package gui import ( "image" "math" "github.com/go-gl/gl/all-core/gl" "github.com/liamg/aminal/buffer" "github.com/liamg/aminal/config" "github.com/liamg/aminal/glfont" ) type OpenGLRenderer struct { font *glfont.Font boldFont *glfont.Font areaWidth int areaHeight int areaX int areaY int cellWidth float32 cellHeight float32 termCols uint termRows uint cellPositions map[[2]uint][2]float32 rectangles map[[2]uint]*rectangle config *config.Config colourAttr uint32 program uint32 textureMap map[*image.RGBA]uint32 fontMap *FontMap } type rectangle struct { vao uint32 vbo uint32 cv uint32 colourAttr uint32 colour [3]float32 points [18]float32 prog uint32 } func (r *OpenGLRenderer) CellWidth() float32 { return r.cellWidth } func (r *OpenGLRenderer) CellHeight() float32 { return r.cellHeight } func (r *OpenGLRenderer) Clean() { for _, rect := range r.rectangles { rect.Free() } r.rectangles = map[[2]uint]*rectangle{} } func (r *OpenGLRenderer) initRectangle(rect *rectangle, x float32, y float32, colourAttr uint32) { if rect == nil { panic("rect pointer is nil") } if rect.vao != 0 { gl.DeleteVertexArrays(1, &rect.vao) rect.vao = 0 } if rect.vbo != 0 { gl.DeleteBuffers(1, &rect.vbo) rect.vbo = 0 } if rect.cv != 0 { gl.DeleteBuffers(1, &rect.cv) rect.cv = 0 } halfAreaWidth := float32(r.areaWidth / 2) halfAreaHeight := float32(r.areaHeight / 2) x = (x - halfAreaWidth) / halfAreaWidth y = -(y - (halfAreaHeight)) / halfAreaHeight w := r.cellWidth / halfAreaWidth h := (r.cellHeight) / halfAreaHeight rect.points = [18]float32{ x, y, 0, x, y + h, 0, x + w, y + h, 0, x + w, y, 0, x, y, 0, x + w, y + h, 0, } rect.colourAttr = colourAttr rect.prog = r.program // SHAPE gl.GenBuffers(1, &rect.vbo) gl.BindBuffer(gl.ARRAY_BUFFER, rect.vbo) gl.BufferData(gl.ARRAY_BUFFER, 4*len(rect.points), gl.Ptr(&rect.points[0]), gl.STATIC_DRAW) gl.GenVertexArrays(1, &rect.vao) gl.BindVertexArray(rect.vao) gl.EnableVertexAttribArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, rect.vbo) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil) // colour gl.GenBuffers(1, &rect.cv) rect.setColour([3]float32{0, 1, 0}) } func (r *OpenGLRenderer) newRectangle(x float32, y float32, colourAttr uint32) *rectangle { rect := &rectangle{} r.initRectangle(rect, x, y, colourAttr) return rect } func (rect *rectangle) Draw() { gl.UseProgram(rect.prog) gl.BindVertexArray(rect.vao) gl.DrawArrays(gl.TRIANGLES, 0, 6) } func (rect *rectangle) setColour(colour [3]float32) { if rect.colour == colour { return } c := []float32{ colour[0], colour[1], colour[2], colour[0], colour[1], colour[2], colour[0], colour[1], colour[2], colour[0], colour[1], colour[2], colour[0], colour[1], colour[2], colour[0], colour[1], colour[2], } gl.UseProgram(rect.prog) gl.BindBuffer(gl.ARRAY_BUFFER, rect.cv) gl.BufferData(gl.ARRAY_BUFFER, len(c)*4, gl.Ptr(c), gl.STATIC_DRAW) gl.EnableVertexAttribArray(rect.colourAttr) gl.VertexAttribPointer(rect.colourAttr, 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) rect.colour = colour } func (rect *rectangle) Free() { gl.DeleteVertexArrays(1, &rect.vao) gl.DeleteBuffers(1, &rect.vbo) gl.DeleteBuffers(1, &rect.cv) rect.vao = 0 rect.vbo = 0 rect.cv = 0 } func NewOpenGLRenderer(config *config.Config, fontMap *FontMap, areaX int, areaY int, areaWidth int, areaHeight int, colourAttr uint32, program uint32) *OpenGLRenderer { r := &OpenGLRenderer{ areaWidth: areaWidth, areaHeight: areaHeight, areaX: areaX, areaY: areaY, cellPositions: map[[2]uint][2]float32{}, rectangles: map[[2]uint]*rectangle{}, config: config, colourAttr: