Start work on the graphics program
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15
kitty/gl.h
15
kitty/gl.h
@ -338,11 +338,9 @@ add_buffer_to_vao(ssize_t vao_idx, GLenum usage) {
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}
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static void
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add_attribute_to_vao(int p, ssize_t vao_idx, const char *name, GLint size, GLenum data_type, GLsizei stride, void *offset, GLuint divisor) {
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add_located_attribute_to_vao(ssize_t vao_idx, GLint aloc, GLint size, GLenum data_type, GLsizei stride, void *offset, GLuint divisor) {
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VAO *vao = vaos + vao_idx;
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if (!vao->num_buffers) { fatal("You must create a buffer for this attribute first"); return; }
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GLint aloc = attrib_location(p, name);
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if (aloc == -1) { fatal("No attribute named: %s found in this program", name); return; }
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if (!vao->num_buffers) fatal("You must create a buffer for this attribute first");
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ssize_t buf = vao->buffers[vao->num_buffers - 1];
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bind_buffer(buf);
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glEnableVertexAttribArray(aloc);
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@ -366,7 +364,14 @@ add_attribute_to_vao(int p, ssize_t vao_idx, const char *name, GLint size, GLenu
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check_gl();
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}
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unbind_buffer(buf);
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return;
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}
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static inline void
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add_attribute_to_vao(int p, ssize_t vao_idx, const char *name, GLint size, GLenum data_type, GLsizei stride, void *offset, GLuint divisor) {
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GLint aloc = attrib_location(p, name);
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if (aloc == -1) fatal("No attribute named: %s found in this program", name);
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add_located_attribute_to_vao(vao_idx, aloc, size, data_type, stride, offset, divisor);
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}
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static void
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10
kitty/graphics_fragment.glsl
Normal file
10
kitty/graphics_fragment.glsl
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@ -0,0 +1,10 @@
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#version 330
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uniform sampler2D image;
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in vec2 texcoord;
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out vec4 color;
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void main() {
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color = texture2D(image, texcoord);
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}
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19
kitty/graphics_vertex.glsl
Normal file
19
kitty/graphics_vertex.glsl
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@ -0,0 +1,19 @@
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#version 330
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layout(location=8) in vec4 src;
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layout(location=9) in vec4 position;
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out vec2 texcoord;
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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void main() {
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(position[pos.x], position[pos.y + uint(2)], 0, 1);
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texcoord = vec2(src[pos.x], src[pos.y + uint(2)]);
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}
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@ -7,7 +7,7 @@
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#include "gl.h"
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enum { CELL_PROGRAM, CELL_BACKGROUND_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FOREGROUND_PROGRAM, CURSOR_PROGRAM, BORDERS_PROGRAM, NUM_PROGRAMS };
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enum { CELL_PROGRAM, CELL_BACKGROUND_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FOREGROUND_PROGRAM, CURSOR_PROGRAM, BORDERS_PROGRAM, GRAPHICS_PROGRAM, NUM_PROGRAMS };
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// Sprites {{{
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typedef struct {
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@ -175,8 +175,6 @@ destroy_sprite_map() {
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// Cell {{{
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#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer };
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typedef struct {
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UniformBlock render_data;
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ArrayInformation color_table;
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@ -195,6 +193,8 @@ init_cell_program() {
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}
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}
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#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer, graphics_buffer };
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static ssize_t
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create_cell_vao() {
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ssize_t vao_idx = create_vao();
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@ -202,17 +202,26 @@ create_cell_vao() {
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add_attribute_to_vao(CELL_PROGRAM, vao_idx, #name, \
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/*size=*/size, /*dtype=*/dtype, /*stride=*/stride, /*offset=*/offset, /*divisor=*/1);
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#define A1(name, size, dtype, offset) A(name, size, dtype, (void*)(offsetof(Cell, offset)), sizeof(Cell))
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#define AL(p, name, size, dtype, offset, stride) { GLint aloc = attrib_location(p, name); if (aloc == -1 ) fatal("No attribute named: %s found in this program", name); add_located_attribute_to_vao(vao_idx, aloc, size, dtype, stride, (void*)offset, 1); }
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add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER);
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A1(sprite_coords, 4, GL_UNSIGNED_SHORT, sprite_x);
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A1(colors, 3, GL_UNSIGNED_INT, fg);
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add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER);
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A(is_selected, 1, GL_FLOAT, NULL, 0);
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size_t bufnum = add_buffer_to_vao(vao_idx, GL_UNIFORM_BUFFER);
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alloc_vao_buffer(vao_idx, cell_program_layouts[CELL_PROGRAM].render_data.size, bufnum, GL_STREAM_DRAW);
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add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER);
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AL(GRAPHICS_PROGRAM, "src", 4, GL_FLOAT, 0, sizeof(ImageRenderData));
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AL(GRAPHICS_PROGRAM, "position", 4, GL_FLOAT, offsetof(ImageRenderData, dest_rect), sizeof(ImageRenderData));
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return vao_idx;
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#undef A
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#undef A1
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#undef AL
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}
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static inline void
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@ -560,7 +569,7 @@ init_shaders_debug(PyObject *module) {
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init_shaders(PyObject *module) {
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#endif
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#define C(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return false; }
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C(CELL_PROGRAM); C(CELL_BACKGROUND_PROGRAM); C(CELL_SPECIAL_PROGRAM); C(CELL_FOREGROUND_PROGRAM); C(CURSOR_PROGRAM); C(BORDERS_PROGRAM);
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C(CELL_PROGRAM); C(CELL_BACKGROUND_PROGRAM); C(CELL_SPECIAL_PROGRAM); C(CELL_FOREGROUND_PROGRAM); C(CURSOR_PROGRAM); C(BORDERS_PROGRAM); C(GRAPHICS_PROGRAM);
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C(GLSL_VERSION);
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C(GL_VERSION);
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C(GL_VENDOR);
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@ -16,9 +16,9 @@ from .constants import (
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from .fast_data_types import (
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BRACKETED_PASTE_END, BRACKETED_PASTE_START, CELL_BACKGROUND_PROGRAM,
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CELL_FOREGROUND_PROGRAM, CELL_PROGRAM, CELL_SPECIAL_PROGRAM,
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CURSOR_PROGRAM, SCROLL_FULL, SCROLL_LINE, SCROLL_PAGE, Screen,
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compile_program, create_cell_vao, glfw_post_empty_event, init_cell_program,
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init_cursor_program, remove_vao, set_window_render_data,
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CURSOR_PROGRAM, GRAPHICS_PROGRAM, SCROLL_FULL, SCROLL_LINE, SCROLL_PAGE,
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Screen, compile_program, create_cell_vao, glfw_post_empty_event,
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init_cell_program, init_cursor_program, remove_vao, set_window_render_data,
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update_window_title, update_window_visibility
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)
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from .rgb import to_color
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@ -62,6 +62,7 @@ def load_shader_programs():
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init_cell_program()
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compile_program(CURSOR_PROGRAM, *load_shaders('cursor'))
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init_cursor_program()
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compile_program(GRAPHICS_PROGRAM, *load_shaders('graphics'))
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class Window:
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