use cgmath::conv::array4x4;
use cgmath::{Matrix4, Vector3};
use glium;
-use glium::{Surface, texture};
+use glium::{Display, Program, Surface, implement_vertex, texture, uniform};
use std;
fn gamma<T>(x: T) -> f32
#[cfg(feature = "image")]
fn c64_font() -> (u32, u32, Vec<u8>) {
- use image;
- let image =
- image::load_from_memory_with_format(&include_bytes!("c64-font.png")[..], image::PNG)
- .unwrap()
- .to_luma();
+ let image = image::load_from_memory_with_format(
+ &include_bytes!("textures/c64-font.png")[..],
+ image::PNG,
+ ).unwrap()
+ .to_luma();
let (w, h) = image.dimensions();
(w, h, image.into_raw())
}
#[cfg(not(feature = "image"))]
fn c64_font() -> (u32, u32, Vec<u8>) {
- let pixels = &include_bytes!("c64-font.gray")[..];
+ let pixels = &include_bytes!("textures/c64-font.gray")[..];
(128, 128, Vec::from(pixels))
}
+pub fn text_program(display: &Display) -> Program {
+ //load_program(display, "shaders/text.vert", "shaders/text.frag");
+ let vertex_shader_src = include_str!("shaders/text.vert");
+ let fragment_shader_src = include_str!("shaders/text.frag");
+ Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap()
+}
+
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
index_buffer: glium::IndexBuffer<u16>,
program: glium::Program,
params: glium::DrawParameters<'a>,
- model: Matrix4<f32>,
+ pub model: Matrix4<f32>,
+ pub character: char,
}
impl<'a> Text<'a> {
- pub fn new(display: &glium::Display) -> Text {
+ pub fn new(display: &Display, character: char) -> Text<'_> {
let (w, h, pixels) = c64_font();
let image = glium::texture::RawImage2d {
data: std::borrow::Cow::from(pixels),
display,
&[
Vertex {
- position: [-1.0, -1.0],
+ position: [-0.5, -0.5],
tex_coords: [0.0, 1.0],
},
Vertex {
- position: [-1.0, 1.0],
+ position: [-0.5, 0.5],
tex_coords: [0.0, 0.0],
},
Vertex {
- position: [1.0, 1.0],
+ position: [0.5, 0.5],
tex_coords: [1.0, 0.0],
},
Vertex {
- position: [1.0, -1.0],
+ position: [0.5, -0.5],
tex_coords: [1.0, 1.0],
},
],
&[1 as u16, 2, 0, 3],
).unwrap();
- // compiling shaders and linking them together
- let program = program!(display,
- 140 => {
- vertex: "
- #version 140
-
- uniform mat4 model;
- uniform mat4 perspview;
- uniform int index;
-
- in vec2 position;
- in vec2 tex_coords;
-
- out vec2 v_tex_coords;
- out ivec4 v_fgcolor;
-
- void main() {
- gl_Position = perspview * model * vec4(position, 0.0, 1.0);
-
- // Characters are arranged in a 16x16 square.
- int xpos = index % 16;
- int ypos = index / 16;
- v_tex_coords = (tex_coords + vec2(xpos, ypos)) / 16.;
- }
- ",
-
- fragment: "
- #version 140
- uniform sampler2D tex;
- uniform vec4 bgcolor;
- uniform vec4 fgcolor;
-
- in vec2 v_tex_coords;
- out vec4 f_color;
-
- void main() {
- f_color = texture(tex, v_tex_coords).x == 0U ? bgcolor : fgcolor;
- }
- "
- }).unwrap();
-
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
};
Text {
- model: Matrix4::from_translation(Vector3::unit_z() * (-1.0)),
tex: tex,
vertex_buffer: vertex_buffer,
index_buffer: index_buffer,
- program: program,
+ program: text_program(display),
params: params,
+ model: Matrix4::from_translation(Vector3::unit_z() * (-1.0)),
+ character: character,
}
}
perspview: *perspview,
tex: self.tex.sampled()
.magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest),
- index: 'C' as i32,
+ index: self.character as i32,
// RGB values from http://unusedino.de/ec64/technical/misc/vic656x/colors/
bgcolor: srgb([ 64, 50, 133u8]), // 6 - blue
fgcolor: srgb([120, 106, 189u8]), // 14 - light blue