// Copyright 2016 Joe Wilm, The Alacritty Project Contributors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. use std::collections::HashMap; use std::fs::File; use std::hash::BuildHasherDefault; use std::io::{self, Read}; use std::mem::size_of; use std::path::{PathBuf}; use std::ptr; use std::sync::mpsc; use std::time::Duration; use cgmath; use fnv::FnvHasher; use font::{self, Rasterizer, Rasterize, RasterizedGlyph, FontDesc, GlyphKey, FontKey}; use gl::types::*; use gl; use index::{Line, Column, RangeInclusive}; use notify::{Watcher, watcher, RecursiveMode, DebouncedEvent}; use config::{self, Config, Delta}; use term::{self, cell, RenderableCell}; use window::{Size, Pixels}; use Rgb; // Shader paths for live reload static TEXT_SHADER_F_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.f.glsl"); static TEXT_SHADER_V_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.v.glsl"); // Shader source which is used when live-shader-reload feature is disable static TEXT_SHADER_F: &'static str = include_str!( concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.f.glsl") ); static TEXT_SHADER_V: &'static str = include_str!( concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.v.glsl") ); /// `LoadGlyph` allows for copying a rasterized glyph into graphics memory pub trait LoadGlyph { /// Load the rasterized glyph into GPU memory fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph; /// Clear any state accumulated from previous loaded glyphs /// /// This can, for instance, be used to reset the texture Atlas. fn clear(&mut self); } enum Msg { ShaderReload, } #[derive(Debug)] pub enum Error { ShaderCreation(ShaderCreationError), } impl ::std::error::Error for Error { fn cause(&self) -> Option<&::std::error::Error> { match *self { Error::ShaderCreation(ref err) => Some(err), } } fn description(&self) -> &str { match *self { Error::ShaderCreation(ref err) => err.description(), } } } impl ::std::fmt::Display for Error { fn fmt(&self, f: &mut ::std::fmt::Formatter) -> ::std::fmt::Result { match *self { Error::ShaderCreation(ref err) => { write!(f, "There was an error initializing the shaders: {}", err) } } } } impl From for Error { fn from(val: ShaderCreationError) -> Error { Error::ShaderCreation(val) } } /// Text drawing program /// /// Uniforms are prefixed with "u", and vertex attributes are prefixed with "a". #[derive(Debug)] pub struct ShaderProgram { // Program id id: GLuint, /// projection matrix uniform u_projection: GLint, /// Terminal dimensions (pixels) u_term_dim: GLint, /// Cell dimensions (pixels) u_cell_dim: GLint, /// Visual bell u_visual_bell: GLint, /// Background pass flag /// /// Rendering is split into two passes; 1 for backgrounds, and one for text u_background: GLint, padding_x: f32, padding_y: f32, } #[derive(Debug, Clone)] pub struct Glyph { tex_id: GLuint, top: f32, left: f32, width: f32, height: f32, uv_bot: f32, uv_left: f32, uv_width: f32, uv_height: f32, } /// Naïve glyph cache /// /// Currently only keyed by `char`, and thus not possible to hold different /// representations of the same code point. pub struct GlyphCache { /// Cache of buffered glyphs cache: HashMap>, /// Rasterizer for loading new glyphs rasterizer: Rasterizer, /// regular font font_key: FontKey, /// italic font italic_key: FontKey, /// bold font bold_key: FontKey, /// font size font_size: font::Size, /// glyph offset glyph_offset: Delta, metrics: ::font::Metrics, } impl GlyphCache { pub fn new( mut rasterizer: Rasterizer, font: &config::Font, loader: &mut L ) -> Result where L: LoadGlyph { let (regular, bold, italic) = Self::compute_font_keys(font, &mut rasterizer)?; // Need to load at least one glyph for the face before calling metrics. // The glyph