1257 lines
37 KiB
Rust
1257 lines
37 KiB
Rust
// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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use std::collections::HashMap;
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use std::ffi::CString;
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use std::fs::File;
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use std::io::{self, Read};
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use std::mem::size_of;
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use std::path::{PathBuf};
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use std::ptr;
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use std::sync::mpsc;
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use cgmath;
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use font::{self, Rasterizer, RasterizedGlyph, FontDesc, GlyphKey, FontKey};
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use gl::types::*;
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use gl;
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use notify::{Watcher as WatcherApi, RecommendedWatcher as Watcher, op};
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use config::Config;
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use grid::Grid;
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use term::{self, cell, Cell};
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use super::Rgb;
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static TEXT_SHADER_F_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.f.glsl");
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static TEXT_SHADER_V_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.v.glsl");
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/// LoadGlyph allows for copying a rasterized glyph into graphics memory
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pub trait LoadGlyph {
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/// Load the rasterized glyph into GPU memory
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fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph;
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}
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enum Msg {
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ConfigReload(Config),
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ShaderReload,
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}
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/// Colors!
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///
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/// FIXME this is obviously bad; need static for reload logic for now. Hacking something in with
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/// minimal effort and will improve later.
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///
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/// Only renderer is allowed to access this to prevent race conditions
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static mut COLORS: [Rgb; 18] = [
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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Rgb { r: 0, g: 0, b: 0 },
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];
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/// Text drawing program
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///
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/// Uniforms are prefixed with "u", and vertex attributes are prefixed with "a".
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#[derive(Debug)]
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pub struct ShaderProgram {
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// Program id
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id: GLuint,
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/// projection matrix uniform
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u_projection: GLint,
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/// Terminal dimensions (pixels)
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u_term_dim: GLint,
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/// Cell dimensions (pixels)
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u_cell_dim: GLint,
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/// Background pass flag
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///
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/// Rendering is split into two passes; 1 for backgrounds, and one for text
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u_background: GLint
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}
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#[derive(Debug, Clone)]
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pub struct Glyph {
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tex_id: GLuint,
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top: f32,
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left: f32,
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width: f32,
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height: f32,
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uv_bot: f32,
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uv_left: f32,
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uv_width: f32,
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uv_height: f32,
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}
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/// Naïve glyph cache
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///
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/// Currently only keyed by `char`, and thus not possible to hold different
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/// representations of the same code point.
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pub struct GlyphCache {
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/// Cache of buffered glyphs
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cache: HashMap<GlyphKey, Glyph>,
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/// Rasterizer for loading new glyphs
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rasterizer: Rasterizer,
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/// regular font
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font_key: FontKey,
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/// italic font
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italic_key: FontKey,
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/// bold font
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bold_key: FontKey,
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/// font size
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font_size: font::Size,
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}
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impl GlyphCache {
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pub fn new<L>(mut rasterizer: Rasterizer, config: &Config, loader: &mut L) -> GlyphCache
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where L: LoadGlyph
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{
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let font = config.font();
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let size = font.size();
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// Load regular font
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let regular_desc = FontDesc::new(font.family(), font.style());
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let regular = rasterizer.load_font(®ular_desc, size).expect("regular font load ok");
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// Load bold font
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let bold_style = font.bold_style().unwrap_or("Bold");
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let bold_desc = FontDesc::new(font.family(), bold_style);
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let bold = if bold_desc == regular_desc {
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regular.clone()
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} else {
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rasterizer.load_font(&bold_desc, size).unwrap_or_else(|| regular.clone())
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};
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// Load italic font
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let italic_style = font.italic_style().unwrap_or("Italic");
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let italic_desc = FontDesc::new(font.family(), italic_style);
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let italic = if italic_desc == regular_desc {
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regular.clone()
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} else {
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rasterizer.load_font(&italic_desc, size)
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.unwrap_or_else(|| regular.clone())
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};
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let mut cache = GlyphCache {
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cache: HashMap::new(),
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rasterizer: rasterizer,
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font_size: font.size(),
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font_key: regular.clone(),
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bold_key: bold.clone(),
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italic_key: italic.clone(),
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};
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macro_rules! load_glyphs_for_font {
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($font:expr) => {
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for i in 32u8...128u8 {
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cache.load_and_cache_glyph(GlyphKey {
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font_key: $font,
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c: i as char,
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size: font.size()
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}, loader);
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}
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}
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}
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load_glyphs_for_font!(regular);
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load_glyphs_for_font!(bold);
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load_glyphs_for_font!(italic);
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cache
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}
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pub fn font_metrics(&self) -> font::Metrics {
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self.rasterizer.metrics(self.font_key, self.font_size)
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}
