Fix benchmarks for latest glium/glutin API
[mandelwow.git] / text.rs
diff --git a/text.rs b/text.rs
index abcd9b40f17b3235fcf230883f1e57f8c686b28e..e020156cd08956f226d9c36c0117dcaa24069452 100644 (file)
--- a/text.rs
+++ b/text.rs
@@ -1,8 +1,7 @@
 use cgmath::conv::array4x4;
-use cgmath::{Matrix4, Vector3};
+use cgmath::Matrix4;
 use glium;
-use glium::{Surface, texture};
-use image;
+use glium::{Display, Program, Surface, implement_vertex, texture, uniform};
 use std;
 
 fn gamma<T>(x: T) -> f32
@@ -21,6 +20,30 @@ where
     [gamma(c[0]), gamma(c[1]), gamma(c[2]), 0.0]
 }
 
+#[cfg(feature = "image")]
+fn c64_font() -> (u32, u32, Vec<u8>) {
+    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!("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],
@@ -28,24 +51,19 @@ struct Vertex {
 }
 implement_vertex!(Vertex, position, tex_coords);
 
-pub struct Text<'a> {
+pub struct Text {
     tex: texture::Texture2d,
     vertex_buffer: glium::VertexBuffer<Vertex>,
     index_buffer: glium::IndexBuffer<u16>,
     program: glium::Program,
-    params: glium::DrawParameters<'a>,
-    model: Matrix4<f32>,
+    params: glium::DrawParameters<'static>,
 }
 
-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();
+impl Text {
+    pub fn new(display: &Display) -> Text {
+        let (w, h, pixels) = c64_font();
         let image = glium::texture::RawImage2d {
-            data: std::borrow::Cow::from(image.into_raw()),
+            data: std::borrow::Cow::from(pixels),
             width: w,
             height: h,
             format: glium::texture::ClientFormat::U8,
@@ -63,19 +81,19 @@ impl<'a> Text<'a> {
                 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],
                     },
                 ],
@@ -88,47 +106,6 @@ impl<'a> Text<'a> {
             &[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,
@@ -140,23 +117,22 @@ impl<'a> Text<'a> {
         };
 
         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,
         }
     }
 
-    pub fn draw(&self, frame: &mut glium::Frame, perspview: &[[f32; 4]; 4]) {
+    pub fn draw(&self, frame: &mut glium::Frame, c: char, model: &Matrix4<f32>, perspview: &[[f32; 4]; 4]) {
         let uniforms =
             uniform! {
-            model: array4x4(self.model),
+            model: array4x4(*model),
             perspview: *perspview,
             tex: self.tex.sampled()
                 .magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest),
-            index: 'C' as i32,
+            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