alacritty/src/renderer/mod.rs

1075 lines
32 KiB
Rust

// 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::ffi::CString;
use std::fs::File;
use std::io::{self, Read};
use std::mem::size_of;
use std::path::{PathBuf};
use std::ptr;
use std::sync::Arc;
use std::sync::atomic::{Ordering, AtomicBool};
use cgmath;
use gl::types::*;
use gl;
use notify::{Watcher as WatcherApi, RecommendedWatcher as Watcher, op};
use font::{Rasterizer, RasterizedGlyph, FontDesc};
use grid::{self, Grid, Cell, CellFlags};
use term;
use super::Rgb;
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");
/// 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;
}
/// 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,
/// Background pass flag
///
/// Rendering is split into two passes; 1 for backgrounds, and one for text
u_background: GLint
}
#[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<char, Glyph>,
/// Rasterizer for loading new glyphs
rasterizer: Rasterizer,
/// Font description
desc: FontDesc,
/// Font Size
size: f32,
}
impl GlyphCache {
pub fn new(rasterizer: Rasterizer, desc: FontDesc, font_size: f32) -> GlyphCache {
GlyphCache {
cache: HashMap::new(),
rasterizer: rasterizer,
desc: desc,
size: font_size,
}
}
pub fn init<L>(&mut self, loader: &mut L)
where L: LoadGlyph
{
for i in 32u8...128u8 {
self.load_and_cache_glyph(i as char, loader);
}
}
fn load_and_cache_glyph<L>(&mut self, c: char, loader: &mut L)
where L: LoadGlyph
{
let rasterized = self.rasterizer.get_glyph(&self.desc, self.size, c);
let glyph = loader.load_glyph(&rasterized);
self.cache.insert(c, glyph);
}
pub fn get<L>(&mut self, c: char, loader: &mut L) -> Option<&Glyph>
where L: LoadGlyph
{
// Return glyph if it's already loaded
// hi borrowck
{
if self.cache.contains_key(&c) {
return self.cache.get(&c);
}
}
// Rasterize and load the glyph
self.load_and_cache_glyph(c, loader);
self.cache.get(&c)
}
}
#[derive(Debug)]
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,
}
#[derive(Debug)]
pub struct QuadRenderer {
program: ShaderProgram,
should_reload: Arc<AtomicBool>,
vao: GLuint,
vbo: GLuint,
ebo: GLuint,
vbo_instance: GLuint,
atlas: Vec<Atlas>,
active_tex: GLuint,
batch: Batch,
}
#[derive(Debug)]
pub struct RenderApi<'a> {
active_tex: &'a mut GLuint,
batch: &'a mut Batch,
atlas: &'a mut Vec<Atlas>,
program: &'a mut ShaderProgram,
}
#[derive(Debug)]
pub struct PackedVertex {
x: f32,
y: f32,
}
#[derive(Debug)]
pub struct Batch {
tex: GLuint,
instances: Vec<InstanceData>,
}
impl Batch {
#[inline]
pub fn new() -> Batch {
Batch {
tex: 0,
instances: Vec::with_capacity(BATCH_MAX),
}
}
pub fn add_item(&mut self, row: f32, col: f32, cell: &Cell, glyph: &Glyph) {
if self.is_empty() {
self.tex = glyph.tex_id;
}
let mut instance = InstanceData {
col: col,
row: row,
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,
};
if cell.flags.contains(grid::INVERSE) {
instance.r = cell.bg.r as f32;
instance.g = cell.bg.g as f32;
instance.b = cell.bg.b as f32;
instance.bg_r = cell.fg.r as f32;
instance.bg_g = cell.fg.g as f32;
instance.bg_b = cell.fg.b as f32;
}
self.instances.push(instance);
}
#[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::<InstanceData>()
}
pub fn clear(&mut self) {
self.tex = 0;
self.instances.clear();
}
}
/// Maximum items to be drawn in a batch.