requested here ('m' at the time of writing) has no special // meaning. rasterizer.get_glyph(&GlyphKey { font_key: regular, c: 'm', size: font.size() })?; let metrics = rasterizer.metrics(regular)?; let mut cache = GlyphCache { cache: HashMap::default(), rasterizer: rasterizer, font_size: font.size(), font_key: regular, bold_key: bold, italic_key: italic, glyph_offset: *font.glyph_offset(), metrics: metrics }; cache.load_glyphs_for_font(regular, loader); cache.load_glyphs_for_font(bold, loader); cache.load_glyphs_for_font(italic, loader); Ok(cache) } fn load_glyphs_for_font( &mut self, font: FontKey, loader: &mut L, ) { let size = self.font_size; for i in RangeInclusive::new(32u8, 128u8) { self.get(&GlyphKey { font_key: font, c: i as char, size: size }, loader); } } /// Computes font keys for (Regular, Bold, Italic) fn compute_font_keys( font: &config::Font, rasterizer: &mut Rasterizer ) -> Result<(FontKey, FontKey, FontKey), font::Error> { let size = font.size(); // Load regular font let regular_desc = Self::make_desc(&font.normal, font::Slant::Normal, font::Weight::Normal); let regular = rasterizer .load_font(®ular_desc, size)?; // helper to load a description if it is not the regular_desc let mut load_or_regular = |desc:FontDesc| { if desc == regular_desc { regular } else { rasterizer.load_font(&desc, size).unwrap_or_else(|_| regular) } }; // Load bold font let bold_desc = Self::make_desc(&font.bold, font::Slant::Normal, font::Weight::Bold); let bold = load_or_regular(bold_desc); // Load italic font let italic_desc = Self::make_desc(&font.italic, font::Slant::Italic, font::Weight::Normal); let italic = load_or_regular(italic_desc); Ok((regular, bold, italic)) } fn make_desc( desc: &config::FontDescription, slant: font::Slant, weight: font::Weight, ) -> FontDesc { let style = if let Some(ref spec) = desc.style { font::Style::Specific(spec.to_owned()) } else { font::Style::Description {slant:slant, weight:weight} }; FontDesc::new(&desc.family[..], style) } pub fn font_metrics(&self) -> font::Metrics { self.rasterizer .metrics(self.font_key) .expect("metrics load since font is loaded at glyph cache creation") } pub fn get<'a, L>(&'a mut self, glyph_key: &GlyphKey, loader: &mut L) -> &'a Glyph where L: LoadGlyph { let glyph_offset = self.glyph_offset; let rasterizer = &mut self.rasterizer; let metrics = &self.metrics; self.cache .entry(*glyph_key) .or_insert_with(|| { let mut rasterized = rasterizer.get_glyph(glyph_key) .unwrap_or_else(|_| Default::default()); rasterized.left += glyph_offset.x as i32; rasterized.top += glyph_offset.y as i32; rasterized.top -= metrics.descent as i32; loader.load_glyph(&rasterized) }) } pub fn update_font_size( &mut self, font: &config::Font, delta: i8, loader: &mut L ) -> Result<(), font::Error> { // Clear currently cached data in both GL and the registry loader.clear(); self.cache = HashMap::default(); // Recompute font keys let font = font.to_owned().with_size_delta(delta as _); println!("{:?}", font.size); let (regular, bold, italic) = Self::compute_font_keys(&font, &mut self.rasterizer)?; self.rasterizer.get_glyph(&GlyphKey { font_key: regular, c: 'm', size: font.size() })?; let metrics = self.rasterizer.metrics(regular)?; self.font_size = font.size; self.font_key = regular; self.bold_key = bold; self.italic_key = italic; self.metrics = metrics; self.load_glyphs_for_font(regular, loader); self.load_glyphs_for_font(bold, loader); self.load_glyphs_for_font(italic, loader); Ok(()) } } #[derive(Debug)] #[repr(C)] struct InstanceData { // coords col: f32, row: f32, // glyph offset left: f32, top: f32, // glyph scale width: f32, height: f32, // uv offset uv_left: f32, uv_bot: f32, // uv scale uv_width: f32, uv_height: f32, // color r: