use glium;
use glium::{Surface, texture};
use image;
-use std::io::Cursor;
+use std;
#[derive(Copy, Clone)]
struct Vertex {
implement_vertex!(Vertex, position, tex_coords);
pub struct Text<'a> {
- tex: texture::CompressedSrgbTexture2d,
+ tex: texture::UnsignedTexture2d,
vertex_buffer: glium::VertexBuffer<Vertex>,
index_buffer: glium::IndexBuffer<u16>,
program: glium::Program,
impl<'a> Text<'a> {
pub fn new(display: &glium::Display) -> Text {
- let image = image::load(Cursor::new(&include_bytes!("c64-font.png")[..]), image::PNG)
- .unwrap()
- .to_rgba();
- let dimensions = image.dimensions();
let image =
- glium::texture::RawImage2d::from_raw_rgba_reversed(image.into_raw(), dimensions);
- let tex = glium::texture::CompressedSrgbTexture2d::new(display, image).unwrap();
+ image::load_from_memory_with_format(&include_bytes!("c64-font.png")[..], image::PNG)
+ .unwrap()
+ .to_luma();
+ let (w, h) = image.dimensions();
+ let image = glium::texture::RawImage2d {
+ data: std::borrow::Cow::from(image.into_raw()),
+ width: w,
+ height: h,
+ format: glium::texture::ClientFormat::U8,
+ };
+ let tex = glium::texture::UnsignedTexture2d::with_format(
+ display,
+ image,
+ glium::texture::UncompressedUintFormat::U8,
+ glium::texture::MipmapsOption::NoMipmap,
+ ).unwrap();
// building the vertex buffer, which contains all the vertices that we will draw
let vertex_buffer = {
&[
Vertex {
position: [-1.0, -1.0],
- tex_coords: [0.0, 0.0],
+ tex_coords: [0.0, 1.0],
},
Vertex {
position: [-1.0, 1.0],
- tex_coords: [0.0, 1.0],
+ tex_coords: [0.0, 0.0],
},
Vertex {
position: [1.0, 1.0],
- tex_coords: [1.0, 1.0],
+ tex_coords: [1.0, 0.0],
},
Vertex {
position: [1.0, -1.0],
- tex_coords: [1.0, 0.0],
+ tex_coords: [1.0, 1.0],
},
],
).unwrap()
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.
- // Texture oordinates originate in the bottom-left corner.
int xpos = index % 16;
- int ypos = 15 - index / 16;
+ int ypos = index / 16;
v_tex_coords = (tex_coords) / 16.0 + vec2(xpos / 16., ypos / 16.);
}
",
fragment: "
#version 140
- uniform sampler2D tex;
+ uniform usampler2D 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);
+ f_color = texture(tex, v_tex_coords).x == 0U ? bgcolor : fgcolor;
}
"
}).unwrap();
}
pub fn draw(&self, frame: &mut glium::Frame, perspview: &[[f32; 4]; 4]) {
- let uniforms = uniform! {
+ let uniforms =
+ uniform! {
model: array4x4(self.model),
perspview: *perspview,
tex: self.tex.sampled()
.magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest),
- index: 'A' as i32,
+ index: 'C' as i32,
+ // RGB values from http://unusedino.de/ec64/technical/misc/vic656x/colors/
+ bgcolor: [ 53./255., 40./255., 121./255., 0.0/255. ] as [f32; 4],
+ fgcolor: [ 120./255., 106./255., 255./255., 188.0/255. ] as [f32; 4],
};
frame
.draw(