Char grid now works. Also downgrade GL requirement to 3.3
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@ -6,7 +6,7 @@ import glfw
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import OpenGL.GL as gl
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import sys
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from kitty.shaders import ShaderProgram, GL_VERSION, ortho_matrix
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from kitty.shaders import ShaderProgram, GL_VERSION
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from kitty.fonts import set_font_family, cell_size
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textured_shaders = (
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@ -14,10 +14,9 @@ textured_shaders = (
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in vec2 vertex;
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in vec3 texture_position;
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out vec3 texture_position_for_fs;
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uniform mat4 transform;
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void main() {
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gl_Position = transform * vec4(vertex, 0, 1);
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gl_Position = vec4(vertex, 0, 1);
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texture_position_for_fs = texture_position;
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}
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''',
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@ -27,8 +26,8 @@ uniform sampler2DArray sprites;
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uniform vec3 sprite_scale;
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in vec3 texture_position_for_fs;
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out vec4 final_color;
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const vec3 background = vec3(0, 1, 0);
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const vec3 foreground = vec3(0, 0, 1);
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const vec3 background = vec3(0, 0, 1);
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const vec3 foreground = vec3(0, 1, 0);
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void main() {
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float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
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@ -76,17 +75,23 @@ class Renderer:
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vertices = (gl.GLfloat * (xnum * ynum * 12))()
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uv = (gl.GLfloat * (xnum * ynum * 18))()
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num = 0
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dx, dy = 2 * cell_width / self.w, 2 * cell_height / self.h
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xmargin = (self.w - (xnum * cell_width)) / self.w
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ymargin = (self.h - (ynum * cell_height)) / self.h
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xstart = -1 + xmargin
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ystart = 1 - ymargin
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for r in range(ynum):
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aoff = r * xnum * 12
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uoff = r * xnum * 18
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top = ystart - r * dy
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for c in range(xnum):
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left = xstart + c * dx
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off = aoff + c * 12
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vertices[off:off + 12] = rectangle_vertices(left=c, top=r, right=c + 1, bottom=r + 1)
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vertices[off:off + 12] = rectangle_vertices(left=left, top=top, right=left + dx, bottom=top - dy)
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sprite_pos = self.sprite_map[num % 10]
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off = uoff + c * 18
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uv[off:off + 18] = rectangle_uv(*sprite_pos)
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num += 1
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self.transform = ortho_matrix(right=xnum, bottom=ynum)
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with self.program:
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self.program.set_attribute_data('vertex', vertices)
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self.program.set_attribute_data('texture_position', uv, items_per_attribute_value=3)
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@ -94,7 +99,6 @@ class Renderer:
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def render(self):
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with self.program:
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gl.glUniformMatrix4fv(self.program.uniform_location('transform'), 1, gl.GL_TRUE, self.transform)
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.num_vertices)
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@ -10,7 +10,7 @@ from OpenGL.GL.ARB.copy_image import glCopyImageSubData # only present in openg
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from .fonts import render_cell, cell_size
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GL_VERSION = (4, 1)
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GL_VERSION = (3, 3)
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VERSION = GL_VERSION[0] * 100 + GL_VERSION[1] * 10
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@ -18,61 +18,6 @@ def array(*args, dtype=gl.GLfloat):
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return (dtype * len(args))(*args)
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def translation_matrix(x, y):
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return array(
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1, 0, x,
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0, 1, y,
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0, 0, 1
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)
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def scaling_matrix(x, y):
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return array(
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x, 0, 0,
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0, y, 0,
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0, 0, 1
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)
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def multiply(a, b):
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# 0 1 2
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# 3 4 5
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# 6 7 8
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return array(
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# Row 1
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a[0] * b[0] + a[1] * b[3] + a[2] * b[6],
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a[0] * b[1] + a[1] * b[4] + a[2] * b[7],
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a[0] * b[2] + a[1] * b[5] + a[2] * b[8],
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# Row 2
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a[3] * b[0] + a[4] * b[3] + a[5] * b[6],
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a[3] * b[1] + a[4] * b[4] + a[5] * b[7],
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a[3] * b[2] + a[4] * b[5] + a[5] * b[8],
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# Row 3
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a[6] * b[0] + a[7] * b[3] + a[8] * b[6],
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a[6] * b[1] + a[7] * b[4] + a[8] * b[7],
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a[6] * b[2] + a[7] * b[5] + a[8] * b[8]
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)
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def ortho_matrix(left=0, right=1, bottom=1, top=0, near=0, far=1):
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# See https://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml
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def t(a, b):
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return (a + b) / (a - b)
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return array(
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2 / (right - left), 0, 0, -t(right, left),
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0, 2 / (bottom - top), 0, -t(bottom, top),
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0, 0, -2 / (far - near), -t(far, near),
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0, 0, 0, 1
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)
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def map_pos(matrix, x, y):
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return (
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x * matrix[0] + y * matrix[1] + matrix[3],
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x * matrix[4] + y * matrix[5] + matrix[7]
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)
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class Sprites:
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''' Maintain sprite sheets of all rendered characters on the GPU as a texture
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array with each texture being a sprite sheet. '''
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