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410 lines
11 KiB
410 lines
11 KiB
8 years ago
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const EventEmitter = require('events')
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const FontCache = require('./font_cache')
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const { themes, getColor } = require('./themes')
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const {
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ATTR_FG,
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ATTR_BG,
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ATTR_BOLD,
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ATTR_UNDERLINE,
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ATTR_INVERSE,
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ATTR_BLINK,
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ATTR_ITALIC,
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ATTR_STRIKE,
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ATTR_OVERLINE,
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ATTR_FAINT,
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ATTR_FRAKTUR
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} = require('./screen_attr_bits')
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module.exports = class WebGLRenderer extends EventEmitter {
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constructor (canvas) {
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super()
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this.canvas = canvas
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this.gl = this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')
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if (!this.gl) throw new Error('No WebGL context')
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this.fontCache = new FontCache(this.gl)
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this._palette = null
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this.defaultBG = 0
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this.defaultFG = 7
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this._debug = null
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// screen data, considered immutable
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this.width = 0
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this.height = 0
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this.padding = 0
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this.charSize = { width: 0, height: 0 }
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this.cellSize = { width: 0, height: 0 }
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this.fonts = ['', '', '', ''] // normal, bold, italic, bold-italic
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this.screen = []
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this.screenFG = []
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this.screenBG = []
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this.screenAttrs = []
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this.screenSelection = []
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this.cursor = {}
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this.hasBlinkingCells = false
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this.statusScreen = null
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this.blinkStyleOn = false
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this.blinkInterval = null
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this.cursorBlinkOn = false
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this.cursorBlinkInterval = null
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this.resetDrawn(100, 100)
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// start blink timers
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this.resetBlink()
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this.resetCursorBlink()
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this.init()
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}
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render (reason, data) {
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if ('hasBlinkingCells' in data && data.hasBlinkingCells !== this.hasBlinkingCells) {
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if (data.hasBlinkingCells) this.resetBlink()
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else clearInterval(this.blinkInterval)
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}
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Object.assign(this, data)
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this.scheduleDraw(reason)
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}
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resetDrawn (width, height) {
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this.gl.clearColor(0, 0, 0, 1)
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this.gl.viewport(0, 0, width, height)
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this.gl.enable(this.gl.BLEND)
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this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA)
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}
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/**
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* The color palette. Should define 16 colors in an array.
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* @type {string[]}
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*/
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get palette () {
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return this._palette || themes[0]
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}
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/** @type {string[]} */
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set palette (palette) {
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if (this._palette !== palette) {
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this._palette = palette
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this.emit('palette-update', palette)
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this.scheduleDraw('palette')
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}
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}
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getCharWidthFor (font) {
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this.fontCache.ctx.font = font
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return Math.floor(this.fontCache.ctx.measureText(' ').width)
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}
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loadTheme (i) {
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if (i in themes) this.palette = themes[i]
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}
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setDefaultColors (fg, bg) {
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if (fg !== this.defaultFG || bg !== this.defaultBG) {
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this.defaultFG = fg
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this.defaultBG = bg
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this.scheduleDraw('default-colors')
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// full bg with default color (goes behind the image)
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this.canvas.style.backgroundColor = this.getColor(bg)
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}
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}
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/**
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* Schedule a draw in the next millisecond
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* @param {string} why - the reason why the draw occured (for debugging)
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* @param {number} [aggregateTime] - time to wait for more scheduleDraw calls
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* to occur. 1 ms by default.
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*/
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scheduleDraw (why, aggregateTime = 1) {
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clearTimeout(this._scheduledDraw)
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this._scheduledDraw = setTimeout(() => this.draw(why), aggregateTime)
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}
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/**
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* Returns the specified color. If `i` is in the palette, it will return the
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* palette color. If `i` is between 16 and 255, it will return the 256color
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* value. If `i` is larger than 255, it will return an RGB color value. If `i`
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* is -1 (foreground) or -2 (background), it will return the selection colors.
