Files
ghostty/src/renderer/opengl/ImageProgram.zig
2023-11-19 22:33:06 -08:00

135 lines
3.4 KiB
Zig

/// 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();
}
};