f32, g: f32, b: f32, // background color bg_r: f32, bg_g: f32, bg_b: f32, bg_a: f32, } #[derive(Debug)] pub struct QuadRenderer { program: ShaderProgram, vao: GLuint, vbo: GLuint, ebo: GLuint, vbo_instance: GLuint, atlas: Vec, current_atlas: usize, active_tex: GLuint, batch: Batch, rx: mpsc::Receiver, } #[derive(Debug)] pub struct RenderApi<'a> { active_tex: &'a mut GLuint, batch: &'a mut Batch, atlas: &'a mut Vec, current_atlas: &'a mut usize, program: &'a mut ShaderProgram, config: &'a Config, visual_bell_intensity: f32 } #[derive(Debug)] pub struct LoaderApi<'a> { active_tex: &'a mut GLuint, atlas: &'a mut Vec, current_atlas: &'a mut usize, } #[derive(Debug)] pub struct PackedVertex { x: f32, y: f32, } #[derive(Debug)] pub struct Batch { tex: GLuint, instances: Vec, } impl Batch { #[inline] pub fn new() -> Batch { Batch { tex: 0, instances: Vec::with_capacity(BATCH_MAX), } } pub fn add_item( &mut self, cell: &RenderableCell, glyph: &Glyph, ) { if self.is_empty() { self.tex = glyph.tex_id; } self.instances.push(InstanceData { col: cell.column.0 as f32, row: cell.line.0 as f32, top: glyph.top, left: glyph.left, width: glyph.width, height: glyph.height, uv_bot: glyph.uv_bot, uv_left: glyph.uv_left, uv_width: glyph.uv_width, uv_height: glyph.uv_height, r: cell.fg.r as f32, g: cell.fg.g as f32, b: cell.fg.b as f32, bg_r: cell.bg.r as f32, bg_g: cell.bg.g as f32, bg_b: cell.bg.b as f32, bg_a: cell.bg_alpha, }); } #[inline] pub fn full(&self) -> bool { self.capacity() == self.len() } #[inline] pub fn len(&self) -> usize { self.instances.len() } #[inline] pub fn capacity(&self) -> usize { BATCH_MAX } #[inline] pub fn is_empty(&self) -> bool { self.len() == 0 } #[inline] pub fn size(&self) -> usize { self.len() * size_of::() } pub fn clear(&mut self) { self.tex = 0; self.instances.clear(); } } /// Maximum items to be drawn in a batch. const BATCH_MAX: usize = 65_536; const ATLAS_SIZE: i32 = 1024; impl QuadRenderer { // TODO should probably hand this a transform instead of width/height pub fn new(config: &Config, size: Size>) -> Result { let program = ShaderProgram::new(config, size)?; let mut vao: GLuint = 0; let mut vbo: GLuint = 0; let mut ebo: GLuint = 0; let mut vbo_instance: GLuint = 0; unsafe { gl::Enable(gl::BLEND); gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR); gl::Enable(gl::MULTISAMPLE); gl::GenVertexArrays(1, &mut vao); gl::GenBuffers(1, &mut vbo); gl::GenBuffers(1, &mut ebo); gl::GenBuffers(1, &mut vbo_instance); gl::BindVertexArray(vao); // ---------------------------- // setup vertex position buffer // ---------------------------- // Top right, Bottom right, Bottom left, Top left let vertices = [ PackedVertex { x: 1.0, y: 1.0 }, PackedVertex { x: 1.0, y: 0.0 }, PackedVertex { x: 0.0, y: 0.0 }, PackedVertex { x: 0.0, y: 1.0 }, ]; gl::BindBuffer(gl::ARRAY_BUFFER, vbo); gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, size_of::() as i32, ptr::null()); gl::EnableVertexAttribArray(0); gl::BufferData(gl::ARRAY_BUFFER, (size_of::() * vertices.len()) as GLsizeiptr, vertices.as_ptr() as *const _, gl::STATIC_DRAW); // --------------------- // Set up element buffer // --------------------- 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); // ---------------------------- // Setup vertex instance buffer // ---------------------------- gl::BindBuffer(gl::ARRAY_BUFFER, vbo_instance); gl::BufferData(gl::ARRAY_BUFFER, (BATCH_MAX * size_of::()) as isize, ptr::null(), gl::STREAM_DRAW); // coords gl::VertexAttribPointer(1, 2, gl::FLOAT, gl::FALSE, size_of::() as i32, ptr::null()); gl::EnableVertexAttribArray(1); gl::VertexAttribDivisor(1, 1); // glyphoffset gl::VertexAttribPointer(2, 4, gl::FLOAT, gl::FALSE, size_of::() as i32, (2 * size_of::()) as *const _); gl::EnableVertexAttribArray(2); gl::VertexAttribDivisor(2, 1); // uv gl::VertexAttribPointer(3, 4, gl::FLOAT, gl::FALSE, size_of::() as i32, (6 * size_of::()) as *const _); gl::EnableVertexAttribArray(3); gl::VertexAttribDivisor(3, 1); // color gl::VertexAttribPointer(4, 3, gl::FLOAT, gl::FALSE, size_of::() as i32, (10 * size_of::()) as *const _); gl::EnableVertexAttribArray(4); gl::VertexAttribDivisor(4, 1); // color gl::VertexAttribPointer(5, 4, gl::FLOAT, gl::FALSE, size_of::() as i32, (13 * size_of::()) as *const _); gl::EnableVertexAttribArray(5); gl::VertexAttribDivisor(5, 1); gl::BindVertexArray(0); gl::BindBuffer(gl::ARRAY_BUFFER, 0); } let (msg_tx, msg_rx) = mpsc::channel(); if cfg!(feature = "live-shader-reload") { ::std::thread::spawn(move || { let (tx, rx) = ::std::sync::mpsc::channel(); // The Duration argument is a debouncing period. let mut watcher = watcher(tx, Duration::from_millis(10)).expect("create file watcher"); watcher.watch(TEXT_SHADER_F_PATH, RecursiveMode::NonRecursive) .expect("watch fragment shader"); watcher.watch(TEXT_SHADER_V_PATH, RecursiveMode::NonRecursive) .expect("watch vertex shader"); loop { let event = rx.recv().expect("watcher event"); match event { DebouncedEvent::Rename(_, _) => continue, DebouncedEvent::Create(_) | DebouncedEvent::Write(_) | DebouncedEvent::Chmod(_) => { msg_tx.send(Msg::ShaderReload).expect("msg send ok"); } _ => {} } } }); } let mut renderer = QuadRenderer { program: program, vao: vao, vbo: vbo, ebo: ebo, vbo_instance: vbo_instance, atlas: Vec::new(), current_atlas: 0, active_tex: 0, batch: Batch::new(), rx: msg_rx, }; let atlas = Atlas::new(ATLAS_SIZE); renderer.atlas.push(atlas); Ok(renderer) } pub fn with_api( &mut self, config: &Config, props: &term::SizeInfo, visual_bell_intensity: f64, func: F ) -> T where F: FnOnce(RenderApi) -> T { while let Ok(msg) = self.rx.try_recv() { match msg { Msg::ShaderReload => { self.reload_shaders(config, Size { width: Pixels(props.width as u32), height: Pixels(props.height as u32) }); } } } unsafe { self.program.activate(); self.program.set_term_uniforms(props); self.program.set_visual_bell(visual_bell_intensity as _); gl::BindVertexArray(self.vao); gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo); gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo_instance); gl::ActiveTexture(gl::TEXTURE0); } let res = func(RenderApi { active_tex: &mut self.active_tex, batch: &mut self.batch, atlas: &mut self.atlas, current_atlas: &mut self.current_atlas, program: &mut self.program, visual_bell_intensity: visual_bell_intensity as _, config: config, }); unsafe { gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); gl::BindBuffer(gl::ARRAY_BUFFER, 0); gl::BindVertexArray(0); self.program.deactivate(); } res } pub fn with_loader(&mut self, func: F) -> T where F: FnOnce(LoaderApi) -> T { unsafe { gl::ActiveTexture(gl::TEXTURE0); } func(LoaderApi { active_tex: &mut self.active_tex, atlas: &mut self.atlas, current_atlas: &mut self.current_atlas, }) } pub fn reload_shaders(&mut self, config: &Config, size: Size>) { warn!("Reloading shaders ..."); let program = match ShaderProgram::new(config, size) { Ok(program) => { warn!(" ... OK"); program }, Err(err) => { match err { ShaderCreationError::Io(err) => { error!("Error reading shader file: {}", err); }, ShaderCreationError::Compile(path, log) => { error!("Error compiling shader at {:?}\n{}", path, log); } ShaderCreationError::Link(log) => { error!