402 lines
12 KiB
Rust
402 lines
12 KiB
Rust
use std::ffi::CString;
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use std::mem::size_of;
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use std::ptr;
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use cgmath::{self, Matrix};
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use euclid::{Rect, Size2D, Point2D};
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use gl::types::*;
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use gl;
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use text::RasterizedGlyph;
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use grid::Grid;
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use term;
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use super::{Rgb, TermProps, GlyphCache};
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static TEXT_SHADER_V: &'static str = include_str!("../../res/text.v.glsl");
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static TEXT_SHADER_F: &'static str = include_str!("../../res/text.f.glsl");
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pub struct QuadRenderer {
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program: ShaderProgram,
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vao: GLuint,
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vbo: GLuint,
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ebo: GLuint,
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active_color: Rgb,
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}
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#[allow(dead_code)]
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#[derive(Debug)]
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pub struct PackedVertex {
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x: f32,
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y: f32,
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u: f32,
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v: f32,
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}
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impl QuadRenderer {
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// TODO should probably hand this a transform instead of width/height
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pub fn new(width: u32, height: u32) -> QuadRenderer {
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let program = ShaderProgram::new(width, height);
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let mut vao: GLuint = 0;
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let mut vbo: GLuint = 0;
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let mut ebo: GLuint = 0;
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unsafe {
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gl::GenVertexArrays(1, &mut vao);
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gl::GenBuffers(1, &mut vbo);
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gl::GenBuffers(1, &mut ebo);
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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gl::BufferData(
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gl::ARRAY_BUFFER,
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(size_of::<PackedVertex>() * 4) as GLsizeiptr,
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ptr::null(),
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gl::DYNAMIC_DRAW
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);
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let indices: [u32; 6] = [0, 1, 3,
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1, 2, 3];
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gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, ebo);
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gl::BufferData(gl::ELEMENT_ARRAY_BUFFER,
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6 * size_of::<u32>() as isize,
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indices.as_ptr() as *const _,
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gl::STATIC_DRAW);
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gl::EnableVertexAttribArray(0);
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gl::EnableVertexAttribArray(1);
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// positions
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gl::VertexAttribPointer(0, 2,
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gl::FLOAT, gl::FALSE,
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size_of::<PackedVertex>() as i32,
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ptr::null());
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// uv mapping
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gl::VertexAttribPointer(1, 2,
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gl::FLOAT, gl::FALSE,
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size_of::<PackedVertex>() as i32,
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(2 * size_of::<f32>()) as *const _);
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gl::BindVertexArray(0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
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}
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QuadRenderer {
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program: program,
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vao: vao,
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vbo: vbo,
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ebo: ebo,
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active_color: Rgb { r: 0, g: 0, b: 0 },
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}
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}
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/// Render a string in a predefined location. Used for printing render time for profiling and
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/// optimization.
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pub fn render_string(&mut self,
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s: &str,
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glyph_cache: &GlyphCache,
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cell_width: u32,
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color: &Rgb)
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{
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self.prepare_render();
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let (mut x, mut y) = (200f32, 20f32);
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for c in s.chars() {
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if let Some(glyph) = glyph_cache.get(&c) {
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self.render(glyph, x, y, color);
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}
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x += cell_width as f32 + 2f32;
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}
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self.finish_render();
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}
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pub fn render_cursor(&mut self,
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cursor: term::Cursor,
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glyph_cache: &GlyphCache,
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props: &TermProps)
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{
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self.prepare_render();
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if let Some(glyph) = glyph_cache.get(&term::CURSOR_SHAPE) {
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let y = (props.cell_height + props.sep_y) * (cursor.y as f32);
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let x = (props.cell_width + props.sep_x) * (cursor.x as f32);
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let y_inverted = props.height - y - props.cell_height;
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self.render(glyph, x, y_inverted, &term::DEFAULT_FG);
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}
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self.finish_render();
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}
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pub fn render_grid(&mut self, grid: &Grid, glyph_cache: &GlyphCache, props: &TermProps) {
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self.prepare_render();
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for i in 0..grid.rows() {
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let row = &grid[i];
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for j in 0..row.cols() {
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let cell = &row[j];
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if cell.c != ' ' {
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if let Some(glyph) = glyph_cache.get(&cell.c) {
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let y = (props.cell_height + props.sep_y) * (i as f32);
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let x = (props.cell_width + props.sep_x) * (j as f32);
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let y_inverted = (props.height) - y - (props.cell_height);
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self.render(glyph, x, y_inverted, &cell.fg);
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}
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}
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}
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}
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self.finish_render();
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}
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fn prepare_render(&self) {
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unsafe {
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self.program.activate();
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gl::BindVertexArray(self.vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
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gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo);
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}
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}
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fn finish_render(&self) {
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unsafe {
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gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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self.program.deactivate();
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}
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}
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fn render(&mut self, glyph: &Glyph, x: f32, y: f32, color: &Rgb) {
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if &self.active_color != color {
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unsafe {
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gl::Uniform3i(self.program.u_color,
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color.r as i32,
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color.g as i32,
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color.b as i32);
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}
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self.active_color = color.to_owned();
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}
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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 = [
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PackedVertex { x: rect.max_x(), y: rect.max_y(), u: 1.0, v: 0.0, },
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PackedVertex { x: rect.max_x(), y: rect.min_y(), u: 1.0, v: 1.0, },
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PackedVertex { x: rect.min_x(), y: rect.min_y(), u: 0.0, v: 1.0, },
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PackedVertex { x: rect.min_x(), y: rect.max_y(), u: 0.0, v: 0.0, },
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];
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unsafe {
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bind_mask_texture(glyph.tex_id);
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gl::BufferSubData(