colourAttr, program: program, textureMap: map[*image.RGBA]uint32{}, fontMap: fontMap, } r.SetArea(areaX, areaY, areaWidth, areaHeight) return r } // This method ensures that all OpenGL resources are deleted correctly func (r *OpenGLRenderer) Free() { for _, rect := range r.rectangles { rect.Free() } r.rectangles = map[[2]uint]*rectangle{} for _, tex := range r.textureMap { gl.DeleteTextures(1, &tex) } r.textureMap = map[*image.RGBA]uint32{} r.fontMap.Free() gl.DeleteProgram(r.program) r.program = 0 } func (r *OpenGLRenderer) GetTermSize() (uint, uint) { return r.termCols, r.termRows } func (r *OpenGLRenderer) SetArea(areaX int, areaY int, areaWidth int, areaHeight int) { r.areaWidth = areaWidth r.areaHeight = areaHeight r.areaX = areaX r.areaY = areaY f := r.fontMap.DefaultFont() _, r.cellHeight = f.MaxSize() r.cellWidth, _ = f.Size("X") //= f.LineHeight() // includes vertical padding r.termCols = uint(math.Floor(float64(float32(r.areaWidth) / r.cellWidth))) r.termRows = uint(math.Floor(float64(float32(r.areaHeight) / r.cellHeight))) r.Clean() } func (r *OpenGLRenderer) getRectangle(col uint, row uint) *rectangle { x := float32(float32(col) * r.cellWidth) y := float32(float32(row) * r.cellHeight) + r.cellHeight coords := [2]uint{col, row} rect, ok := r.rectangles[coords] if ok { r.initRectangle(rect, x, y, r.colourAttr) return rect } else { rect = r.newRectangle(x, y, r.colourAttr) r.rectangles[coords] = rect return rect } } func (r *OpenGLRenderer) DrawCursor(col uint, row uint, colour config.Colour) { rect := r.getRectangle(col, row) rect.setColour(colour) rect.Draw() } func (r *OpenGLRenderer) DrawCellBg(cell buffer.Cell, col uint, row uint, cursor bool, colour *config.Colour, force bool) { var bg [3]float32 if colour != nil { bg = *colour } else { if cursor { bg = r.config.ColourScheme.Cursor } else { bg = cell.Bg() } } if bg != r.config.ColourScheme.Background || force { rect := r.getRectangle(col, row) rect.setColour(bg) rect.Draw() } } func (r *OpenGLRenderer) DrawCellText(text string, col uint, row uint, alpha float32, colour [3]float32, bold bool) { var f *glfont.Font if bold { f = r.fontMap.BoldFont() } else { f = r.fontMap.DefaultFont() } f.SetColor(colour[0], colour[1], colour[2], alpha) x := float32(r.areaX) + float32(col)*r.cellWidth y := float32(r.areaY) + (float32(row+1) * r.cellHeight) + f.MinY() f.Print(x, y, text) } func (r *OpenGLRenderer) DrawCellImage(cell buffer.Cell, col uint, row uint) { img := cell.Image() if img == nil { return } ix := float32(col) * r.cellWidth iy := float32(r.areaHeight) - (float32(row+1) * r.cellHeight) iy -= float32(cell.Image().Bounds().Size().Y) gl.UseProgram(r.program) var tex uint32 tex, ok := r.textureMap[img] if !ok { gl.Enable(gl.TEXTURE_2D) gl.GenTextures(1, &tex) gl.BindTexture(gl.TEXTURE_2D, tex) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, int32(img.Bounds().Size().X), int32(img.Bounds().Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(img.Pix), ) gl.BindTexture(gl.TEXTURE_2D, 0) gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) r.textureMap[img] = tex } var w = float32(img.Bounds().Size().X) var h = float32(img.Bounds().Size().Y) var readFboId uint32 gl.GenFramebuffers(1, &readFboId) gl.BindFramebuffer(gl.READ_FRAMEBUFFER, readFboId) gl.FramebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) gl.BlitFramebuffer(0, 0, int32(w), int32(h), int32(ix), int32(iy), int32(ix+w), int32(iy+h), gl.COLOR_BUFFER_BIT, gl.LINEAR) gl.BindFramebuffer(gl.READ_FRAMEBUFFER, 0) gl.DeleteFramebuffers(1, &readFboId) }