/* This file is part of HINT * Copyright 2017-2021 Martin Ruckert, Hochschule Muenchen, Lothstrasse 64, 80336 Muenchen * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * Except as contained in this notice, the name of the copyright holders shall * not be used in advertising or otherwise to promote the sale, use or other * dealings in this Software without prior written authorization from the * copyright holders. */ #include #include "basetypes.h" #include "main.h" #include "error.h" #include #include FT_FREETYPE_H #include "hint.h" #include "hfonts.h" #include "hrender.h" #include "rendernative.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #ifdef DEBUG static void checkGlError(const char *op) { GLint error; while( (error= glGetError())!= GL_NO_ERROR) MESSAGE("OGL Error after %s: 0x%x\n", op, error); } #else #define checkGlError(OP) (void)0 #endif #define MAX_INFOLOG 512 static GLuint ProgramID, MatrixID, RuleID, GammaID, FGcolorID, ImageID, PictureID=0; #define xyID 0 #define uvID 1 #define STR(X) QUOTE(X) #define QUOTE(X) #X static const char VertexShader[]= "#version 330 core\n" /* Input */ "layout(location = " STR(xyID) ") in vec2 vertexXY;\n" "layout(location = " STR(uvID) ") in vec2 vertexUV;\n" /* output */ "out vec2 UV;\n" /* Constants for the current triangles */ "uniform mat4 MVP;\n" "void main()\n" "{\n" "gl_Position = MVP * vec4(vertexXY,-1.0f,1.0f);\n" "UV = vertexUV;\n" "}\n"; static const char FragmentShader[]= "#version 330 core\n" /* Input */ "in vec2 UV;\n" /* Output */ "out vec4 color;\n" /* Constants for the current triangles */ "uniform sampler2D theTexture;\n" "uniform vec3 FGcolor;\n" "uniform float Gamma;\n" "uniform int Image;\n" "void main()\n" "{ vec4 texColor = texture( theTexture, UV );\n" "if (Image==1) color = texColor;\n" "else\n" "{ color.a = pow(texColor.r,Gamma);\n" "color.rgb = FGcolor;\n" "}\n" "}\n" ; /* The Fragment shader should do Gamma correct (GC) blending. The theory says transform FGcolor and BGcolor to linear space FGlin = pow(FGcolor,2.2); BGlin=pow(BGcolor,2.2); BlendLin = FGlin*alpha + BGlin*(1-alpha); Blend = pow(BlendLin,1/2.2); But, the alpha values delivered by the freetype font rasterizer are actually brightness values! And our foreground and background values are pretty much either black (0.0) or white (1.0) or plain Blue (0.0,0.0,1.0) or things like that. So pow(FGcolor,2.2) will do nothing or little to them. But we should transform the alpha to linear space before blending. So we have AlphaLin = pow(alpha,2.2) BlendLin = FGcolor*alphaLin + BGcolor*(1-AlphaLin); Blend = pow(BlendLin, 1/2.2); The last line will be done automatically by the hardware if we specify an GL_FRAMBUFFER_SRGB. The second last line is the normal blending if we change the alpha value to linear. Using this will require that images are also converted to linear textures in sRGB space. */ static GLuint loadShader(GLenum type, char const *source) { GLuint shaderID; GLint result =GL_FALSE; /* Compile and check vertex shader */ shaderID = glCreateShader(type); glShaderSource(shaderID, 1, &source , NULL); glCompileShader(shaderID); glGetShaderiv(shaderID, GL_COMPILE_STATUS, &result); if (!result) { char InfoLog[MAX_INFOLOG]; glGetShaderInfoLog(shaderID, MAX_INFOLOG, NULL, InfoLog); QUIT("Error compiling shader (%d): %s\n", type, InfoLog); } return shaderID; } static void createProgram(void) { GLuint vertexID=loadShader(GL_VERTEX_SHADER,VertexShader); GLuint fragmentID=loadShader(GL_FRAGMENT_SHADER,FragmentShader); GLint result =GL_FALSE; /* Create, linking, and check the program */ ProgramID = glCreateProgram(); glAttachShader(ProgramID, vertexID); glAttachShader(ProgramID, fragmentID); glLinkProgram(ProgramID); glGetProgramiv(ProgramID, GL_LINK_STATUS, &result); if (!result) { char InfoLog[MAX_INFOLOG]; glGetProgramInfoLog(ProgramID, MAX_INFOLOG, NULL, InfoLog); QUIT("Error linking shader program: %s\n", InfoLog); } glDetachShader(ProgramID, vertexID); glDetachShader(ProgramID, fragmentID); glDeleteShader(vertexID); glDeleteShader(fragmentID); //LOG("createProgram Done\n"); } /* the 4x4 Model-View-Projection Matrix */ static GLfloat MVP[4][4] = { {0.5, 0.0, 0.0, 0.0 }, // x scale {0.0, 0.5, 0.0, 0.0 }, // y scale {0.0, 0.0, 0.0, 0.0 }, // z scale {0.0, 0.0, 0.0, 1.0 }}; // translation x, y, z /* The XY coordinates */ static GLfloat xy[6][2] = { {-1.0f, 1.0f}, // top left {-1.0f, -1.0f}, //bot left {1.0f, -1.0f}, // bot right {1.0f, 1.0f}, //top right {-1.0f, 1.0f}, //top left {1.0f, -1.0f} //bot right }; /* The UV coordinates */ static const GLfloat uv[6][2] = { {0.0f, 1.0f}, //left top {0.0f, 0.0f}, //left bot {1.0f, 0.0f}, //right bot {1.0f, 1.0f}, //right top {0.0f, 1.0f}, //left top {1.0f, 0.0f} //right bot }; static GLuint xybuffer, uvbuffer; static void mkRuleTexture() /* the texture used for rules */ { #define NO_TEST 1 #if NO_TEST GLubyte rule[1][1][1]={{{0xFF}}}; /* for testing only */ #else /* for testing only */ GLubyte rule[2][2][3]={{{0}}}; rule[0][0][0]=0xFF; // red top left rule[0][1][0]=rule[0][1][1]=0xFF; // yellow top right rule[1][0][2]=0xFF; // blue bottom left rule[1][1][1]=0xFF; // green bottom right #endif // Create one OpenGL texture glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // select byte alignment checkGlError("glPixelStorei"); glGenTextures(1, &RuleID); glBindTexture(GL_TEXTURE_2D, RuleID); checkGlError("glBindTexture RuleID"); #if NO_TEST glTexImage2D(GL_TEXTURE_2D, 0,GL_R8, 1, 1 , 0, GL_RED, GL_UNSIGNED_BYTE, rule); #else glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 2, 2 , 0, GL_RGB, GL_UNSIGNED_BYTE, rule); #endif checkGlError("glTeXImage2D Rule"); /* Set texture options */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //LOG("mkRuleTexture Done\n"); } void nativeInit(void) { GLuint VertexArrayID; static int glewInitialized=0; /* Initialize GLEW */ glewExperimental = true; /* Needed for core profile */ if (!glewInitialized &&glewInit() != GLEW_OK) QUIT("Failed to initialize GLEW\n"); glewInitialized=1; while(glGetError()!= GL_NO_ERROR) continue; /* ignore errors in glewInit */ /* Create the vertex array object (VAO) */ glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); createProgram(); MatrixID = glGetUniformLocation(ProgramID, "MVP"); FGcolorID = glGetUniformLocation(ProgramID, "FGcolor"); GammaID = glGetUniformLocation(ProgramID, "Gamma"); ImageID = glGetUniformLocation(ProgramID, "Image"); checkGlError("get IDs"); glGenBuffers(1, &xybuffer); glBindBuffer(GL_ARRAY_BUFFER, xybuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(xy), xy, GL_STREAM_DRAW); glGenBuffers(1, &uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(uv), uv, GL_STATIC_DRAW); glUseProgram(ProgramID); glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glUniform1f(GammaID, 1.0f/2.2f); glUniform1i(ImageID, 0); glUniform3f(FGcolorID, 0.0, 0.0, 0.0); // black as default foreground glClearColor(1.0f, 1.0f, 1.0f, 0.0f); // white as default background /* 1rst attribute buffer : XYs */ glEnableVertexAttribArray(xyID); glBindBuffer(GL_ARRAY_BUFFER, xybuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(xy), xy, GL_STREAM_DRAW); glVertexAttribPointer(xyID, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); checkGlError("glVertexAttribPointer xy"); /* 2nd attribute buffer : UVs */ glEnableVertexAttribArray(uvID); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(uv), uv, GL_STATIC_READ); glVertexAttribPointer(uvID,2,GL_FLOAT,GL_FALSE, 0, (void*)0); checkGlError("glVertexAttribPointer