("Error reloading shaders: {}", log); } } return; } }; self.active_tex = 0; self.program = program; } pub fn resize(&mut self, width: i32, height: i32) { let padding_x = self.program.padding_x as i32; let padding_y = self.program.padding_y as i32; // viewport unsafe { gl::Viewport(padding_x, padding_y, width - 2 * padding_x, height - 2 * padding_y); } // update projection self.program.activate(); self.program.update_projection(width as f32, height as f32); self.program.deactivate(); } } impl<'a> RenderApi<'a> { pub fn clear(&self, color: Rgb) { let alpha = self.config.background_opacity().get(); unsafe { gl::ClearColor( (self.visual_bell_intensity + color.r as f32 / 255.0).min(1.0) * alpha, (self.visual_bell_intensity + color.g as f32 / 255.0).min(1.0) * alpha, (self.visual_bell_intensity + color.b as f32 / 255.0).min(1.0) * alpha, alpha ); gl::Clear(gl::COLOR_BUFFER_BIT); } } fn render_batch(&mut self) { unsafe { gl::BufferSubData(gl::ARRAY_BUFFER, 0, self.batch.size() as isize, self.batch.instances.as_ptr() as *const _); } // Bind texture if necessary if *self.active_tex != self.batch.tex { unsafe { gl::BindTexture(gl::TEXTURE_2D, self.batch.tex); } *self.active_tex = self.batch.tex; } unsafe { self.program.set_background_pass(true); gl::DrawElementsInstanced(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null(), self.batch.len() as GLsizei); self.program.set_background_pass(false); gl::DrawElementsInstanced(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null(), self.batch.len() as GLsizei); } self.batch.clear(); } /// Render a string in a predefined location. Used for printing render time for profiling and /// optimization. pub fn render_string( &mut self, string: &str, glyph_cache: &mut GlyphCache, color: Rgb, ) { let line = Line(23); let col = Column(0); let cells = string.chars() .enumerate() .map(|(i, c)| RenderableCell { line: line, column: col + i, c: c, bg: color, fg: Rgb { r: 0, g: 0, b: 0 }, flags: cell::Flags::empty(), bg_alpha: 1.0 }) .collect::>(); self.render_cells(cells.into_iter(), glyph_cache); } #[inline] fn add_render_item(&mut self, cell: &RenderableCell, glyph: &Glyph) { // Flush batch if tex changing if !self.batch.is_empty() && self.batch.tex != glyph.tex_id { self.render_batch(); } self.batch.add_item(cell, glyph); // Render batch and clear if it's full if self.batch.full() { self.render_batch(); } } pub fn render_cells( &mut self, cells: I, glyph_cache: &mut GlyphCache ) where I: Iterator { for cell in cells { // Get font key for cell // FIXME this is super inefficient. let mut font_key = glyph_cache.font_key; if cell.flags.contains(cell::BOLD) { font_key = glyph_cache.bold_key; } else if cell.flags.contains(cell::ITALIC) { font_key = glyph_cache.italic_key; } let glyph_key = GlyphKey { font_key: font_key, size: glyph_cache.font_size, c: cell.c }; // Add cell to batch { let glyph = glyph_cache.get(&glyph_key, self); self.add_render_item(&cell, glyph); } // FIXME This is a super hacky way to do underlined text. During // a time crunch to release 0.1, this seemed like a really // easy, clean hack. if cell.flags.contains(cell::UNDERLINE) { let glyph_key = GlyphKey { font_key: font_key, size: glyph_cache.font_size, c: '_' }; let underscore = glyph_cache.get(&glyph_key, self); self.add_render_item(&cell, underscore); } } } } /// Load a glyph into a texture atlas /// /// If the current atlas is full, a new one will be created. #[inline] fn load_glyph( active_tex: &mut GLuint, atlas: &mut Vec, current_atlas: &mut usize, rasterized: &RasterizedGlyph ) -> Glyph { // At least one atlas is guaranteed to be in the `self.atlas` list; thus // the unwrap. match atlas[*current_atlas].insert(rasterized, active_tex) { Ok(glyph) => glyph, Err(_) => { *current_atlas += 1; if *current_atlas == atlas.len() { let new = Atlas::new(ATLAS_SIZE); *active_tex = 0; // Atlas::new binds a texture. Ugh this is sloppy. atlas.push(new); } load_glyph(active_tex, atlas, current_atlas, rasterized) } } } #[inline] fn