aminal/gui/renderer.go

317 lines
7.6 KiB
Go

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
}
type rectangle struct {
vao uint32
vbo uint32
cv uint32
colourAttr uint32
colour [3]float32
points []float32
prog uint32
}
func (r *OpenGLRenderer) CellWidth() float32 {
return r.cellWidth
}
func (r *OpenGLRenderer) CellHeight() float32 {
return r.cellHeight
}
func (r *OpenGLRenderer) newRectangle(x float32, y float32, colourAttr uint32) *rectangle {
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 := &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, boldFont *glfont.Font, 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{},
}
r.SetFont(font, boldFont)
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, r.boldFont)
}
func (r *OpenGLRenderer) SetFont(font *glfont.Font, bold *glfont.Font) { // @todo check for monospace and return error if not?
r.font = font
r.boldFont = bold
r.cellWidth, _ = font.Size("X")
r.cellHeight = font.LineHeight() // 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.rectangles = map[[2]uint]*rectangle{}
}
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, 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 if cell.Attr().Reverse {
bg = cell.Fg()
} 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(cell buffer.Cell, col uint, row uint, alpha float32, colour *[3]float32) {
var fg [3]float32
if colour != nil {
fg = *colour
} else if cell.Attr().Reverse {
fg = cell.Bg()
} else {
fg = cell.Fg()
}
if cell.Attr().Dim {
alpha = 0.5 * alpha
}
r.font.SetColor(fg[0], fg[1], fg[2], alpha)
x := float32(r.areaX) + float32(col)*r.cellWidth
y := float32(r.areaY) + (float32(row+1) * r.cellHeight) - (r.font.LinePadding())
if cell.Attr().Bold { // bold means draw text again one pixel to right, so it's fatter
if r.boldFont != nil {
y := float32(r.areaY) + (float32(row+1) * r.cellHeight) - (r.boldFont.LinePadding())
r.boldFont.SetColor(fg[0], fg[1], fg[2], alpha)
r.boldFont.Print(x, y, string(cell.Rune()))
return
}
r.font.Print(x+1, y, string(cell.Rune()))
}
r.font.Print(x, y, string(cell.Rune()))
}
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 = float32(img.Bounds().Size().X)
var h float32 = 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)
}