renderer/opengl: setup image uniforms

This commit is contained in:
Mitchell Hashimoto
2023-11-19 22:33:06 -08:00
parent 76c76ce85e
commit 64cacce1cf
4 changed files with 227 additions and 17 deletions

View File

@ -22,6 +22,7 @@ const math = @import("../math.zig");
const Surface = @import("../Surface.zig");
const CellProgram = @import("opengl/CellProgram.zig");
const ImageProgram = @import("opengl/ImageProgram.zig");
const gl_image = @import("opengl/image.zig");
const custom = @import("opengl/custom.zig");
const Image = gl_image.Image;
@ -148,17 +149,22 @@ const SetScreenSize = struct {
);
// Update the projection uniform within our shader
try gl_state.cell_program.program.setUniform(
"projection",
inline for (.{ "cell_program", "image_program" }) |name| {
const program = @field(gl_state, name);
const bind = try program.program.use();
defer bind.unbind();
try program.program.setUniform(
"projection",
// 2D orthographic projection with the full w/h
math.ortho2d(
-1 * @as(f32, @floatFromInt(padding.left)),
@floatFromInt(padded_size.width + padding.right),
@floatFromInt(padded_size.height + padding.bottom),
-1 * @as(f32, @floatFromInt(padding.top)),
),
);
// 2D orthographic projection with the full w/h
math.ortho2d(
-1 * @as(f32, @floatFromInt(padding.left)),
@floatFromInt(padded_size.width + padding.right),
@floatFromInt(padded_size.height + padding.bottom),
-1 * @as(f32, @floatFromInt(padding.top)),
),
);
}
// Update our custom shader resolution
if (gl_state.custom) |*custom_state| {
@ -173,13 +179,21 @@ const SetFontSize = struct {
fn apply(self: SetFontSize, r: *const OpenGL) !void {
const gl_state = r.gl_state orelse return error.OpenGLUninitialized;
try gl_state.cell_program.program.setUniform(
"cell_size",
@Vector(2, f32){
@floatFromInt(self.metrics.cell_width),
@floatFromInt(self.metrics.cell_height),
},
);
inline for (.{ "cell_program", "image_program" }) |name| {
const program = @field(gl_state, name);
const bind = try program.program.use();
defer bind.unbind();
try program.program.setUniform(
"cell_size",
@Vector(2, f32){
@floatFromInt(self.metrics.cell_width),
@floatFromInt(self.metrics.cell_height),
},
);
}
const bind = try gl_state.cell_program.program.use();
defer bind.unbind();
try gl_state.cell_program.program.setUniform(
"strikethrough_position",
@as(f32, @floatFromInt(self.metrics.strikethrough_position)),
@ -1743,6 +1757,7 @@ fn drawCells(
/// OpenGL context is replaced.
const GLState = struct {
cell_program: CellProgram,
image_program: ImageProgram,
texture: gl.Texture,
texture_color: gl.Texture,
custom: ?custom.State,
@ -1830,8 +1845,13 @@ const GLState = struct {
const cell_program = try CellProgram.init();
errdefer cell_program.deinit();
// Build our image renderer
const image_program = try ImageProgram.init();
errdefer image_program.deinit();
return .{
.cell_program = cell_program,
.image_program = image_program,
.texture = tex,
.texture_color = tex_color,
.custom = custom_state,
@ -1842,6 +1862,7 @@ const GLState = struct {
if (self.custom) |v| v.deinit(alloc);
self.texture.destroy();
self.texture_color.destroy();
self.image_program.deinit();
self.cell_program.deinit();
}
};