clear_atlas(atlas: &mut Vec, current_atlas: &mut usize) { for atlas in atlas.iter_mut() { atlas.clear(); } *current_atlas = 0; } impl<'a> LoadGlyph for LoaderApi<'a> { fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph { load_glyph(self.active_tex, self.atlas, self.current_atlas, rasterized) } fn clear(&mut self) { clear_atlas(self.atlas, self.current_atlas) } } impl<'a> LoadGlyph for RenderApi<'a> { fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph { load_glyph(self.active_tex, self.atlas, self.current_atlas, rasterized) } fn clear(&mut self) { clear_atlas(self.atlas, self.current_atlas) } } impl<'a> Drop for RenderApi<'a> { fn drop(&mut self) { if !self.batch.is_empty() { self.render_batch(); } } } impl ShaderProgram { pub fn activate(&self) { unsafe { gl::UseProgram(self.id); } } pub fn deactivate(&self) { unsafe { gl::UseProgram(0); } } pub fn new( config: &Config, size: Size> ) -> Result { let vertex_source = if cfg!(feature = "live-shader-reload") { None } else { Some(TEXT_SHADER_V) }; let vertex_shader = ShaderProgram::create_shader( TEXT_SHADER_V_PATH, gl::VERTEX_SHADER, vertex_source )?; let frag_source = if cfg!(feature = "live-shader-reload") { None } else { Some(TEXT_SHADER_F) }; let fragment_shader = ShaderProgram::create_shader( TEXT_SHADER_F_PATH, gl::FRAGMENT_SHADER, frag_source )?; let program = ShaderProgram::create_program(vertex_shader, fragment_shader)?; unsafe { gl::DeleteShader(vertex_shader); gl::DeleteShader(fragment_shader); gl::UseProgram(program); } macro_rules! cptr { ($thing:expr) => { $thing.as_ptr() as *const _ } } macro_rules! assert_uniform_valid { ($uniform:expr) => { assert!($uniform != gl::INVALID_VALUE as i32); assert!($uniform != gl::INVALID_OPERATION as i32); }; ( $( $uniform:expr ),* ) => { $( assert_uniform_valid!($uniform); )* }; } // get uniform locations let (projection, term_dim, cell_dim, visual_bell, background) = unsafe { ( gl::GetUniformLocation(program, cptr!(b"projection\0")), gl::GetUniformLocation(program, cptr!(b"termDim\0")), gl::GetUniformLocation(program, cptr!(b"cellDim\0")), gl::GetUniformLocation(program, cptr!(b"visualBell\0")), gl::GetUniformLocation(program, cptr!(b"backgroundPass\0")), ) }; assert_uniform_valid!(projection, term_dim, cell_dim); let shader = ShaderProgram { id: program, u_projection: projection, u_term_dim: term_dim, u_cell_dim: cell_dim, u_visual_bell: visual_bell, u_background: background, padding_x: config.padding().x.floor(), padding_y: config.padding().y.floor(), }; shader.update_projection(*size.width as f32, *size.height as f32); shader.deactivate(); Ok(shader) } fn update_projection(&self, width: f32, height: f32) { // Bounds check if (width as u32) < (2 * self.padding_x as u32) || (height as u32) < (2 * self.padding_y as u32) { return; } // set projection uniform // // NB Not sure why padding change only requires changing the vertical // translation in the projection, but this makes everything work // correctly. let ortho = cgmath::ortho(0., width - 2. * self.padding_x, 2. * self.padding_y, height, -1., 1.); let projection: [[f32; 4]; 4] = ortho.into(); info!("width: {}, height: {}", width, height); unsafe { gl::UniformMatrix4fv(self.u_projection, 1, gl::FALSE, projection.as_ptr() as *const _); } } fn set_term_uniforms(&self, props: &term::SizeInfo) { unsafe { gl::Uniform2f(self.u_term_dim, props.width, props.height); gl::Uniform2f(self.u_cell_dim, props.cell_width, props.cell_height); } } fn set_visual_bell(&self, visual_bell: f32) { unsafe { gl::Uniform1f(self.u_visual_bell, visual_bell); } } fn set_background_pass(&self, background_pass: bool) { let value = if background_pass { 1 } else { 0 }; unsafe { gl::Uniform1i(self.u_background, value); } } fn create_program(vertex: GLuint, fragment: GLuint) -> Result { 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) { Ok(program) } else { Err(ShaderCreationError::Link(get_program_info_log(program))) } } } fn create_shader( path: &str, kind: GLenum, source: Option<&'static str> ) -> Result { let from_disk; let source = if let Some(src) = source { src } else { from_disk = read_file(path)?; &from_disk[..] }; let len: [GLint; 1] = [source.len() as GLint]; let shader = unsafe { let shader = gl::CreateShader(kind); gl::ShaderSource(shader, 1, &(source.as_ptr() as *const _), len.as_ptr()); gl::CompileShader(shader); shader }; let mut success: GLint = 0; unsafe { gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success); } if success == (gl::TRUE as GLint) { Ok(shader) } else { // Read log let log = get_shader_info_log(shader); // Cleanup unsafe { gl::DeleteShader(shader); } Err(ShaderCreationError::Compile(PathBuf::from(path), log)) } } } impl Drop for ShaderProgram { fn drop(&mut self) { unsafe { gl::DeleteProgram(self.id); } } } fn get_program_info_log(program: GLuint) -> String { // Get expected log length let mut max_length: GLint = 0; unsafe { gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut max_length); } // Read the info log let mut actual_length: GLint = 0; let mut buf: Vec = Vec::with_capacity(max_length as usize); unsafe { gl::GetProgramInfoLog(program, max_length, &mut actual_length, buf.as_mut_ptr() as *mut _); } // Build a string unsafe { buf.set_len(actual_length as usize); } // XXX should we expect opengl to return garbage? String::from_utf8(buf).unwrap() } fn get_shader_info_log(shader: GLuint) -> String { // Get expected log length let mut max_length: GLint = 0; unsafe { gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut max_length); } // Read the info log let mut actual_length: GLint = 0; let mut buf: Vec = Vec::with_capacity(max_length as usize); unsafe { gl::GetShaderInfoLog(shader, max_length, &mut actual_length, buf.as_mut_ptr() as *mut _); } // Build a string unsafe { buf.set_len(actual_length as usize); } // XXX should we expect opengl to return garbage? String::from_utf8(buf).unwrap() } fn read_file(path: &str) -> Result { let mut f = File::open(path)?; let mut buf = String::new(); f.read_to_string(&mut buf)?; Ok(buf) } #[derive(Debug)] pub enum ShaderCreationError { /// Error reading file Io(io::Error), /// Error compiling shader Compile(PathBuf, String), /// Problem linking Link(String), } impl ::std::error::Error for ShaderCreationError { fn cause(&self) -> Option<&::std::error::Error> { match *self { ShaderCreationError::Io(ref err) => Some(err), _ => None, } } fn description(&self) -> &str { match *self { ShaderCreationError::Io(ref err) => err.description(), ShaderCreationError::Compile(ref _path, ref s) => s.as_str(), ShaderCreationError::Link(ref s) => s.as_str(), } } } impl ::std::fmt::Display for ShaderCreationError { fn fmt(&self, f: &mut ::std::fmt::Formatter) -> ::std::fmt::Result { match *self { ShaderCreationError::Io(ref err) => write!(f, "couldn't read shader: {}", err), ShaderCreationError::Compile(ref _path, ref s) => { write!(f, "failed compiling shader: {}", s) }, ShaderCreationError::Link(ref s) => { write!