uv"); /* Make the alpha channel work */ glEnable(GL_BLEND); checkGlError("glEnable BLEND"); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); checkGlError("glBlendFunc"); glEnable(GL_MULTISAMPLE); checkGlError("GL_MULTISAMPLE"); glEnable(GL_FRAMEBUFFER_SRGB); checkGlError("GL_FRAMEBUFFER_SRGB"); hint_clear_fonts(false); mkRuleTexture(); //LOG("nativeInit Done\n"); } void nativeClear(void) { glDeleteBuffers(1, &xybuffer); glDeleteBuffers(1, &uvbuffer); glDeleteProgram(ProgramID); glDeleteTextures(1, &RuleID); if (PictureID != 0) { glDeleteTextures(1, &PictureID); PictureID = 0; } } void nativeBlank(void) { glClear(GL_COLOR_BUFFER_BIT); //LOG("nativeBlank Done\n"); } void nativeSetGamma(double gamma) { glUniform1f(GammaID, 1.0/gamma); checkGlError("glsetgamma"); } static GLfloat curfr, curfg, curfb; static uint8_t last_style=0; static void nativeSetColors(GLfloat fr, GLfloat fg, GLfloat fb, GLfloat br, GLfloat bg, GLfloat bb) /* set foreground and background rgb colors */ { glClearColor(br, bg, bb, 1.0f); curfr=fr; curfg=fg; curfb=fb; glUniform3f(FGcolorID, curfr, curfg, curfb); last_style=0; } static int dark_mode; void nativeSetDark(int on) { if (on) { int ourModeLocation = glGetUniformLocation(ProgramID, "ourMode"); glUniform1i(ourModeLocation, true); dark_mode = true; nativeSetColors( GET_R(FG_NIGHT)/255.0f, GET_G(FG_NIGHT)/255.0f, GET_B(FG_NIGHT)/255.0f, GET_R(BG_NIGHT)/255.0f, GET_G(BG_NIGHT)/255.0f, GET_B(BG_NIGHT)/255.0f); } else { int ourModeLocation = glGetUniformLocation(ProgramID, "ourMode"); glUniform1i(ourModeLocation, false); dark_mode = false; nativeSetColors( GET_R(FG_DAY)/255.0f, GET_G(FG_DAY)/255.0f, GET_B(FG_DAY)/255.0f, GET_R(BG_DAY)/255.0f, GET_G(BG_DAY)/255.0f, GET_B(BG_DAY)/255.0f); } } static float pt_h=600.0, pt_v=800.0; void nativeSetSize(int px_h, int px_v, double x_dpi, double y_dpi) { //LOG("xdpi=%f, ydpi=%f\n",x_dpi,y_dpi); pt_h = px_h * 72.27 / x_dpi; pt_v = px_v * 72.27 / y_dpi; page_h = round(pt_h * (1 << 16)); page_v = round(pt_v * (1 << 16)); MVP[0][0]=2.0/pt_h; // x: scale to -1 to +1 MVP[1][1]=-2.0/pt_v; // y: scale to 1 to -1 //MVP[2][2]=0.0f; // z: don't care MVP[3][0]=-1.0f; // x position: left MVP[3][1]=1.0f; // y position: up //MVP[3][2]=-1.0f; // don't care //MVP[3][3]=1.0f; // w: identity, already there glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glViewport(0, 0, px_h, px_v); } void nativeRule(double x, double y, double w, double h) /* Using GL to render a rule (a black rectangle) Coordinates in points, origin bottom left, x and w right, y and h up x,y position w,h width and height */ { /* Moving using the vertex buffer */ xy[0][0]=x; xy[0][1]=y; // xy top left xy[1][0]=x; xy[1][1]=y-h; // xy bot left 0 xy[2][0]=x+w; xy[2][1]=y-h; // xy bot right 0 xy[3][0]=x+w; xy[3][1]=y; // xy top right 1 xy[4][0]=x; xy[4][1]=y; // xy top left 1 xy[5][0]=x+w; xy[5][1]=y-h; // xy bot right 1 glBindTexture(GL_TEXTURE_2D, RuleID); checkGlError("glBindTexture RuleID"); glBindBuffer(GL_ARRAY_BUFFER, xybuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(xy), xy, GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, 2*3); //LOG("nativeRule %f@%f %fx%f Done\n",x,y,w,h); } void nativeImage(double x, double y, double w, double h, unsigned char *b, unsigned char *e) /* render the image found between *b and *e at x,y with size w,h. x, y, w, h are given in point */ { static unsigned char *last_b=NULL; GLenum format, internal_format; int width, height, nrChannels; unsigned char *data; static unsigned char grey[4]={0,0,0,0x80}; if (b!