const BATCH_MAX: usize = 4096;
const ATLAS_SIZE: i32 = 1024;
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).unwrap();
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
let mut ebo: GLuint = 0;
let mut vbo_instance: GLuint = 0;
unsafe {
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::<PackedVertex>() as i32,
ptr::null());
gl::EnableVertexAttribArray(0);
gl::BufferData(gl::ARRAY_BUFFER,
(size_of::<PackedVertex>() * 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::<u32>()) 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::<InstanceData>()) as isize,
ptr::null(), gl::STREAM_DRAW);
// coords
gl::VertexAttribPointer(1, 2,
gl::FLOAT, gl::FALSE,
size_of::<InstanceData>() as i32,
ptr::null());
gl::EnableVertexAttribArray(1);
gl::VertexAttribDivisor(1, 1);
// glyphoffset
gl::VertexAttribPointer(2, 4,
gl::FLOAT, gl::FALSE,
size_of::<InstanceData>() as i32,
(2 * size_of::<f32>()) as *const _);
gl::EnableVertexAttribArray(2);
gl::VertexAttribDivisor(2, 1);
// uv
gl::VertexAttribPointer(3, 4,
gl::FLOAT, gl::FALSE,
size_of::<InstanceData>() as i32,
(6 * size_of::<f32>()) as *const _);
gl::EnableVertexAttribArray(3);
gl::VertexAttribDivisor(3, 1);
// color
gl::VertexAttribPointer(4, 3,
gl::FLOAT, gl::FALSE,
size_of::<InstanceData>() as i32,
(10 * size_of::<f32>()) as *const _);
gl::EnableVertexAttribArray(4);
gl::VertexAttribDivisor(4, 1);
// color
gl::VertexAttribPointer(5, 3,
gl::FLOAT, gl::FALSE,
size_of::<InstanceData>() as i32,
(13 * size_of::<f32>()) as *const _);
gl::EnableVertexAttribArray(5);
gl::VertexAttribDivisor(5, 1);
gl::BindVertexArray(0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
}
let should_reload = Arc::new(AtomicBool::new(false));
let should_reload2 = should_reload.clone();
::std::thread::spawn(move || {
let (tx, rx) = ::std::sync::mpsc::channel();
let mut watcher = Watcher::new(tx).unwrap();
watcher.watch(TEXT_SHADER_F_PATH).expect("watch fragment shader");
watcher.watch(TEXT_SHADER_V_PATH).expect("watch vertex shader");
loop {
let event = rx.recv().expect("watcher event");
let ::notify::Event { path, op } = event;
if let Ok(op) = op {
if op.contains(op::RENAME) {
continue;
}
if op.contains(op::IGNORED) {
if let Some(path) = path.as_ref() {
if let Err(err) = watcher.watch(path) {
println!("failed to establish watch on {:?}: {:?}", path, err);
}
}
// This is last event we see after saving in vim
should_reload2.store(true, Ordering::Relaxed);
}
}
}
});
let mut renderer = QuadRenderer {
program: program,
should_reload: should_reload,
vao: vao,
vbo: vbo,
ebo: ebo,
vbo_instance: vbo_instance,
atlas: Vec::new(),
active_tex: 0,
batch: Batch::new(),
};
let atlas = Atlas::new(ATLAS_SIZE);
renderer.atlas.push(atlas);
renderer
}
pub fn with_api<F>(&mut self, props: &term::SizeInfo, mut func: F)
where F: FnMut(RenderApi)
{
if self.should_reload.load(Ordering::Relaxed) {
self.reload_shaders(props.width as u32, props.height as u32);
}
unsafe {
self.program.activate();
self.program.set_term_uniforms(props);
gl::BindVertexArray(self.vao);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo);
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo_instance);
gl::ActiveTexture(gl::TEXTURE0);
}
func(RenderApi {
active_tex: &mut self.active_tex,
batch: &mut self.batch,
atlas: &mut self.atlas,
program: &mut self.program,
});
unsafe {
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
self.program.deactivate();
}
}
pub fn reload_shaders(&mut self, width: u32, height: u32) {
self.should_reload.store(false, Ordering::Relaxed);
let program = match ShaderProgram::new(width, height) {
Ok(program) => program,
Err(err) => {
match err {
ShaderCreationError::Io(err) => {
println!("Error reading shader file: {}", err);
},
ShaderCreationError::Compile(path, log) => {
println!("Error compiling shader at {:?}", path);
io::copy(&mut log.as_bytes(), &mut io::stdout()).unwrap();
}
}
return;
}
};
self.active_tex = 0;
self.program = program;
}
pub fn resize(&mut self, width: i32, height: i32) {
// viewport
unsafe {
gl::Viewport(0, 0, width, height);
}
// update projection
self.program.activate();
self.program.update_projection(width as f32, height as f32);
self.program.deactivate();
}
}
impl<'a> RenderApi<'a> {
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,
s: &str,
glyph_cache: &mut GlyphCache,
color: &Rgb)
{
let row = 40.0;
let mut col = 100.0;
for c in s.chars() {
