mirror of https://github.com/liamg/aminal.git
246 lines
5.8 KiB
Go
246 lines
5.8 KiB
Go
package gui
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import (
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"math"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/liamg/aminal/buffer"
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"github.com/liamg/aminal/config"
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"github.com/liamg/aminal/glfont"
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)
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type OpenGLRenderer struct {
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font *glfont.Font
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boldFont *glfont.Font
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areaWidth int
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areaHeight int
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areaX int
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areaY int
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cellWidth float32
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cellHeight float32
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termCols uint
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termRows uint
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cellPositions map[[2]uint][2]float32
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rectangles map[[2]uint]*rectangle
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config *config.Config
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colourAttr uint32
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program uint32
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}
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type rectangle struct {
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vao uint32
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vbo uint32
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cv uint32
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colourAttr uint32
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colour [3]float32
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points []float32
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prog uint32
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}
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func (r *OpenGLRenderer) CellWidth() float32 {
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return r.cellWidth
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}
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func (r *OpenGLRenderer) CellHeight() float32 {
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return r.cellHeight
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}
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func (r *OpenGLRenderer) newRectangle(x float32, y float32, colourAttr uint32) *rectangle {
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halfAreaWidth := float32(r.areaWidth / 2)
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halfAreaHeight := float32(r.areaHeight / 2)
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x = (x - halfAreaWidth) / halfAreaWidth
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y = -(y - halfAreaHeight) / halfAreaHeight
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w := r.cellWidth / halfAreaWidth
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h := r.cellHeight / halfAreaHeight
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rect := &rectangle{
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points: []float32{
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x, y, 0,
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x, y + h, 0,
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x + w, y + h, 0,
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x + w, y, 0,
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x, y, 0,
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x + w, y + h, 0,
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},
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colourAttr: colourAttr,
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prog: r.program,
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}
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gl.UseProgram(rect.prog)
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// SHAPE
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gl.GenBuffers(1, &rect.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, rect.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, 4*len(rect.points), gl.Ptr(rect.points), gl.STATIC_DRAW)
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gl.GenVertexArrays(1, &rect.vao)
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gl.BindVertexArray(rect.vao)
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gl.EnableVertexAttribArray(0)
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gl.BindBuffer(gl.ARRAY_BUFFER, rect.vbo)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)
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// colour
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gl.GenBuffers(1, &rect.cv)
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rect.setColour([3]float32{0, 1, 0})
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return rect
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}
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func (rect *rectangle) Draw() {
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gl.UseProgram(rect.prog)
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gl.BindVertexArray(rect.vao)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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func (rect *rectangle) setColour(colour [3]float32) {
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if rect.colour == colour {
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return
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}
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c := []float32{
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colour[0], colour[1], colour[2],
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colour[0], colour[1], colour[2],
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colour[0], colour[1], colour[2],
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colour[0], colour[1], colour[2],
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colour[0], colour[1], colour[2],
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colour[0], colour[1], colour[2],
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}
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gl.UseProgram(rect.prog)
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gl.BindBuffer(gl.ARRAY_BUFFER, rect.cv)
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gl.BufferData(gl.ARRAY_BUFFER, len(c)*4, gl.Ptr(c), gl.STATIC_DRAW)
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gl.EnableVertexAttribArray(rect.colourAttr)
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gl.VertexAttribPointer(rect.colourAttr, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
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rect.colour = colour
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}
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func (rect *rectangle) Free() {
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gl.UseProgram(rect.prog)
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gl.DeleteVertexArrays(1, &rect.vao)
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gl.DeleteBuffers(1, &rect.vbo)
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gl.DeleteBuffers(1, &rect.cv)
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}
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func NewOpenGLRenderer(config *config.Config, font *glfont.Font, boldFont *glfont.Font, areaX int, areaY int, areaWidth int, areaHeight int, colourAttr uint32, program uint32) *OpenGLRenderer {
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r := &OpenGLRenderer{
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areaWidth: areaWidth,
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areaHeight: areaHeight,
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areaX: areaX,
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areaY: areaY,
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cellPositions: map[[2]uint][2]float32{},
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rectangles: map[[2]uint]*rectangle{},
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config: config,
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colourAttr: colourAttr,
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program: program,
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}
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r.SetFont(font, boldFont)
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return r
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}
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func (r *OpenGLRenderer) GetTermSize() (uint, uint) {
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return r.termCols, r.termRows
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}
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func (r *OpenGLRenderer) SetArea(areaX int, areaY int, areaWidth int, areaHeight int) {
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r.areaWidth = areaWidth
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r.areaHeight = areaHeight
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r.areaX = areaX
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r.areaY = areaY
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r.SetFont(r.font, r.boldFont)
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}
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func (r *OpenGLRenderer) SetFont(font *glfont.Font, bold *glfont.Font) { // @todo check for monospace and return error if not?
