alacritty/src/renderer/mod.rs

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use std::ffi::CString;
use std::mem::size_of;
use std::ptr;
use gl;
use cgmath;
use euclid::{Rect, Size2D, Point2D};
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");
pub struct QuadRenderer {
program: ShaderProgram,
vao: GLuint,
vbo: GLuint,
ebo: GLuint,
}
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#[allow(dead_code)]
#[derive(Debug)]
pub struct PackedVertex {
x: f32,
y: f32,
u: f32,
v: f32,
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}
use super::Rgb;
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impl QuadRenderer {
// TODO should probably hand this a transform instead of width/height
pub fn new(width: u32, height: u32) -> QuadRenderer {
let program = ShaderProgram::new(width, height);
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
let mut ebo: GLuint = 0;
unsafe {
gl::GenVertexArrays(1, &mut vao);
gl::GenBuffers(1, &mut vbo);
gl::GenBuffers(1, &mut ebo);
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(
gl::ARRAY_BUFFER,
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(size_of::<PackedVertex>() * 4) as GLsizeiptr,
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ptr::null(),
gl::DYNAMIC_DRAW
);
let indices: [u32; 6] = [0, 1, 3,
1, 2, 3];
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, ebo);
gl::BufferData(gl::ELEMENT_ARRAY_BUFFER,
6 * size_of::<u32>() as isize,
indices.as_ptr() as *const _,
gl::STATIC_DRAW);
gl::EnableVertexAttribArray(0);
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gl::EnableVertexAttribArray(1);
// positions
gl::VertexAttribPointer(0, 2,
gl::FLOAT, gl::FALSE,
size_of::<PackedVertex>() as i32,
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ptr::null());
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// uv mapping
gl::VertexAttribPointer(1, 2,
gl::FLOAT, gl::FALSE,
size_of::<PackedVertex>() as i32,
(2 * size_of::<f32>()) as *const _);
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gl::BindVertexArray(0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
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}
QuadRenderer {
program: program,
vao: vao,
vbo: vbo,
ebo: ebo,
}
}
pub fn render(&self, glyph: &Glyph, x: f32, y: f32, color: &Rgb) {
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self.program.activate();
unsafe {
// set color
gl::Uniform3i(self.program.u_color, color.r as i32, color.g as i32, color.b as i32);
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}
let rect = get_rect(glyph, x, y);
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// Top right, Bottom right, Bottom left, Top left
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let packed = [
PackedVertex { x: rect.max_x(), y: rect.max_y(), u: 1.0, v: 0.0, },
PackedVertex { x: rect.max_x(), y: rect.min_y(), u: 1.0, v: 1.0, },
PackedVertex { x: rect.min_x(), y: rect.min_y(), u: 0.0, v: 1.0, },
PackedVertex { x: rect.min_x(), y: rect.max_y(), u: 0.0, v: 0.0, },
];
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unsafe {
bind_mask_texture(glyph.tex_id);
gl::BindVertexArray(self.vao);
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
gl::BufferSubData(
gl::ARRAY_BUFFER,
0,
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(packed.len() * size_of::<PackedVertex>()) as isize,
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packed.as_ptr() as *const _
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);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo);
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
gl::BindVertexArray(0);
gl::BindTexture(gl::TEXTURE_2D, 0);
}
self.program.deactivate();
}
}
fn get_rect(glyph: &Glyph, x: f32, y: f32) -> Rect<f32> {
Rect::new(
Point2D::new(x + glyph.left as f32, y - (glyph.height - glyph.top) as f32),
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Size2D::new(glyph.width as f32, glyph.height as f32)
)
}
fn bind_mask_texture(id: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, id);
}
}
pub struct ShaderProgram {
id: GLuint,
/// projection matrix uniform
u_projection: GLint,
/// color uniform
u_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 {
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(
gl::GetUniformLocation(program, projection_str.as_ptr()),
gl::GetUniformLocation(program, color_str.as_ptr()),
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)
};
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,
u_projection: projection,
u_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.u_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
}
}
}
#[allow(dead_code)]
pub struct Glyph {
tex_id: GLuint,
top: i32,
left: i32,
width: i32,
height: i32,
}
impl Glyph {
pub fn new(rasterized: &RasterizedGlyph) -> Glyph {
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::RGB as i32,
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rasterized.width as i32,
rasterized.height as i32,
0,
gl::RGB,
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gl::UNSIGNED_BYTE,
rasterized.buf.as_ptr() as *const _
);
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);
}
Glyph {
tex_id: id,
top: rasterized.top as i32,
width: rasterized.width as i32,
height: rasterized.height as i32,
left: rasterized.left as i32,
}
}
}