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fn load_and_cache_glyph<L>(&mut self, glyph_key: GlyphKey, loader: &mut L)
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where L: LoadGlyph
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{
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let rasterized = self.rasterizer.get_glyph(&glyph_key);
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let glyph = loader.load_glyph(&rasterized);
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self.cache.insert(glyph_key, glyph);
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}
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pub fn get<L>(&mut self, glyph_key: &GlyphKey, loader: &mut L) -> Option<&Glyph>
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where L: LoadGlyph
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{
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// Return glyph if it's already loaded
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// hi borrowck
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{
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if self.cache.contains_key(glyph_key) {
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return self.cache.get(glyph_key);
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}
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}
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// Rasterize and load the glyph
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self.load_and_cache_glyph(glyph_key.to_owned(), loader);
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self.cache.get(&glyph_key)
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}
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}
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#[derive(Debug)]
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struct InstanceData {
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// coords
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col: f32,
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row: f32,
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// glyph offset
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left: f32,
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top: f32,
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// glyph scale
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width: f32,
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height: f32,
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// uv offset
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uv_left: f32,
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uv_bot: f32,
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// uv scale
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uv_width: f32,
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uv_height: f32,
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// color
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r: f32,
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g: f32,
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b: f32,
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// background color
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bg_r: f32,
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bg_g: f32,
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bg_b: f32,
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}
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#[derive(Debug)]
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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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vbo_instance: GLuint,
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atlas: Vec<Atlas>,
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active_tex: GLuint,
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batch: Batch,
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rx: mpsc::Receiver<Msg>,
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}
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#[derive(Debug)]
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pub struct RenderApi<'a> {
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active_tex: &'a mut GLuint,
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batch: &'a mut Batch,
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atlas: &'a mut Vec<Atlas>,
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program: &'a mut ShaderProgram,
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}
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#[derive(Debug)]
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pub struct LoaderApi<'a> {
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active_tex: &'a mut GLuint,
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atlas: &'a mut Vec<Atlas>,
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}
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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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}
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#[derive(Debug)]
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pub struct Batch {
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tex: GLuint,
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instances: Vec<InstanceData>,
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}
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impl Batch {
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#[inline]
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pub fn new() -> Batch {
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Batch {
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tex: 0,
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instances: Vec::with_capacity(BATCH_MAX),
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}
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}
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pub fn add_item(&mut self, row: f32, col: f32, cell: &Cell, glyph: &Glyph) {
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if self.is_empty() {
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self.tex = glyph.tex_id;
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}
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// TODO move colors list to uniform buffer and do this indexing in vertex shader
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let fg = match cell.fg {
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::term::cell::Color::Rgb(rgb) => rgb,
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::term::cell::Color::Ansi(ansi) => unsafe { COLORS[ansi as usize] },
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};
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// TODO move colors list to uniform buffer and do this indexing in vertex shader
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let bg = match cell.bg {
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::term::cell::Color::Rgb(rgb) => rgb,
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::term::cell::Color::Ansi(ansi) => unsafe { COLORS[ansi as usize] },
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};
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let mut instance = InstanceData {
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col: col,
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row: row,
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top: glyph.top,
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left: glyph.left,
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width: glyph.width,
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height: glyph.height,
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uv_bot: glyph.uv_bot,
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uv_left: glyph.uv_left,
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uv_width: glyph.uv_width,
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uv_height: glyph.uv_height,
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r: fg.r as f32,
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g: fg.g as f32,
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b: fg.b as f32,
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bg_r: bg.r as f32,
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bg_g: bg.g as f32,
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bg_b: bg.b as f32,
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};
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if cell.flags.contains(cell::INVERSE) {
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instance.r = bg.r as f32;
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instance.g = bg.g as f32;
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instance.b = bg.b as f32;
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instance.bg_r = fg.r as f32;
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instance.bg_g = fg.g as f32;
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instance.bg_b = fg.b as f32;
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}
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self.instances.push(instance);
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}
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#[inline]
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pub fn full(&self) -> bool {
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self.capacity() == self.len()
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}
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#[inline]
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pub fn len(&self) -> usize {
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self.instances.len()
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}
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#[inline]
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pub fn capacity(&self) -> usize {
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BATCH_MAX
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}
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#[inline]
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pub fn is_empty(&self) -> bool {
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self.len() == 0
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}
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#[inline]
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pub fn size(&self) -> usize {
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self.len() * size_of::<InstanceData>()
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}
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pub fn clear(&mut self) {
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self.tex = 0;
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self.instances.clear();
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}
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}
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/// Maximum items to be drawn in a batch.