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r.font = font
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r.boldFont = bold
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r.cellWidth, _ = font.Size("X")
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r.cellHeight = font.LineHeight() // vertical padding
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r.termCols = uint(math.Floor(float64(float32(r.areaWidth) / r.cellWidth)))
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r.termRows = uint(math.Floor(float64(float32(r.areaHeight) / r.cellHeight)))
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r.rectangles = map[[2]uint]*rectangle{}
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}
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func (r *OpenGLRenderer) getRectangle(col uint, row uint) *rectangle {
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if rect, ok := r.rectangles[[2]uint{col, row}]; ok {
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return rect
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}
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return r.generateRectangle(col, row)
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}
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func (r *OpenGLRenderer) generateRectangle(col uint, line uint) *rectangle {
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rect, ok := r.rectangles[[2]uint{col, line}]
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if ok {
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rect.Free()
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}
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// rounding to whole pixels makes everything nice
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x := float32(float32(col) * r.cellWidth)
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y := float32((float32(line) * r.cellHeight)) + r.cellHeight
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r.rectangles[[2]uint{col, line}] = r.newRectangle(x, y, r.colourAttr)
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return r.rectangles[[2]uint{col, line}]
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}
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func (r *OpenGLRenderer) DrawCursor(col uint, row uint, colour config.Colour) {
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rect := r.getRectangle(col, row)
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rect.setColour(colour)
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rect.Draw()
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}
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func (r *OpenGLRenderer) DrawCellBg(cell buffer.Cell, col uint, row uint, cursor bool) {
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var bg [3]float32
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if cursor {
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bg = r.config.ColourScheme.Cursor
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} else if cell.Attr().Reverse {
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bg = cell.Fg()
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} else {
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bg = cell.Bg()
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}
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if bg != r.config.ColourScheme.Background {
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rect := r.getRectangle(col, row)
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rect.setColour(bg)
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rect.Draw()
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}
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}
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func (r *OpenGLRenderer) DrawCellText(cell buffer.Cell, col uint, row uint) {
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var fg [3]float32
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if cell.Attr().Reverse {
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fg = cell.Bg()
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} else {
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fg = cell.Fg()
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}
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var alpha float32 = 1
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if cell.Attr().Dim {
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alpha = 0.5
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}
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r.font.SetColor(fg[0], fg[1], fg[2], alpha)
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x := float32(col) * r.cellWidth
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y := (float32(row+1) * r.cellHeight) - (r.font.LinePadding())
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if cell.Attr().Bold { // bold means draw text again one pixel to right, so it's fatter
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if r.boldFont != nil {
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y := (float32(row+1) * r.cellHeight) - (r.boldFont.LinePadding())
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r.boldFont.SetColor(fg[0], fg[1], fg[2], alpha)
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r.boldFont.Print(x, y, string(cell.Rune()))
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return
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}
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r.font.Print(x+1, y, string(cell.Rune()))
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}
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r.font.Print(x, y, string(cell.Rune()))
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}
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