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use std::rc::Rc;
use gl;
use gl::types::*;
use na::{Vector2, Point2, Point3};
use text::Font;
use resource::{BufferType, AllocationType, Shader, ShaderUniform, ShaderAttribute, GPUVec};
#[path = "../error.rs"]
mod error;
struct TextRenderContext {
color: Point3<f32>,
font: Rc<Font>,
begin: usize,
size: usize
}
impl TextRenderContext {
pub fn new(color: Point3<f32>, font: Rc<Font>, begin: usize, size: usize) -> TextRenderContext {
TextRenderContext {
color: color,
font: font,
begin: begin,
size: size
}
}
}
pub struct TextRenderer {
shader: Shader,
invsz: ShaderUniform<Vector2<f32>>,
tex: ShaderUniform<GLint>,
color: ShaderUniform<Point3<f32>>,
pos: ShaderAttribute<Point2<f32>>,
uvs: ShaderAttribute<Point2<f32>>,
contexts: Vec<TextRenderContext>,
coords: GPUVec<Point2<f32>>,
}
impl TextRenderer {
pub fn new() -> TextRenderer {
let mut shader = Shader::new_from_str(TEXT_VERTEX_SRC, TEXT_FRAGMENT_SRC);
shader.use_program();
TextRenderer {
invsz: shader.get_uniform("invsz").expect("Could not find invsz"),
tex: shader.get_uniform("tex0").expect("Could not find tex0"),
color: shader.get_uniform("color").expect("Could not find color"),
pos: shader.get_attrib("pos").expect("Could not find pos"),
uvs: shader.get_attrib("uvs").expect("Could not find uvs"),
shader: shader,
contexts: Vec::new(),
coords: GPUVec::new(Vec::new(), BufferType::Array, AllocationType::StreamDraw)
}
}
pub fn draw_text(&mut self, text: &str, pos: &Point2<f32>, font: &Rc<Font>, color: &Point3<f32>) {
for coords in self.coords.data_mut().iter_mut() {
let begin = coords.len();
for (line_count, line) in text.lines().enumerate() {
let mut temp_pos = pos.clone();
temp_pos.y = temp_pos.y + (font.height() as usize * (line_count + 1)) as f32;
for curr in line.chars() {
let glyph = match font.glyphs()[curr as usize] {
Some(ref g) => g,
None => continue,
};
let end_x = temp_pos.x + glyph.offset.x;
let end_y = -temp_pos.y - (glyph.dimensions.y - glyph.offset.y);
let end_w = glyph.dimensions.x;
let end_h = glyph.dimensions.y;
temp_pos.x = temp_pos.x + glyph.advance.x;
temp_pos.y = temp_pos.y + glyph.advance.y;
if end_w <= 0.1 || end_h <= 0.1 {
continue;
}
let adimx = font.atlas_dimensions().x as f32;
let adimy = font.atlas_dimensions().y as f32;
coords.push(Point2::new(end_x, -end_y - end_h));
coords.push(Point2::new(glyph.tex.x, glyph.tex.y));
coords.push(Point2::new(end_x, -end_y));
coords.push(Point2::new(glyph.tex.x, glyph.tex.y + (end_h / adimy)));
coords.push(Point2::new(end_x + end_w, -end_y));
coords.push(Point2::new(glyph.tex.x + (end_w / adimx), glyph.tex.y + (end_h / adimy)));
coords.push(Point2::new(end_x, -end_y - end_h));
coords.push(Point2::new(glyph.tex.x, glyph.tex.y));
coords.push(Point2::new(end_x + end_w, -end_y));
coords.push(Point2::new(glyph.tex.x + (end_w / adimx), glyph.tex.y + (end_h / adimy)));
coords.push(Point2::new(end_x + end_w, -end_y - end_h));
coords.push(Point2::new(glyph.tex.x + (end_w / adimx), glyph.tex.y));
}
}
let size = coords.len() - begin;
if size > 0 {
self.contexts.push(TextRenderContext::new(color.clone(), font.clone(), begin, size));
}
}
}
pub fn render(&mut self, width: f32, height: f32) {
if self.coords.len() == 0 { return }
self.shader.use_program();
verify!(gl::PolygonMode(gl::FRONT_AND_BACK, gl::FILL));
verify!(gl::Enable(gl::BLEND));
verify!(gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA));
verify!(gl::Disable(gl::DEPTH_TEST));
self.pos.enable();
self.uvs.enable();
self.tex.upload(&0);
self.invsz.upload(&Vector2::new(1.0 / width, -1.0 / height));
for ctxt in self.contexts.iter() {
verify!(gl::BindTexture(gl::TEXTURE_2D, ctxt.font.texture_atlas()));
verify!(gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32));
verify!(gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32));
self.pos.bind_sub_buffer(&mut self.coords, 1, ctxt.begin + 0);
self.uvs.bind_sub_buffer(&mut self.coords, 1, ctxt.begin + 1);
self.color.upload(&ctxt.color);
verify!(gl::DrawArrays(gl::TRIANGLES, 0, (ctxt.size / 2) as i32));
}
self.pos.disable();
self.uvs.enable();
verify!(gl::Enable(gl::DEPTH_TEST));
verify!(gl::Disable(gl::BLEND));
for coords in self.coords.data_mut().iter_mut() {
coords.clear()
}
self.contexts.clear();
}
}
pub static TEXT_VERTEX_SRC: &'static str = A_VERY_LONG_STRING;
pub static TEXT_FRAGMENT_SRC: &'static str = ANOTHER_VERY_LONG_STRING;
const A_VERY_LONG_STRING: &'static str =
"
#version 120
uniform vec2 invsz;
uniform vec3 color;
attribute vec2 pos;
attribute vec2 uvs;
varying vec2 tex;
varying vec3 Color;
void main() {
gl_Position = vec4(pos.x * invsz.x - 1.0, pos.y * invsz.y + 1.0, -1.0, 1.0);
tex = uvs;
Color = color;
}
";
const ANOTHER_VERY_LONG_STRING: &'static str =
"
#version 120
uniform sampler2D tex0;
varying vec2 tex;
varying vec3 Color;
void main() {
gl_FragColor = vec4(Color, texture2D(tex0, tex).r);
}
";