use crate::hal::scaler::FontScaler;
use crate::hal::{Font, Shader, VertexArray, VertexArrayEntry, BACKEND};
use crate::prelude::SparseTile;
use crate::BResult;
use bracket_color::prelude::RGBA;
pub struct SparseConsoleBackend {
vao: VertexArray,
previous_console: Option<Vec<SparseTile>>,
}
impl SparseConsoleBackend {
pub fn new(_width: usize, _height: usize, gl: &glow::Context) -> SparseConsoleBackend {
let vao = SparseConsoleBackend::init_gl_for_console(gl, 1000, 1000);
SparseConsoleBackend {
vao,
previous_console: None,
}
}
fn init_gl_for_console(
gl: &glow::Context,
vertex_capacity: usize,
index_capacity: usize,
) -> VertexArray {
VertexArray::float_builder(
gl,
&[
VertexArrayEntry { index: 0, size: 3 }, VertexArrayEntry { index: 1, size: 4 }, VertexArrayEntry { index: 2, size: 4 }, VertexArrayEntry { index: 3, size: 2 }, ],
vertex_capacity,
index_capacity,
)
}
fn push_point(
vertex_buffer: &mut Vec<f32>,
x: f32,
y: f32,
fg: RGBA,
bg: RGBA,
ux: f32,
uy: f32,
) {
vertex_buffer.extend_from_slice(&[
x, y, 0.0, fg.r, fg.g, fg.b, fg.a, bg.r, bg.g, bg.b, bg.a, ux, uy,
]);
}
#[allow(clippy::too_many_arguments)]
pub fn rebuild_vertices(
&mut self,
height: u32,
width: u32,
offset_x: f32,
offset_y: f32,
scale: f32,
scale_center: (i32, i32),
tiles: &Vec<SparseTile>,
font_scaler: FontScaler,
needs_resize: bool,
) {
if !needs_resize {
if let Some(old) = &self.previous_console {
if old.len() == tiles.len() {
let no_change = tiles.iter().zip(old.iter()).all(|(a, b)| *a == *b);
if no_change {
return;
}
}
}
}
self.vao.vertex_buffer.clear();
self.vao.index_buffer.clear();
let (step_x, step_y) = {
let be = BACKEND.lock();
let (step_x, step_y) = be.screen_scaler.calc_step(width, height, scale);
(step_x, step_y)
};
let mut index_count: i32 = 0;
let screen_x_start: f32 = -1.0 * scale
- 2.0 * (scale_center.0 - width as i32 / 2) as f32 * (scale - 1.0) / width as f32;
let screen_y_start: f32 = -1.0 * scale
+ 2.0 * (scale_center.1 - height as i32 / 2) as f32 * (scale - 1.0) / height as f32;
for t in tiles.iter() {
let x = t.idx % width as usize;
let y = t.idx / width as usize;
let screen_x = ((step_x * x as f32) + screen_x_start) + offset_x;
let screen_y = ((step_y * y as f32) + screen_y_start) + offset_y;
let fg = t.fg;
let bg = t.bg;
let glyph = t.glyph;
let gp = font_scaler.glyph_position(glyph);
SparseConsoleBackend::push_point(
&mut self.vao.vertex_buffer,
screen_x + step_x,
screen_y + step_y,
fg,
bg,
gp.glyph_right,
gp.glyph_top,
);
SparseConsoleBackend::push_point(
&mut self.vao.vertex_buffer,
screen_x + step_x,
screen_y,
fg,
bg,
gp.glyph_right,
gp.glyph_bottom,
);
SparseConsoleBackend::push_point(
&mut self.vao.vertex_buffer,
screen_x,
screen_y,
fg,
bg,
gp.glyph_left,
gp.glyph_bottom,
);
SparseConsoleBackend::push_point(
&mut self.vao.vertex_buffer,
screen_x,
screen_y + step_y,
fg,
bg,
gp.glyph_left,
gp.glyph_top,
);
self.vao.index_buffer.push(index_count);
self.vao.index_buffer.push(1 + index_count);
self.vao.index_buffer.push(3 + index_count);
self.vao.index_buffer.push(1 + index_count);
self.vao.index_buffer.push(2 + index_count);
self.vao.index_buffer.push(3 + index_count);
index_count += 4;
}
self.vao.upload_buffers();
self.previous_console = Some(tiles.clone());
}
pub fn gl_draw(&mut self, font: &Font, shader: &Shader) -> BResult<()> {
self.vao.draw_elements(shader, font);
Ok(())
}
}