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const BATCH_MAX: usize = 4096;
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const ATLAS_SIZE: i32 = 1024;
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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(config: &Config, width: u32, height: u32) -> QuadRenderer {
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let program = ShaderProgram::new(width, height).unwrap();
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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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let mut vbo_instance: 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::GenBuffers(1, &mut vbo_instance);
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gl::BindVertexArray(vao);
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// ----------------------------
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// setup vertex position buffer
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// ----------------------------
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// Top right, Bottom right, Bottom left, Top left
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let vertices = [
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PackedVertex { x: 1.0, y: 1.0 },
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PackedVertex { x: 1.0, y: 0.0 },
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PackedVertex { x: 0.0, y: 0.0 },
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PackedVertex { x: 0.0, y: 1.0 },
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];
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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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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gl::EnableVertexAttribArray(0);
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gl::BufferData(gl::ARRAY_BUFFER,
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(size_of::<PackedVertex>() * vertices.len()) as GLsizeiptr,
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vertices.as_ptr() as *const _,
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gl::STATIC_DRAW);
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// ---------------------
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// Set up element buffer
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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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// ----------------------------
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// Setup vertex instance buffer
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// ----------------------------
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo_instance);
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gl::BufferData(gl::ARRAY_BUFFER,
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(BATCH_MAX * size_of::<InstanceData>()) as isize,
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ptr::null(), gl::STREAM_DRAW);
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// coords
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gl::VertexAttribPointer(1, 2,
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gl::FLOAT, gl::FALSE,
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size_of::<InstanceData>() as i32,
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ptr::null());
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gl::EnableVertexAttribArray(1);
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gl::VertexAttribDivisor(1, 1);
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// glyphoffset
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gl::VertexAttribPointer(2, 4,
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gl::FLOAT, gl::FALSE,
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size_of::<InstanceData>() as i32,
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(2 * size_of::<f32>()) as *const _);
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gl::EnableVertexAttribArray(2);
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gl::VertexAttribDivisor(2, 1);
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// uv
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gl::VertexAttribPointer(3, 4,
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gl::FLOAT, gl::FALSE,
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size_of::<InstanceData>() as i32,
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(6 * size_of::<f32>()) as *const _);
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gl::EnableVertexAttribArray(3);
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gl::VertexAttribDivisor(3, 1);
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// color
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gl::VertexAttribPointer(4, 3,
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gl::FLOAT, gl::FALSE,
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size_of::<InstanceData>() as i32,
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(10 * size_of::<f32>()) as *const _);
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gl::EnableVertexAttribArray(4);
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gl::VertexAttribDivisor(4, 1);
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// color
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gl::VertexAttribPointer(5, 3,
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gl::FLOAT, gl::FALSE,
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size_of::<InstanceData>() as i32,
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(13 * size_of::<f32>()) as *const _);
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gl::EnableVertexAttribArray(5);
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gl::VertexAttribDivisor(5, 1);
