sdfs: convert TerminalAtom to SDF

This commit is contained in:
Michael Sippel 2021-09-09 18:18:48 +02:00
parent 859a3f12ff
commit d647e45c26
Signed by: senvas
GPG key ID: F96CF119C34B64A6

View file

@ -14,7 +14,7 @@ use{
singleton::{SingletonBuffer, SingletonView},
sequence::{SequenceView},
integer::{PosIntEditor},
terminal::{Terminal, TerminalCompositor, TerminalEvent, TerminalEditor},
terminal::{Terminal, TerminalAtom, TerminalStyle, TerminalCompositor, TerminalEvent, TerminalEditor},
list::{ListEditor},
tree_nav::{TreeNav}
},
@ -26,10 +26,18 @@ use{
volumetric::{Color, Union, Round},
},
},
nakorender::{backend::{Backend, LayerInfo}, winit, camera::Camera2d}
nakorender::{
backend::{Backend, LayerId, LayerId2d, LayerInfo},
marp::MarpBackend,
winit, camera::Camera2d
},
nako_std::{
text::Character
},
std::{fs::File, io::Read, mem::needs_drop, path::Path},
font_kit::font::Font,
};
// projects a Sequence of ints to a color tuple
struct ColorCollector {
src_view: Option<Arc<dyn SequenceView<Item = u32>>>,
@ -60,6 +68,64 @@ impl Observer<dyn SequenceView<Item = u32>> for ColorCollector {
}
struct TermAtomSDF {
atom: TerminalAtom
}
impl TermAtomSDF {
fn new(atom: TerminalAtom) -> Self {
TermAtomSDF {
atom
}
}
fn update_bg(&self, layer_id: LayerId2d, renderer: &mut MarpBackend) {
let (r,g,b) = self.atom.style.bg_color.unwrap_or((0, 0, 0));
let stream = PrimaryStream2d::new()
.push(
SecondaryStream2d::new(
Union,
Box2d {
extent: Vec2::new(0.5, 1.0)
}
).push_mod(
Color(
Vec3::new(
(r as f32 / 255.0).clamp(0.0, 1.0),
(g as f32 / 255.0).clamp(0.0, 1.0),
(b as f32 / 255.0).clamp(0.0, 1.0),
)
)
).build()
).build();
renderer.update_sdf_2d(layer_id, stream);
}
fn update_ch(&self, layer_id: LayerId2d, renderer: &mut MarpBackend) {
if let Some(c) = self.atom.c {
let font = Font::from_path(Path::new("/usr/share/fonts/TTF/FiraCode-Light.ttf"),0).unwrap();
let mut ch = Character::from_font(&font, c).with_size(1.0).with_tesselation_factor(0.2);
let (r,g,b) = self.atom.style.fg_color.unwrap_or((0, 0, 0));
ch.color = Vec3::new(
(r as f32 / 255.0).clamp(0.0, 1.0),
(g as f32 / 255.0).clamp(0.0, 1.0),
(b as f32 / 255.0).clamp(0.0, 1.0),
);
let mut stream = PrimaryStream2d::new();
stream = ch.record_character(stream);
renderer.update_sdf_2d(layer_id, stream.build());
} else {
renderer.update_sdf_2d(layer_id, PrimaryStream2d::new().build());
}
}
}
#[async_std::main]
async fn main() {
let term_port = ViewPort::new();
@ -126,6 +192,7 @@ async fn main() {
}
TerminalEvent::Input(Event::Key(Key::Down)) => {
color_editor.dn();
color_editor.goto_home();
}
TerminalEvent::Input(Event::Key(Key::Home)) => {
color_editor.goto_home();
@ -145,19 +212,30 @@ async fn main() {
term_writer.show().await.expect("output error!");
});
let event_loop = nakorender::winit::event_loop::EventLoop::new();
let window = nakorender::winit::window::Window::new(&event_loop).unwrap();
let mut renderer = nakorender::marp::MarpBackend::new(&window, &event_loop);
let id = renderer.new_layer_2d();
renderer.set_layer_order(&[id.into()]);
renderer.update_camera_2d(id, Camera2d{
extent: Vec2::new(2.0, 2.0),
location: Vec2::new(-1.0, -1.0),
let bg_id = renderer.new_layer_2d();
renderer.update_camera_2d(bg_id, Camera2d{
extent: Vec2::new(10.0, 10.0),
location: Vec2::new(0.0, 0.0),
rotation: 0.0
});
let ch_id = renderer.new_layer_2d();
renderer.update_camera_2d(ch_id, Camera2d{
extent: Vec2::new(10.0, 10.0),
location: Vec2::new(0.0, 0.0),
rotation: 0.0
});
renderer.set_layer_order(&[bg_id.into(), ch_id.into()]);
let asdf = TermAtomSDF::new(TerminalAtom::new('H', TerminalStyle::fg_color((98, 200, 60)).add(TerminalStyle::bg_color((40,40,40)))));
asdf.update_bg(bg_id, &mut renderer);
asdf.update_ch(ch_id, &mut renderer);
event_loop.run(move |event, _target, control_flow|{
//Set to polling for now, might be overwritten
//TODO: Maybe we want to use "WAIT" for the ui thread? However, the renderers don't work that hard
@ -171,7 +249,12 @@ async fn main() {
match event{
winit::event::Event::WindowEvent{window_id: _, event: winit::event::WindowEvent::Resized(newsize)} => {
//update layer to cover whole window again.
renderer.set_layer_info(id.into(), LayerInfo{
renderer.set_layer_info(bg_id.into(), LayerInfo{
extent: (newsize.width as usize, newsize.height as usize),
location: (0,0)
});
renderer.set_layer_info(ch_id.into(), LayerInfo{
extent: (newsize.width as usize, newsize.height as usize),
location: (0,0)
});
@ -180,9 +263,6 @@ async fn main() {
window.request_redraw();
}
winit::event::Event::RedrawRequested(_) => {
let new_sdf = sdf_from_color(color_view.get());
renderer.update_sdf_2d(id, new_sdf);
renderer.render(&window);
}
_ => {},
@ -191,20 +271,25 @@ async fn main() {
})
}
fn sdf_from_color(c: (u8, u8, u8)) -> PrimaryStream2d{
fn sdf_from_color(c: (u8, u8, u8)) -> PrimaryStream2d {
PrimaryStream2d::new()
.push(
SecondaryStream2d::new(
Union,
Box2d{extent: Vec2::new(0.5, 0.5)}
).push_mod(Color(
Vec3::new(
(c.0 as f32 / 255.0).clamp(0.0, 1.0),
(c.1 as f32 / 255.0).clamp(0.0, 1.0),
(c.2 as f32 / 255.0).clamp(0.0, 1.0),
Box2d {
extent: Vec2::new(0.5, 0.5)
}
).push_mod(
Color(
Vec3::new(
(c.0 as f32 / 255.0).clamp(0.0, 1.0),
(c.1 as f32 / 255.0).clamp(0.0, 1.0),
(c.2 as f32 / 255.0).clamp(0.0, 1.0),
)
)
)).push_mod(Round{radius: 0.2}).build()
).push_mod(
Round{radius: 0.2}
).build()
).build()
}