(f, "failed linking shader: {}", s) }, } } } impl From for ShaderCreationError { fn from(val: io::Error) -> ShaderCreationError { ShaderCreationError::Io(val) } } /// Manages a single texture atlas /// /// The strategy for filling an atlas looks roughly like this: /// /// ```ignore /// (width, height) /// ┌─────┬─────┬─────┬─────┬─────┐ /// │ 10 │ │ │ │ │ <- Empty spaces; can be filled while /// │ │ │ │ │ │ glyph_height < height - row_baseline /// ├⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┤ /// │ 5 │ 6 │ 7 │ 8 │ 9 │ /// │ │ │ │ │ │ /// ├⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┴⎼⎼⎼⎼⎼┤ <- Row height is tallest glyph in row; this is /// │ 1 │ 2 │ 3 │ 4 │ used as the baseline for the following row. /// │ │ │ │ │ <- Row considered full when next glyph doesn't /// └─────┴─────┴─────┴───────────┘ fit in the row. /// (0, 0) x-> /// ``` #[derive(Debug)] struct Atlas { /// Texture id for this atlas id: GLuint, /// Width of atlas width: i32, /// Height of atlas height: i32, /// Left-most free pixel in a row. /// /// This is called the extent because it is the upper bound of used pixels /// in a row. row_extent: i32, /// Baseline for glyphs in the current row row_baseline: i32, /// Tallest glyph in current row /// /// This is used as the advance when end of row is reached row_tallest: i32, } /// Error that can happen when inserting a texture to the Atlas enum AtlasInsertError { /// Texture atlas is full Full, } impl Atlas { fn new(size: i32) -> Atlas { 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, size, size, 0, gl::RGB, gl::UNSIGNED_BYTE, ptr::null() ); 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); } Atlas { id: id, width: size, height: size, row_extent: 0, row_baseline: 0, row_tallest: 0, } } pub fn clear(&mut self) { self.row_extent = 0; self.row_baseline = 0; self.row_tallest = 0; } /// Insert a RasterizedGlyph into the texture atlas pub fn insert(&mut self, glyph: &RasterizedGlyph, active_tex: &mut u32) -> Result { // If there's not enough room in current row, go onto next one if !self.room_in_row(glyph) { self.advance_row()?; } // If there's still not room, there's nothing that can be done here. if !self.room_in_row(glyph) { return Err(AtlasInsertError::Full); } // There appears to be room; load the glyph. Ok(self.insert_inner(glyph, active_tex)) } /// Insert the glyph without checking for room /// /// Internal function for use once atlas has been checked for space. GL /// errors could still occur at this point if we were checking for them; /// hence, the Result. fn insert_inner(&mut self, glyph: &RasterizedGlyph, active_tex: &mut u32) -> Glyph { let offset_y = self.row_baseline; let offset_x = self.row_extent; let height = glyph.height as i32; let width = glyph.width as i32; unsafe { gl::BindTexture(gl::TEXTURE_2D, self.id); // Load data into OpenGL gl::TexSubImage2D( gl::TEXTURE_2D, 0, offset_x, offset_y, width, height, gl::RGB, gl::UNSIGNED_BYTE, glyph.buf.as_ptr() as *const _ ); gl::BindTexture(gl::TEXTURE_2D, 0); *active_tex = 0; } // Update Atlas state self.row_extent = offset_x + width; if height > self.row_tallest { self.row_tallest = height; } // Generate UV coordinates let uv_bot = offset_y as f32 / self.height as f32; let uv_left = offset_x as f32 / self.width as f32; let uv_height = height as f32 / self.height as f32; let uv_width = width as f32 / self.width as f32; Glyph { tex_id: self.id, top: glyph.top as f32, width: width as f32, height: height as f32, left: glyph.left as f32, uv_bot: uv_bot, uv_left: uv_left, uv_width: uv_width, uv_height: uv_height, } } /// Check if there's room in the current row for given glyph fn room_in_row(&self, raw: &RasterizedGlyph) -> bool { let next_extent = self.row_extent + raw.width as i32; let enough_width = next_extent <= self.width; let enough_height = (raw.height as i32) < (self.height - self.row_baseline); enough_width && enough_height } /// Mark current row as finished and prepare to insert into the next row fn advance_row(&mut self) -> Result<(), AtlasInsertError> { let advance_to = self.row_baseline + self.row_tallest; if self.height - advance_to <= 0 { return Err(AtlasInsertError::Full); } self.row_baseline = advance_to; self.row_extent = 0; self.row_tallest = 0; Ok(()) } }