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gl::ARRAY_BUFFER,
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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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);
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gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
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gl::BindTexture(gl::TEXTURE_2D, 0);
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}
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}
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}
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fn get_rect(glyph: &Glyph, x: f32, y: f32) -> Rect<f32> {
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Rect::new(
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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)
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)
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}
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fn bind_mask_texture(id: u32) {
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unsafe {
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gl::ActiveTexture(gl::TEXTURE0);
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gl::BindTexture(gl::TEXTURE_2D, id);
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}
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}
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pub struct ShaderProgram {
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id: GLuint,
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/// projection matrix uniform
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u_projection: GLint,
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/// color uniform
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u_color: GLint,
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}
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impl ShaderProgram {
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pub fn activate(&self) {
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unsafe {
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gl::UseProgram(self.id);
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}
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}
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pub fn deactivate(&self) {
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unsafe {
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gl::UseProgram(0);
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}
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}
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pub fn new(width: u32, height: u32) -> ShaderProgram {
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let vertex_shader = ShaderProgram::create_vertex_shader();
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let fragment_shader = ShaderProgram::create_fragment_shader();
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let program = ShaderProgram::create_program(vertex_shader, fragment_shader);
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unsafe {
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gl::DeleteShader(vertex_shader);
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gl::DeleteShader(fragment_shader);
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}
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// get uniform locations
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let projection_str = CString::new("projection").unwrap();
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let color_str = CString::new("textColor").unwrap();
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let (projection, color) = unsafe {
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(
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gl::GetUniformLocation(program, projection_str.as_ptr()),
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gl::GetUniformLocation(program, color_str.as_ptr()),
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)
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};
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assert!(projection != gl::INVALID_VALUE as i32);
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assert!(projection != gl::INVALID_OPERATION as i32);
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assert!(color != gl::INVALID_VALUE as i32);
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assert!(color != gl::INVALID_OPERATION as i32);
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// Initialize to known color (black)
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unsafe {
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gl::Uniform3i(color, 0, 0, 0);
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}
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let shader = ShaderProgram {
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id: program,
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u_projection: projection,
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u_color: color,
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};
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// set projection uniform
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let ortho = cgmath::ortho(0., width as f32, 0., height as f32, -1., 1.);
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let projection: [[f32; 4]; 4] = ortho.into();
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println!("width: {}, height: {}", width, height);
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shader.activate();
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unsafe {
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gl::UniformMatrix4fv(shader.u_projection,
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1, gl::FALSE, projection.as_ptr() as *const _);
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}
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shader.deactivate();
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shader
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}
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fn create_program(vertex: GLuint, fragment: GLuint) -> GLuint {
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unsafe {
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let program = gl::CreateProgram();
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gl::AttachShader(program, vertex);
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gl::AttachShader(program, fragment);
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gl::LinkProgram(program);
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let mut success: GLint = 0;
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gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
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if success != (gl::TRUE as GLint) {
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panic!("failed to link shader program");
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}
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program
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}
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}
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fn create_fragment_shader() -> GLuint {
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unsafe {
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let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
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let fragment_source = CString::new(TEXT_SHADER_F).unwrap();
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gl::ShaderSource(fragment_shader, 1, &fragment_source.as_ptr(), ptr::null());
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gl::CompileShader(fragment_shader);
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let mut success: GLint = 0;
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gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
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if success != (gl::TRUE as GLint) {
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panic!("failed to compiler fragment shader");
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}
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fragment_shader
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}
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}
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fn create_vertex_shader() -> GLuint {
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unsafe {
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let vertex_shader = gl::CreateShader(gl::VERTEX_SHADER);
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let vertex_source = CString::new(TEXT_SHADER_V).unwrap();
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gl::ShaderSource(vertex_shader, 1, &vertex_source.as_ptr(), ptr::null());
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gl::CompileShader(vertex_shader);
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let mut success: GLint = 0;
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gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
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if success != (gl::TRUE as GLint) {
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panic!("failed to compiler vertex shader");
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}
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vertex_shader
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}
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}
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}
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#[allow(dead_code)]
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pub struct Glyph {
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tex_id: GLuint,
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top: i32,
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left: i32,
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width: i32,
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height: i32,
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}
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impl Glyph {
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pub fn new(rasterized: &RasterizedGlyph) -> Glyph {
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let mut id: GLuint = 0;
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unsafe {
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gl::PixelStorei(gl::UNPACK_ALIGNMENT, 1);
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gl::GenTextures(1, &mut id);
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gl::BindTexture(gl::TEXTURE_2D, id);
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gl::TexImage2D(
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gl::TEXTURE_2D,
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0,
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gl::RGB as i32,
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rasterized.width as i32,
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rasterized.height as i32,
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0,
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gl::RGB,
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gl::UNSIGNED_BYTE,
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rasterized.buf.as_ptr() as *const _
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);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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}
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Glyph {
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tex_id: id,
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top: rasterized.top as i32,
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width: rasterized.width as i32,
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height: rasterized.height as i32,
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left: rasterized.left as i32,
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}
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}
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}
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