use std::ffi::CString; use std::mem::size_of; use std::ptr; use cgmath::{self, Matrix}; use euclid::{Rect, Size2D, Point2D}; use gl::types::*; use gl; use text::RasterizedGlyph; use grid::Grid; use term; use super::{Rgb, TermProps, GlyphCache}; 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, active_color: Rgb, } #[allow(dead_code)] #[derive(Debug)] pub struct PackedVertex { x: f32, y: f32, u: f32, v: f32, } 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, (size_of::() * 4) as GLsizeiptr, 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::() as isize, indices.as_ptr() as *const _, gl::STATIC_DRAW); gl::EnableVertexAttribArray(0); gl::EnableVertexAttribArray(1); // positions gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, size_of::() as i32, ptr::null()); // uv mapping gl::VertexAttribPointer(1, 2, gl::FLOAT, gl::FALSE, size_of::() as i32, (2 * size_of::()) as *const _); gl::BindVertexArray(0); gl::BindBuffer(gl::ARRAY_BUFFER, 0); gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); } QuadRenderer { program: program, vao: vao, vbo: vbo, ebo: ebo, active_color: Rgb { r: 0, g: 0, b: 0 }, } } /// Render a string in a predefined location. Used for printing render time for profiling and /// optimization. pub fn render_string(&mut self, s: &str, glyph_cache: &GlyphCache, cell_width: u32, color: &Rgb) { self.prepare_render(); let (mut x, mut y) = (200f32, 20f32); for c in s.chars() { if let Some(glyph) = glyph_cache.get(&c) { self.render(glyph, x, y, color); } x += cell_width as f32 + 2f32; } self.finish_render(); } pub fn render_cursor(&mut self, cursor: term::Cursor, glyph_cache: &GlyphCache, props: &TermProps) { self.prepare_render(); if let Some(glyph) = glyph_cache.get(&term::CURSOR_SHAPE) { let y = (props.cell_height + props.sep_y) * (cursor.y as f32); let x = (props.cell_width + props.sep_x) * (cursor.x as f32); let y_inverted = props.height - y - props.cell_height; self.render(glyph, x, y_inverted, &term::DEFAULT_FG); } self.finish_render(); } pub fn render_grid(&mut self, grid: &Grid, glyph_cache: &GlyphCache, props: &TermProps) { self.prepare_render(); for i in 0..grid.rows() { let row = &grid[i]; for j in 0..row.cols() { let cell = &row[j]; if cell.c != ' ' { if let Some(glyph) = glyph_cache.get(&cell.c) { let y = (props.cell_height + props.sep_y) * (i as f32); let x = (props.cell_width + props.sep_x) * (j as f32); let y_inverted = (props.height) - y - (props.cell_height); self.render(glyph, x, y_inverted, &cell.fg); } } } } self.finish_render(); } fn prepare_render(&self) { unsafe { self.program.activate(); gl::BindVertexArray(self.vao); gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo); gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo); } } fn finish_render(&self) { unsafe { gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); gl::BindBuffer(gl::ARRAY_BUFFER, 0); gl::BindVertexArray(0); self.program.deactivate(); } } fn render(&mut self, glyph: &Glyph, x: f32, y: f32, color: &Rgb) { if &self.active_color != color { unsafe { gl::Uniform3i(self.program.u_color, color.r as i32, color.g as i32, color.b as i32); } self.active_color = color.to_owned(); } let rect = get_rect(glyph, x, y); // Top right, Bottom right, Bottom left, Top left 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, }, ]; unsafe { bind_mask_texture(glyph.tex_id); gl::BufferSubData( gl::ARRAY_BUFFER, 0, (packed.len() * size_of::()) as isize, packed.as_ptr() as *const _ ); gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null()); gl::BindTexture(gl::TEXTURE_2D, 0); } } } fn get_rect(glyph: &Glyph, x: f32, y: f32) -> Rect { Rect::new( Point2D::new(x + glyph.left as f32, y - (glyph.height - glyph.top) as f32), 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 { ( 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); // Initialize to known color (black) unsafe { gl::Uniform3i(color, 0, 0, 0); } 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, rasterized.width as i32, rasterized.height as i32, 0, gl::RGB, 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, } } }