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gl::BindVertexArray(0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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}
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let (msg_tx, msg_rx) = mpsc::channel();
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::std::thread::spawn(move || {
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let (tx, rx) = mpsc::channel();
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let mut watcher = Watcher::new(tx).unwrap();
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watcher.watch(TEXT_SHADER_F_PATH).expect("watch fragment shader");
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watcher.watch(TEXT_SHADER_V_PATH).expect("watch vertex shader");
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watcher.watch("/home/jwilm/.alacritty.yml").expect("watch alacritty yml");
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loop {
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let event = rx.recv().expect("watcher event");
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let ::notify::Event { path, op } = event;
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if let Ok(op) = op {
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if op.contains(op::RENAME) {
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continue;
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}
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if op.contains(op::IGNORED) {
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if let Some(path) = path.as_ref() {
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if let Err(err) = watcher.watch(path) {
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println!("failed to establish watch on {:?}: {:?}", path, err);
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}
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if path == ::std::path::Path::new("/home/jwilm/.alacritty.yml") {
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if let Ok(config) = Config::load() {
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msg_tx.send(Msg::ConfigReload(config))
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.expect("msg send ok");
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};
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} else {
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msg_tx.send(Msg::ShaderReload)
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.expect("msg send ok");
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}
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}
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}
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}
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}
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});
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let mut renderer = 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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vbo_instance: vbo_instance,
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atlas: Vec::new(),
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active_tex: 0,
|
|
batch: Batch::new(),
|
|
rx: msg_rx,
|
|
};
|
|
|
|
unsafe {
|
|
COLORS = config.color_list();
|
|
}
|
|
|
|
let atlas = Atlas::new(ATLAS_SIZE);
|
|
renderer.atlas.push(atlas);
|
|
|
|
renderer
|
|
}
|
|
|
|
pub fn with_api<F, T>(&mut self, props: &term::SizeInfo, func: F) -> T
|
|
where F: FnOnce(RenderApi) -> T
|
|
{
|
|
while let Ok(msg) = self.rx.try_recv() {
|
|
match msg {
|
|
Msg::ConfigReload(config) => {
|
|
unsafe {
|
|
COLORS = config.color_list();
|
|
}
|
|
},
|
|
Msg::ShaderReload => {
|
|
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);
|
|
}
|
|
|
|
let res = 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();
|
|
}
|
|
|
|
res
|
|
}
|
|
|
|
pub fn with_loader<F, T>(&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,
|
|
})
|
|
}
|
|
|
|
pub fn reload_shaders(&mut self, width: u32, height: u32) {
|
|
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: &::term::cell::Color,
|
|
) {
|
|
let row = 40.0;
|
|
let mut col = 100.0;
|
|
|
|
for c in s.chars() {
|
|
let glyph_key = GlyphKey {
|
|
font_key: glyph_cache.font_key,
|
|
size: glyph_cache.font_size,
|
|
c: c
|
|
};
|
|
|
|
if let Some(glyph) = glyph_cache.get(&glyph_key, self) {
|
|
let cell = Cell {
|
|
c: c,
|
|
fg: color.clone(),
|
|
bg: cell::Color::Rgb(Rgb { r: 0, g: 0, b: 0}),
|
|
flags: cell::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_grid(
|
|
&mut self,
|
|
grid: &Grid<Cell>,
|
|
glyph_cache: &mut GlyphCache
|
|
) {
|
|
// TODO should be built into renderer
|
|
let color = unsafe { COLORS[::ansi::Color::Background as usize] };
|
|
unsafe {
|
|
gl::ClearColor(
|
|
color.r as f32 / 255.0,
|
|
color.g as f32 / 255.0,
|
|
color.b as f32 / 255.0,
|
|
1.0
|
|
);
|
|
gl::Clear(gl::COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
for (i, line) in grid.lines().enumerate() {
|
|
for (j, cell) in line.cells().enumerate() {
|
|
// Skip empty cells
|
|
if cell.c == ' ' && cell.bg == cell::Color::Ansi(::ansi::Color::Background) &&
|
|
!cell.flags.contains(cell::INVERSE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 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 if glyph available
|
|
if let Some(glyph) = glyph_cache.get(&glyph_key, self) {
|
|
self.add_render_item(i as f32, j as f32, cell, glyph);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'a> LoadGlyph for LoaderApi<'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 {
|
|
// At least one atlas is guaranteed to be in the `self.atlas` list; thus the unwrap.
|
|
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> 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 {
|
|
// At least one atlas is guaranteed to be in the `self.atlas` list; thus the unwrap.
|
|
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
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/// │ 1 │ 2 │ 3 │ 4 │ used as the baseline for the following row.
