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, } #[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, } } pub fn render(&self, glyph: &Glyph, x: f32, y: f32) { self.program.activate(); unsafe { // set color gl::Uniform3f(self.program.u_color, 1., 1., 0.5); } 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::BindVertexArray(self.vao); gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo); gl::BufferSubData( gl::ARRAY_BUFFER, 0, (packed.len() * size_of::()) as isize, packed.as_ptr() as *const _ ); 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 { Rect::new( Point2D::new(x, y), 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); 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::RED as i32, rasterized.width as i32, rasterized.height as i32, 0, gl::RED, 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, } } }