package gui import ( "fmt" "math" "github.com/go-gl/gl/all-core/gl" "gitlab.com/liamg/raft/buffer" "gitlab.com/liamg/raft/config" "gitlab.com/liamg/raft/glfont" ) type Renderer interface { SetArea(areaX int, areaY int, areaWidth int, areaHeight int) DrawCellBg(cell buffer.Cell, col uint, row uint) DrawCellText(cell buffer.Cell, col uint, row uint) DrawCursor(col uint, row uint, colour config.Colour) GetTermSize() (uint, uint) } type OpenGLRenderer struct { font *glfont.Font areaWidth int areaHeight int areaX int areaY int fontScale int32 cellWidth float32 cellHeight float32 verticalCellPadding float32 termCols uint termRows uint cellPositions map[[2]uint][2]float32 rectangles map[[2]uint]*rectangle config *config.Config colourAttr uint32 program uint32 } type rectangle struct { vao uint32 vbo uint32 cv uint32 colourAttr uint32 colour [3]float32 points []float32 prog uint32 } func (r *OpenGLRenderer) newRectangle(x float32, y float32, colourAttr uint32) *rectangle { x = (x - float32(r.areaWidth/2)) / float32(r.areaWidth/2) y = -(y - float32(r.areaHeight/2)) / float32(r.areaHeight/2) w := r.cellWidth / float32(r.areaWidth/2) h := r.cellHeight / float32(r.areaHeight/2) rect := &rectangle{ points: []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, }, colourAttr: colourAttr, prog: r.program, } gl.UseProgram(rect.prog) // 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), 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}) 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.UseProgram(rect.prog) gl.DeleteVertexArrays(1, &rect.vao) gl.DeleteBuffers(1, &rect.vbo) gl.DeleteBuffers(1, &rect.cv) } func NewOpenGLRenderer(config *config.Config, font *glfont.Font, fontScale int32, areaX int, areaY int, areaWidth int, areaHeight int, colourAttr uint32, program uint32) *OpenGLRenderer { r := &OpenGLRenderer{ areaWidth: areaWidth, areaHeight: areaHeight, areaX: areaX, areaY: areaY, fontScale: fontScale, cellPositions: map[[2]uint][2]float32{}, rectangles: map[[2]uint]*rectangle{}, config: config, colourAttr: colourAttr, program: program, } r.SetFont(font) return r } 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 r.SetFont(r.font) } func (r *OpenGLRenderer) SetFontScale(fontScale int32) { r.fontScale = fontScale r.SetFont(r.font) } func (r *OpenGLRenderer) SetFont(font *glfont.Font) { // @todo check for monospace and return error if not? r.font = font r.verticalCellPadding = (0.25 * float32(r.fontScale)) r.cellWidth = font.Width(1, "X") r.cellHeight = font.Height(1, "X") + (r.verticalCellPadding * 2) // 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.calculatePositions() r.rectangles = map[[2]uint]*rectangle{} } func (r *OpenGLRenderer) calculatePositions() { for line := uint(0); line < r.termRows; line++ { for col := uint(0); col < r.termCols; col++ { // rounding to whole pixels makes everything nice x := float32(math.Round(float64((float32(col) * r.cellWidth)))) y := float32(math.Round(float64( (float32(line) * r.cellHeight) + (r.cellHeight / 2) + r.verticalCellPadding, ))) r.cellPositions[[2]uint{col, line}] = [2]float32{x, y} } } } func (r *OpenGLRenderer) getRectangle(col uint, row uint) *rectangle { if rect, ok := r.rectangles[[2]uint{col, row}]; ok { return rect } return r.generateRectangle(col, row) } func (r *OpenGLRenderer) generateRectangle(col uint, line uint) *rectangle { rect, ok := r.rectangles[[2]uint{col, line}] if ok { rect.Free() } // rounding to whole pixels makes everything nice x := float32(float32(col) * r.cellWidth) y := float32((float32(line) * r.cellHeight) + (r.cellHeight)) r.rectangles[[2]uint{col, line}] = r.newRectangle(x, y, r.colourAttr) return r.rectangles[[2]uint{col, line}] } 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) { var bg [3]float32 if cell.Attr().Reverse { bg = cell.Fg() } else { bg = cell.Bg() } if bg != r.config.ColourScheme.Background { rect := r.getRectangle(col, row) rect.setColour(bg) rect.Draw() } } func (r *OpenGLRenderer) DrawCellText(cell buffer.Cell, col uint, row uint) { var fg [3]float32 if cell.Attr().Reverse { fg = cell.Bg() } else { fg = cell.Fg() } pos, ok := r.cellPositions[[2]uint{col, row}] if !ok { panic(fmt.Sprintf("Missing position data for cell at %d,%d", col, row)) } var alpha float32 = 1 if cell.Attr().Dim { alpha = 0.5 } r.font.SetColor(fg[0], fg[1], fg[2], alpha) if cell.Attr().Bold { // bold means draw text again one pixel to right, so it's fatter r.font.Print(pos[0]+1, pos[1], 1, string(cell.Rune())) } r.font.Print(pos[0], pos[1], 1, string(cell.Rune())) }