GLint,
/// uniform location foyr textColor
color: GLint,
}
impl ShaderProgram {
pub fn activate(&self) {
unsafe {
gl::UseProgram(self.id);
}
}
pub fn deactivate(&self) {
unsafe {
gl::UseProgram(0);
}
}
pub fn new(width: u32, height: u32) -> ShaderProgram {
let vertex_shader = ShaderProgram::create_vertex_shader();
let fragment_shader = ShaderProgram::create_fragment_shader();
let program = ShaderProgram::create_program(vertex_shader, fragment_shader);
unsafe {
gl::DeleteShader(vertex_shader);
gl::DeleteShader(fragment_shader);
}
// get uniform locations
let projection_str = CString::new("projection").unwrap();
let color_str = CString::new("textColor").unwrap();
let (projection, color) = unsafe {
(
gl::GetUniformLocation(program, projection_str.as_ptr()),
gl::GetUniformLocation(program, color_str.as_ptr())
)
};
assert!(projection != gl::INVALID_VALUE as i32);
assert!(projection != gl::INVALID_OPERATION as i32);
assert!(color != gl::INVALID_VALUE as i32);
assert!(color != gl::INVALID_OPERATION as i32);
let shader = ShaderProgram {
id: program,
projection: projection,
color: color,
};
// set projection uniform
let ortho = cgmath::ortho(0., width as f32, 0., height as f32, -1., 1.);
let projection: [[f32; 4]; 4] = ortho.into();
println!("width: {}, height: {}", width, height);
shader.activate();
unsafe {
gl::UniformMatrix4fv(shader.projection, 1, gl::FALSE, projection.as_ptr() as *const _);
}
shader.deactivate();
shader
}
fn create_program(vertex: GLuint, fragment: GLuint) -> GLuint {
unsafe {
let program = gl::CreateProgram();
gl::AttachShader(program, vertex);
gl::AttachShader(program, fragment);
gl::LinkProgram(program);
let mut success: GLint = 0;
gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
if success != (gl::TRUE as GLint) {
panic!("failed to link shader program");
}
program
}
}
fn create_fragment_shader() -> GLuint {
unsafe {
let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
let fragment_source = CString::new(TEXT_SHADER_F).unwrap();
gl::ShaderSource(fragment_shader, 1, &fragment_source.as_ptr(), ptr::null());
gl::CompileShader(fragment_shader);
let mut success: GLint = 0;
gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
if success != (gl::TRUE as GLint) {
panic!("failed to compiler fragment shader");
}
fragment_shader
}
}
fn create_vertex_shader() -> GLuint {
unsafe {
let vertex_shader = gl::CreateShader(gl::VERTEX_SHADER);
let vertex_source = CString::new(TEXT_SHADER_V).unwrap();
gl::ShaderSource(vertex_shader, 1, &vertex_source.as_ptr(), ptr::null());
gl::CompileShader(vertex_shader);
let mut success: GLint = 0;
gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
if success != (gl::TRUE as GLint) {
panic!("failed to compiler vertex shader");
}
vertex_shader
}
}
}
struct AlphaTexture {
pub id: GLuint,
pub width: i32,
pub height: i32,
}
impl AlphaTexture {
pub fn new(width: i32, height: i32, bytes: *const ::std::os::raw::c_void) -> AlphaTexture {
let mut id: GLuint = 0;
unsafe {
gl::PixelStorei(gl::UNPACK_ALIGNMENT, 1);
gl::GenTextures(1, &mut id);
gl::BindTexture(gl::TEXTURE_2D, id);
gl::TexImage2D(
gl::TEXTURE_2D,
0,
gl::RED as i32,
width as i32,
height as i32,
0,
gl::RED,
gl::UNSIGNED_BYTE,
bytes
);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
gl::BindTexture(gl::TEXTURE_2D, 0);
}
AlphaTexture {
id: id,
width: width,
height: height,
}
}
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}