aminal/gui/renderer.go

216 lines
5.4 KiB
Go

package gui
import (
"github.com/go-gl/gl/all-core/gl"
"github.com/liamg/aminal/buffer"
"github.com/liamg/aminal/config"
"github.com/liamg/aminal/glfont"
"image"
"math"
)
type OpenGLRenderer struct {
areaWidth int
areaHeight int
areaX int
areaY int
cellWidth float32
cellHeight float32
termCols uint
termRows uint
cellPositions map[[2]uint][2]float32
config *config.Config
colourAttr uint32
program uint32
textureMap map[*image.RGBA]uint32
fontMap *FontMap
backgroundColour [3]float32
rectRenderer *rectangleRenderer
}
func (r *OpenGLRenderer) CellWidth() float32 {
return r.cellWidth
}
func (r *OpenGLRenderer) CellHeight() float32 {
return r.cellHeight
}
func NewOpenGLRenderer(config *config.Config, fontMap *FontMap, areaX int, areaY int, areaWidth int, areaHeight int, colourAttr uint32, program uint32) (*OpenGLRenderer, error) {
rectRenderer, err := newRectangleRenderer()
if err != nil {
return nil, err
}
r := &OpenGLRenderer{
areaWidth: areaWidth,
areaHeight: areaHeight,
areaX: areaX,
areaY: areaY,
cellPositions: map[[2]uint][2]float32{},
config: config,
colourAttr: colourAttr,
program: program,
textureMap: map[*image.RGBA]uint32{},
fontMap: fontMap,
rectRenderer: rectRenderer,
}
r.SetArea(areaX, areaY, areaWidth, areaHeight)
return r, nil
}
// This method ensures that all OpenGL resources are deleted correctly
func (r *OpenGLRenderer) Free() {
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
if r.rectRenderer != nil {
r.rectRenderer.Free()
r.rectRenderer = nil
}
}
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)))
}
func (r *OpenGLRenderer) ConvertCoordinates(col uint, row uint) (float32, float32) {
left := float32(float32(col) * r.cellWidth)
top := float32(float32(row) * r.cellHeight)
return left, top
}
func (r *OpenGLRenderer) DrawCursor(col uint, row uint, colour config.Colour) {
left, top := r.ConvertCoordinates(col, row)
r.rectRenderer.render(left, top, r.cellWidth, r.cellHeight, colour)
}
func (r *OpenGLRenderer) DrawCellBg(cell buffer.Cell, col uint, row uint, colour *config.Colour, force bool) {
var bg [3]float32
if colour != nil {
bg = *colour
} else {
bg = cell.Bg()
}
if bg != r.backgroundColour || force {
left, top := r.ConvertCoordinates(col, row)
r.rectRenderer.render(left, top, r.cellWidth, r.cellHeight, bg)
}
}
// DrawUnderline draws a line under 'span' characters starting at (col, row)
func (r *OpenGLRenderer) DrawUnderline(span int, col uint, row uint, colour [3]float32) {
//calculate coordinates
x := float32(float32(col) * r.cellWidth)
y := (float32(row+1))*r.cellHeight + r.fontMap.DefaultFont().MinY()*0.25
thickness := r.cellHeight / 16
if thickness < 1 {
thickness = 1
}
r.rectRenderer.render(x, y, r.cellWidth*float32(span), thickness, colour)
}
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)
}