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/// │ │ │ │ │ <- Row considered full when next glyph doesn't
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/// └─────┴─────┴─────┴───────────┘ fit in the row.
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/// (0, 0) x->
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#[derive(Debug)]
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struct Atlas {
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/// Texture id for this atlas
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id: GLuint,
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/// Width of atlas
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width: i32,
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/// Height of atlas
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height: i32,
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/// Left-most free pixel in a row.
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///
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/// This is called the extent because it is the upper bound of used pixels
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/// in a row.
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row_extent: i32,
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/// Baseline for glyphs in the current row
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row_baseline: i32,
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/// Tallest glyph in current row
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///
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/// This is used as the advance when end of row is reached
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row_tallest: i32,
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}
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/// Error that can happen when inserting a texture to the Atlas
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enum AtlasInsertError {
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/// Texture atlas is full
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Full,
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}
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impl Atlas {
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fn new(size: i32) -> Atlas {
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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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size,
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size,
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0,
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gl::RGB,
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gl::UNSIGNED_BYTE,
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ptr::null()
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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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Atlas {
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id: id,
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width: size,
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height: size,
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row_extent: 0,
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row_baseline: 0,
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row_tallest: 0,
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}
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}
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/// Insert a RasterizedGlyph into the texture atlas
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pub fn insert(&mut self,
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glyph: &RasterizedGlyph,
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active_tex: &mut u32)
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-> Result<Glyph, AtlasInsertError>
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{
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// If there's not enough room in current row, go onto next one
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if !self.room_in_row(glyph) {
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self.advance_row()?;
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}
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// If there's still not room, there's nothing that can be done here.
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if !self.room_in_row(glyph) {
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return Err(AtlasInsertError::Full);
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}
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// There appears to be room; load the glyph.
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Ok(self.insert_inner(glyph, active_tex))
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}
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/// Insert the glyph without checking for room
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///
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/// Internal function for use once atlas has been checked for space. GL errors could still occur
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/// at this point if we were checking for them; hence, the Result.
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fn insert_inner(&mut self,
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glyph: &RasterizedGlyph,
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active_tex: &mut u32)
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-> Glyph
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{
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let offset_y = self.row_baseline;
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let offset_x = self.row_extent;
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let height = glyph.height as i32;
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let width = glyph.width as i32;
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unsafe {
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gl::BindTexture(gl::TEXTURE_2D, self.id);
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// Load data into OpenGL
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gl::TexSubImage2D(
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gl::TEXTURE_2D,
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0,
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offset_x,
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offset_y,
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width,
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height,
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gl::RGB,
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gl::UNSIGNED_BYTE,
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glyph.buf.as_ptr() as *const _
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);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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*active_tex = 0;
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}
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// Update Atlas state
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self.row_extent = offset_x + width;
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if height > self.row_tallest {
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self.row_tallest = height;
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}
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// Generate UV coordinates
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let uv_bot = offset_y as f32 / self.height as f32;
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let uv_left = offset_x as f32 / self.width as f32;
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let uv_height = height as f32 / self.height as f32;
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let uv_width = width as f32 / self.width as f32;
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let g = Glyph {
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tex_id: self.id,
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top: glyph.top as f32,
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width: width as f32,
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height: height as f32,
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left: glyph.left as f32,
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uv_bot: uv_bot,
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uv_left: uv_left,
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uv_width: uv_width,
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uv_height: uv_height,
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};
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// Return the glyph
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g
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}
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/// Check if there's room in the current row for given glyph
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fn room_in_row(&self, raw: &RasterizedGlyph) -> bool {
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let next_extent = self.row_extent + raw.width as i32;
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let enough_width = next_extent <= self.width;
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let enough_height = (raw.height as i32) < (self.height - self.row_baseline);
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enough_width && enough_height
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}
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/// Mark current row as finished and prepare to insert into the next row
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fn advance_row(&mut self) -> Result<(), AtlasInsertError> {
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let advance_to = self.row_baseline + self.row_tallest;
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if self.height - advance_to <= 0 {
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return Err(AtlasInsertError::Full);
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}
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self.row_baseline = advance_to;
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self.row_extent = 0;
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self.row_tallest = 0;
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Ok(())
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}
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}
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