use cgmath::conv::array4x4; use cgmath::{Matrix4, Vector3}; use glium; use glium::{Surface, texture}; use image; use std; fn gamma(x: T) -> f32 where f32: From, T: Copy, { ((f32::from(x)) / 255.).powf(2.2) } fn srgb(c: [T; 3]) -> [f32; 4] where f32: From, T: Copy, { [gamma(c[0]), gamma(c[1]), gamma(c[2]), 0.0] } #[derive(Copy, Clone)] struct Vertex { position: [f32; 2], tex_coords: [f32; 2], } implement_vertex!(Vertex, position, tex_coords); pub struct Text<'a> { tex: texture::Texture2d, vertex_buffer: glium::VertexBuffer, index_buffer: glium::IndexBuffer, program: glium::Program, params: glium::DrawParameters<'a>, model: Matrix4, } impl<'a> Text<'a> { pub fn new(display: &glium::Display) -> Text { let image = 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::Texture2d::with_format( display, image, glium::texture::UncompressedFloatFormat::U8, glium::texture::MipmapsOption::NoMipmap, ).unwrap(); // building the vertex buffer, which contains all the vertices that we will draw let vertex_buffer = { glium::VertexBuffer::new( display, &[ Vertex { position: [-1.0, -1.0], tex_coords: [0.0, 1.0], }, Vertex { position: [-1.0, 1.0], tex_coords: [0.0, 0.0], }, Vertex { position: [1.0, 1.0], tex_coords: [1.0, 0.0], }, Vertex { position: [1.0, -1.0], tex_coords: [1.0, 1.0], }, ], ).unwrap() }; let index_buffer = glium::IndexBuffer::new( display, glium::index::PrimitiveType::TriangleStrip, &[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, write: true, ..Default::default() }, multisampling: true, ..Default::default() }; Text { model: Matrix4::from_translation(Vector3::unit_z() * (-1.0)), tex: tex, vertex_buffer: vertex_buffer, index_buffer: index_buffer, program: program, params: params, } } pub fn draw(&self, frame: &mut glium::Frame, perspview: &[[f32; 4]; 4]) { let uniforms = uniform! { model: array4x4(self.model), perspview: *perspview, tex: self.tex.sampled() .magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest), index: 'C' 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 }; frame .draw( &self.vertex_buffer, &self.index_buffer, &self.program, &uniforms, &self.params, ) .unwrap(); } }