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@ -0,0 +1,134 @@
/// The OpenGL program for rendering terminal cells.
const ImageProgram = @This();
const std = @import("std");
const gl = @import("opengl");
program: gl.Program,
vao: gl.VertexArray,
ebo: gl.Buffer,
vbo: gl.Buffer,
pub const Input = extern struct {
/// vec2 grid_coord
grid_col: u16,
grid_row: u16,
/// vec2 cell_offset
cell_offset_x: u32 = 0,
cell_offset_y: u32 = 0,
/// vec4 source_rect
source_x: u32 = 0,
source_y: u32 = 0,
source_width: u32 = 0,
source_height: u32 = 0,
/// vec2 dest_size
dest_width: u32 = 0,
dest_height: u32 = 0,
};
pub fn init() !ImageProgram {
// Load and compile our shaders.
const program = try gl.Program.createVF(
@embedFile("../shaders/image.v.glsl"),
@embedFile("../shaders/image.f.glsl"),
);
errdefer program.destroy();
// Set our program uniforms
const pbind = try program.use();
defer pbind.unbind();
// Set all of our texture indexes
try program.setUniform("image", 0);
// Setup our VAO
const vao = try gl.VertexArray.create();
errdefer vao.destroy();
const vaobind = try vao.bind();
defer vaobind.unbind();
// Element buffer (EBO)
const ebo = try gl.Buffer.create();
errdefer ebo.destroy();
var ebobind = try ebo.bind(.element_array);
defer ebobind.unbind();
try ebobind.setData([6]u8{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
}, .static_draw);
// Vertex buffer (VBO)
const vbo = try gl.Buffer.create();
errdefer vbo.destroy();
var vbobind = try vbo.bind(.array);
defer vbobind.unbind();
var offset: usize = 0;
try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(Input), offset);
offset += 2 * @sizeOf(u16);
try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
offset += 2 * @sizeOf(u32);
try vbobind.attributeAdvanced(2, 4, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
offset += 4 * @sizeOf(u32);
try vbobind.attributeAdvanced(3, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
offset += 2 * @sizeOf(u32);
try vbobind.enableAttribArray(0);
try vbobind.enableAttribArray(1);
try vbobind.enableAttribArray(2);
try vbobind.enableAttribArray(3);
try vbobind.attributeDivisor(0, 1);
try vbobind.attributeDivisor(1, 1);
try vbobind.attributeDivisor(2, 1);
try vbobind.attributeDivisor(3, 1);
return .{
.program = program,
.vao = vao,
.ebo = ebo,
.vbo = vbo,
};
}
pub fn bind(self: ImageProgram) !Binding {
const program = try self.program.use();
errdefer program.unbind();
const vao = try self.vao.bind();
errdefer vao.unbind();
const ebo = try self.ebo.bind(.element_array);
errdefer ebo.unbind();
const vbo = try self.vbo.bind(.array);
errdefer vbo.unbind();
return .{
.program = program,
.vao = vao,
.ebo = ebo,
.vbo = vbo,
};
}
pub fn deinit(self: ImageProgram) void {
self.vbo.destroy();
self.ebo.destroy();
self.vao.destroy();
self.program.destroy();
}
pub const Binding = struct {
program: gl.Program.Binding,
vao: gl.VertexArray.Binding,
ebo: gl.Buffer.Binding,
vbo: gl.Buffer.Binding,
pub fn unbind(self: Binding) void {
self.vbo.unbind();
self.ebo.unbind();
self.vao.unbind();
self.program.unbind();
}
};

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@ -0,0 +1,11 @@
#version 330 core
in vec2 tex_coords;
layout(location = 0) out vec4 out_FragColor;
uniform sampler2D image;
void main() {
out_FragColor = texture(image, tex_coords);
}

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@ -0,0 +1,44 @@
#version 330 core
layout (location = 0) in vec2 grid_pos;
layout (location = 1) in vec2 cell_offset;
layout (location = 2) in vec4 source_rect;
layout (location = 3) in vec2 dest_size;
out vec2 tex_coord;
uniform sampler2D image;
uniform vec2 cell_size;
uniform mat4 projection;
void main() {
// The size of the image in pixels
vec2 image_size = textureSize(image, 0);
// Turn the cell position into a vertex point depending on the
// gl_VertexID. Since we use instanced drawing, we have 4 vertices
// for each corner of the cell. We can use gl_VertexID to determine
// which one we're looking at. Using this, we can use 1 or 0 to keep
// or discard the value for the vertex.
//
// 0 = top-right
// 1 = bot-right
// 2 = bot-left
// 3 = top-left
vec2 position;
position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
// The texture coordinates start at our source x/y, then add the width/height
// as enabled by our instance id, then normalize to [0, 1]
tex_coord = source_rect.xy;
tex_coord += source_rect.zw * position;
tex_coord /= image_size;
// The position of our image starts at the top-left of the grid cell and
// adds the source rect width/height components.
vec2 image_pos = (cell_size * grid_pos) + cell_offset;
image_pos += dest_size * position;
gl_Position = projection * vec4(image_pos.xy, 0, 1.0);
}