package gui import ( "fmt" "runtime" "time" "github.com/liamg/glfont" "github.com/go-gl/gl/all-core/gl" "github.com/go-gl/glfw/v3.2/glfw" "gitlab.com/liamg/raft/config" "gitlab.com/liamg/raft/terminal" "go.uber.org/zap" ) type GUI struct { window *glfw.Window logger *zap.SugaredLogger config config.Config terminal *terminal.Terminal width int //window width in pixels height int //window height in pixels font *glfont.Font fontScale int32 renderer Renderer colourAttr uint32 } func New(config config.Config, terminal *terminal.Terminal, logger *zap.SugaredLogger) *GUI { //logger. return &GUI{ config: config, logger: logger, width: 600, height: 300, terminal: terminal, fontScale: 15.0, } } // inspired by https://kylewbanks.com/blog/tutorial-opengl-with-golang-part-1-hello-opengl // can only be called on OS thread func (gui *GUI) resize(w *glfw.Window, width int, height int) { gui.logger.Debugf("GUI resize to %dx%d", width, height) gui.width = width gui.height = height if gui.font != nil { gui.font.UpdateResolution((width), (height)) } gl.Viewport(0, 0, int32(gui.width), int32(gui.height)) gui.renderer.SetArea(0, 0, gui.width, gui.height) cols, rows := gui.renderer.GetTermSize() if err := gui.terminal.SetSize(cols, rows); err != nil { gui.logger.Errorf("Failed to resize terminal to %d cols, %d rows: %s", cols, rows, err) } } func (gui *GUI) getTermSize() (int, int) { if gui.renderer == nil { return 0, 0 } return gui.renderer.GetTermSize() } func (gui *GUI) Close() { gui.window.SetShouldClose(true) } func (gui *GUI) Render() error { gui.logger.Debugf("Locking OS thread...") runtime.LockOSThread() gui.logger.Debugf("Creating window...") var err error gui.window, err = gui.createWindow(gui.width, gui.height) if err != nil { return fmt.Errorf("Failed to create window: %s", err) } defer glfw.Terminate() gui.logger.Debugf("Initialising OpenGL and creating program...") program, err := gui.createProgram() if err != nil { return fmt.Errorf("Failed to initialise OpenGL: %s", err) } gui.colourAttr = uint32(gl.GetAttribLocation(program, gl.Str("inColour\x00"))) gl.BindFragDataLocation(program, 0, gl.Str("outColour\x00")) gui.logger.Debugf("Loading font...") if err := gui.loadFont("./fonts/envypn-15.ttf"); err != nil { //if err := gui.loadFont("./fonts/Roboto.ttf"); err != nil { return fmt.Errorf("Failed to load font: %s", err) } changeChan := make(chan bool, 1) titleChan := make(chan bool, 1) gui.renderer = NewOpenGLRenderer(gui.config, gui.font, gui.fontScale, 0, 0, gui.width, gui.height, gui.colourAttr, program) gui.window.SetFramebufferSizeCallback(gui.resize) gui.window.SetKeyCallback(gui.key) gui.window.SetCharCallback(gui.char) gui.window.SetRefreshCallback(func(w *glfw.Window) { select { case changeChan <- true: default: } }) gui.window.SetFocusCallback(func(w *glfw.Window, focused bool) { if focused { select { case changeChan <- true: default: } } }) w, h := gui.window.GetSize() gui.resize(gui.window, w, h) gui.logger.Debugf("Starting pty read handling...") go func() { err := gui.terminal.Read() if err != nil { gui.logger.Errorf("Read from pty failed: %s", err) } gui.Close() }() gui.logger.Debugf("Starting render...") gl.UseProgram(program) // stop smoothing fonts gl.Disable(gl.DEPTH_TEST) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) //glfw.SwapInterval(1) gl.ClearColor( gui.config.ColourScheme.Background[0], gui.config.ColourScheme.Background[1], gui.config.ColourScheme.Background[2], 1.0, ) gui.terminal.AttachTitleChangeHandler(titleChan) gui.terminal.AttachDisplayChangeHandler(changeChan) frames := 0 frameCount := 0 fps := 0 ticker := time.NewTicker(time.Second) defer ticker.Stop() for !gui.window.ShouldClose() { select { case <-changeChan: frames = 2 gui.logger.Sync() case <-titleChan: gui.window.SetTitle(gui.terminal.GetTitle()) case <-ticker.C: fps = frameCount frameCount = 0 default: } gl.UseProgram(program) if gui.config.Rendering.AlwaysRepaint || frames > 0 { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) cols, rows := gui.getTermSize() for row := 0; row < rows; row++ { for col := 0; col < cols; col++ { gui.renderer.DrawCell(gui.terminal.GetCell(col, row), col, row) } } cx := int(gui.terminal.GetLogicalCursorX()) cy := int(gui.terminal.GetLogicalCursorY()) gui.renderer.DrawCursor(cx, cy, gui.config.ColourScheme.Cursor) _ = fps /* gui.font.SetColor(1, 0.5, 0.5, 0.5) fpsData := "" if gui.config.Rendering.AlwaysRepaint { fpsData = fmt.Sprintf("%d FPS | %d,%d", fps, gui.terminal.GetLogicalCursorX(), gui.terminal.GetLogicalCursorY()) } gui.font.Print(10, float32(gui.height-20), 1.5, fmt.Sprintf("%s", fpsData)) */ } if gui.config.Rendering.AlwaysRepaint || frames > 0 { gui.window.SwapBuffers() frameCount++ frames-- } glfw.WaitEventsTimeout(0.02) // up to 50fps on no input, otherwise higher } gui.logger.Debugf("Stopping render...") return nil } func (gui *GUI) loadFont(path string) error { font, err := glfont.LoadFont(path, gui.fontScale, gui.width, gui.height) if err != nil { return fmt.Errorf("LoadFont: %v", err) } gui.font = font return nil } func (gui *GUI) createWindow(width int, height int) (*glfw.Window, error) { if err := glfw.Init(); err != nil { return nil, err } glfw.WindowHint(glfw.Resizable, glfw.True) glfw.WindowHint(glfw.ContextVersionMajor, 3) // OR 2 glfw.WindowHint(glfw.ContextVersionMinor, 2) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(width, height, "Terminal", nil, nil) if err != nil { return nil, err } window.MakeContextCurrent() return window, nil } // initOpenGL initializes OpenGL and returns an intiialized program. func (gui *GUI) createProgram() (uint32, error) { if err := gl.Init(); err != nil { return 0, fmt.Errorf("Failed to initialise OpenGL: %s", err) } gui.logger.Infof("OpenGL version %s", gl.GoStr(gl.GetString(gl.VERSION))) gui.logger.Debugf("Compiling shaders...") vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER) if err != nil { return 0, err } fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER) if err != nil { return 0, err } prog := gl.CreateProgram() gl.AttachShader(prog, vertexShader) gl.AttachShader(prog, fragmentShader) gl.LinkProgram(prog) return prog, nil }