=last_b) { if (PictureID != 0) { glDeleteTextures(1, &PictureID); PictureID = 0; } last_b=b; data = stbi_load_from_memory(b, (int) (e - b), &width, &height, &nrChannels, 0); if (data == NULL) { LOG("Unable to display image\n"); data=grey; width=height=1; nrChannels=4; } //LOG("nativeImage %d chanels\n",nrChannels); internal_format=GL_SRGB; if (nrChannels == 4) { format = GL_RGBA; internal_format=GL_SRGB_ALPHA;} else if (nrChannels == 3) format = GL_RGB; else if (nrChannels == 2) format = GL_RG; else format = GL_RED; glGenTextures(1, &PictureID); glBindTexture(GL_TEXTURE_2D, PictureID); checkGlError("glBindTexture PictureID"); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, data); checkGlError("glTexImage2D(image)"); if (data!=grey) stbi_image_free(data); glGenerateMipmap(GL_TEXTURE_2D); checkGlError("glGenerateMipmap(image)"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } else { glBindTexture(GL_TEXTURE_2D, PictureID); checkGlError("glBindTexture old PictureID"); } xy[0][0]=x; xy[0][1]=y; xy[1][0]=x; xy[1][1]=y-h; xy[2][0]=x+w; xy[2][1]=y-h; xy[3][0]=x+w; xy[3][1]=y; xy[4][0]=x; xy[4][1]=y; xy[5][0]=x+w; xy[5][1]=y-h; glBindBuffer(GL_ARRAY_BUFFER, xybuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(xy), xy, GL_STREAM_DRAW); glUniform1i(ImageID, 1); glDrawArrays(GL_TRIANGLES, 0, 2*3); glUniform1i(ImageID, 0); } static void GLtexture(Gcache *g) { unsigned texID; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); checkGlError("glPixelStorei"); glGenTextures(1, &texID); checkGlError("glGenTextures"); glBindTexture(GL_TEXTURE_2D, texID); checkGlError("glBindTexture texID"); /* the first element in g->bits corresponds to the lower left pixel, * the last element in g->bits to the upper right pixel. */ glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, g->w, g->h, 0, GL_RED, GL_UNSIGNED_BYTE, g->bits ); checkGlError("glTeXImage2D Glyph"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); g->GLtexture = texID; //MESSAGE("Generated GL texture %d",g->GLtexture); } void nativeSetPK(struct gcache_s *g) /* the bits, w and h fields in g are already set, but the rows needs to be DWORD aligned the bitmap is already bottom up */ { GLtexture(g); } void nativeSetFreeType(struct gcache_s *g) /* the bits, w and h fields in g are already set, but the rows needs to be DWORD aligned and converted to a bottom up DIB */ {GLtexture(g);} int round_to_pixel=1; /* makes sense only if using the native dpi, if using a multiple its of not much use*/ double pixel_size_threshold= 72.27/150; /*round to pixel only if pixel size in pt is below threshold*/ void nativeGlyph(double x, double dx, double y, double dy, double w, double h, struct gcache_s *g, uint8_t s) /* given glyph g, display g at position x,y in size w,h. x, y, w, h are given in point */ { if (g->GLtexture == 0) GLtexture(g); x=x-dx; y=y+h-dy; if (round_to_pixel) { double pxs; pxs = 72.27/xdpi; /* pixel size in point */ if (pxs>=pixel_size_threshold) { x=x/pxs; x=floor(x+0.5); x=x*pxs; } pxs = 72.27/ydpi; /* pixel size in point */ if (pxs>=pixel_size_threshold) { y=y/pxs; y=floor(y+0.5); y=y*pxs; } } xy[0][0]=x; xy[0][1]=y; xy[1][0]=x; xy[1][1]=y-h; xy[2][0]=x+w; xy[2][1]=y-h; xy[3][0]=x+w; xy[3][1]=y; xy[4][0]=x; xy[4][1]=y; xy[5][0]=x+w; xy[5][1]=y-h; glBindTexture(GL_TEXTURE_2D, g->GLtexture); checkGlError("glBindTexture g->GLtexture"); if (s!=last_style) { if (s&FOCUS_BIT) glUniform3f(FGcolorID, 0.0, 1.0,0.0); else if (s&MARK_BIT) glUniform3f(FGcolorID, 1.0, 0.0,0.0); else if (s&LINK_BIT) glUniform3f(FGcolorID, 0.0, 0.0,1.0); else glUniform3f(FGcolorID, curfr, curfg,curfb); last_style=s; } glBindBuffer(GL_ARRAY_BUFFER, xybuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(xy), xy, GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, 2*3); //LOG("nativeGlyph %f@%f %fx%f Done\n",x,y,w,h); } void nativeFreeGlyph(struct gcache_s*g) { if (g->GLtexture != 0) { glDeleteTextures(1, &(g->GLtexture)); // probably not needed g->GLtexture = 0; } }