if let Some(glyph) = glyph_cache.get(c, self) {
let cell = Cell {
c: c,
fg: *color,
bg: term::DEFAULT_BG,
flags: grid::INVERSE,
};
self.add_render_item(row, col, &cell, glyph);
}
col += 1.0;
}
}
#[inline]
fn add_render_item(&mut self, row: f32, col: f32, cell: &Cell, glyph: &Glyph) {
// Flush batch if tex changing
if !self.batch.is_empty() {
if self.batch.tex != glyph.tex_id {
self.render_batch();
}
}
self.batch.add_item(row, col, cell, glyph);
// Render batch and clear if it's full
if self.batch.full() {
self.render_batch();
}
}
pub fn render_cursor(&mut self, cursor: term::Cursor, glyph_cache: &mut GlyphCache) {
if let Some(glyph) = glyph_cache.get(term::CURSOR_SHAPE, self) {
let cell = Cell {
c: term::CURSOR_SHAPE,
fg: term::DEFAULT_FG,
bg: term::DEFAULT_BG,
flags: CellFlags::empty(),
};
self.add_render_item(cursor.y as f32, cursor.x as f32, &cell, glyph);
}
}
pub fn render_grid(&mut self, grid: &Grid, glyph_cache: &mut GlyphCache) {
for (i, row) in grid.rows().enumerate() {
for (j, cell) in row.cells().enumerate() {
// Skip empty cells
if cell.c == ' ' && cell.bg == term::DEFAULT_BG {
continue;
}
// Add cell to batch if the glyph is laoded
if let Some(glyph) = glyph_cache.get(cell.c, self) {
self.add_render_item(i as f32, j as f32, cell, glyph);
}
}
}
}
}
impl<'a> LoadGlyph for RenderApi<'a> {
/// Load a glyph into a texture atlas
///
/// If the current atlas is full, a new one will be created.
fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph {
match self.atlas.last_mut().unwrap().insert(rasterized, &mut self.active_tex) {
Ok(glyph) => glyph,
Err(_) => {
let atlas = Atlas::new(ATLAS_SIZE);
*self.active_tex = 0; // Atlas::new binds a texture. Ugh this is sloppy.
self.atlas.push(atlas);
self.load_glyph(rasterized)
}
}
}
}
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(width: u32, height: u32) -> Result<ShaderProgram, ShaderCreationError> {
let vertex_shader = ShaderProgram::create_shader(TEXT_SHADER_V_PATH, gl::VERTEX_SHADER)?;
let fragment_shader = ShaderProgram::create_shader(TEXT_SHADER_F_PATH,
gl::FRAGMENT_SHADER)?;
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, 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"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_background: background,
};
shader.update_projection(width as f32, height as f32);
shader.deactivate();
Ok(shader)
}
fn update_projection(&self, width: f32, height: f32) {
// set projection uniform
let ortho = cgmath::ortho(0., width, 0., height, -1., 1.);
let projection: [[f32; 4]; 4] = ortho.into();
println!("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_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) -> 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) {
println!("{}", get_program_info_log(program));
panic!("failed to link shader program");
}
program
}
}
fn create_shader(path: &str, kind: GLenum) -> Result<GLuint, ShaderCreationError> {
let source = CString::new(read_file(path)?).unwrap();
let shader = unsafe {
let shader = gl::CreateShader(kind);
gl::ShaderSource(shader, 1, &source.as_ptr(), ptr::null());
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<u8> = 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<u8> = 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<String, io::Error> {
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),
}
impl ::std::error::Error for ShaderCreationError {
fn cause(&self) -> Option<&::std::error::Error> {
match *self {
ShaderCreationError::Io(ref err) => Some(err),
ShaderCreationError::Compile(_, _) => None,
}
}
fn description(&self) -> &str {
match *self {
ShaderCreationError::Io(ref err) => err.description(),
ShaderCreationError::Compile(ref _path, 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, "Error creating shader: {}", err),
ShaderCreationError::Compile(ref _path, ref s) => {
write!(f, "Error compiling shader: {}", s)
},
}
}
}
impl From<io::Error> 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:
///
/// (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,
}
}
/// Insert a RasterizedGlyph into the texture atlas
pub fn insert(&mut self,
glyph: &RasterizedGlyph,
active_tex: &mut u32)
-> Result<Glyph, AtlasInsertError>
{
// 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;
let g = 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,
};
// Return the glyph
g
}
/// 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(())
}
}