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* @param {number} i - the color
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* @returns {string} the CSS color
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*/
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getColor (i) {
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return WebGLRenderer.colorToRGBA(getColor(i, this.palette))
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}
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/**
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* Resets the cursor blink to on and restarts the timer
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*/
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resetCursorBlink () {
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this.cursorBlinkOn = true
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clearInterval(this.cursorBlinkInterval)
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this.cursorBlinkInterval = setInterval(() => {
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this.cursorBlinkOn = this.cursor.blinking ? !this.cursorBlinkOn : true
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if (this.cursor.blinking) this.scheduleDraw('cursor-blink')
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}, 500)
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}
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/**
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* Resets the blink style to on and restarts the timer
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*/
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resetBlink () {
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this.blinkStyleOn = true
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clearInterval(this.blinkInterval)
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let intervals = 0
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this.blinkInterval = setInterval(() => {
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if (this.blinkingCellCount <= 0) return
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intervals++
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if (intervals >= 4 && this.blinkStyleOn) {
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this.blinkStyleOn = false
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intervals = 0
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this.scheduleDraw('blink-style')
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} else if (intervals >= 1 && !this.blinkStyleOn) {
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this.blinkStyleOn = true
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intervals = 0
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this.scheduleDraw('blink-style')
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}
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}, 200)
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}
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compileShader (vertex, fragment) {
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const { gl } = this
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let vert = gl.createShader(gl.VERTEX_SHADER)
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gl.shaderSource(vert, vertex)
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gl.compileShader(vert)
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let frag = gl.createShader(gl.FRAGMENT_SHADER)
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gl.shaderSource(frag, fragment)
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gl.compileShader(frag)
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if (!gl.getShaderParameter(vert, gl.COMPILE_STATUS) || !gl.getShaderParameter(frag, gl.COMPILE_STATUS)) {
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console.error(gl.getShaderInfoLog(vert), gl.getShaderInfoLog(frag))
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gl.deleteShader(vert)
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gl.deleteShader(frag)
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throw new Error('Shader compile error')
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}
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let shader = gl.createProgram()
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gl.attachShader(shader, vert)
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gl.attachShader(shader, frag)
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gl.linkProgram(shader)
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if (!gl.getProgramParameter(shader, gl.LINK_STATUS)) {
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console.error(gl.getProgramInfoLog(shader))
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throw new Error('Shader link error')
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}
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return shader
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}
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init () {
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const { gl } = this
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let bgShader = this.compileShader(`
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precision mediump float;
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attribute vec2 position;
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uniform mat4 projection;
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uniform vec2 char_pos;
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void main() {
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gl_Position = projection * vec4(char_pos + position, 0.0, 1.0);
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}
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`, `
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precision highp float;
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uniform vec4 color;
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void main() {
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gl_FragColor = color;
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}
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`)
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let charShader = this.compileShader(`
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precision mediump float;
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attribute vec2 position;
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uniform mat4 projection;
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uniform vec2 char_pos;
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varying highp vec2 tex_coord;
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void main() {
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gl_Position = projection * vec4(char_pos - vec2(1.0, 1.0) + 3.0 * position, 0.0, 1.0);
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tex_coord = position;
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}
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`, `
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precision highp float;
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uniform vec4 color;
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uniform sampler2D texture;
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varying highp vec2 tex_coord;
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void main() {
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gl_FragColor = texture2D(texture, tex_coord) * color;
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}
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`)
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this.bgShader = {
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shader: bgShader,
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attributes: {
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position: gl.getAttribLocation(bgShader, 'position')
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},
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uniforms: {
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projection: gl.getUniformLocation(bgShader, 'projection'),
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charPos: gl.getUniformLocation(bgShader, 'char_pos'),
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color: gl.getUniformLocation(bgShader, 'color')
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}
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}
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this.charShader = {
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shader: charShader,
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attributes: {
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position: gl.getAttribLocation(charShader, 'position')
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},
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uniforms: {
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projection: gl.getUniformLocation(charShader, 'projection'),
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charPos: gl.getUniformLocation(charShader, 'char_pos'),
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color: gl.getUniformLocation(charShader, 'color'),
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texture: gl.getUniformLocation(charShader, 'texture')
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}
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}
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let buffer = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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1, 1,
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0, 1,
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1, 0,
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0, 0
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]), gl.STATIC_DRAW)
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this.squareBuffer = buffer
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this.useShader = (shader, projection) => {
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gl.vertexAttribPointer(shader.attributes.position, 2, gl.FLOAT, false, 0, 0)
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gl.enableVertexAttribArray(shader.attributes.position)
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gl.useProgram(shader.shader)
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gl.uniformMatrix4fv(shader.uniforms.projection, false, projection)
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}
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this.drawSquare = () => {
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
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}
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}
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draw (reason) {
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const { gl, width, height, padding, devicePixelRatio } = this
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if (this.debug && this._debug) this._debug.drawStart(reason)
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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this.fontCache.cellSize = this.cellSize
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this.fontCache.dp = devicePixelRatio
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let paddingX = padding / this.cellSize.width
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let paddingY = padding / this.cellSize.height
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let projection = new Float32Array([
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2 / (width + 2 * paddingX), 0, 0, 0,
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0, -2 / (height + 2 * paddingY), 0, 0,
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0, 0, 1, 0,
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-1 + 2 * paddingX / width, 1 - 2 * paddingY / height, 0, 1
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])
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// draw background
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this.useShader(this.bgShader, projection)
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let textCells = {}
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for (let cell = 0; cell < width * height; cell++) {
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let x = cell % width
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let y = Math.floor(cell / width)
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let isCursor = this.cursorBlinkOn &&
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this.cursor.x === x &&
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this.cursor.y === y &&
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this.cursor.visible
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let text = this.screen[cell]
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let fg = this.screenFG[cell] | 0
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let bg = this.screenBG[cell] | 0
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let attrs = this.screenAttrs[cell] | 0
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let inSelection = this.screenSelection[cell]
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// let isDefaultBG = false
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if (!(attrs & ATTR_FG)) fg = this.defaultFG
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if (!(attrs & ATTR_BG)) {
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bg = this.defaultBG
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// isDefaultBG = true
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}
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if (attrs & ATTR_INVERSE) [fg, bg] = [bg, fg] // swap - reversed character colors
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if (this.screen.reverseVideo) [fg, bg] = [bg, fg] // swap - reversed all screen
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if (attrs & ATTR_BLINK && !this.blinkStyleOn) {
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// blinking is enabled and blink style is off
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// set text to nothing so drawCharacter only draws decoration
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text = ' '
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}
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if (inSelection) {
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fg = -1
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bg = -2
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}
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// TODO: actual cursor
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if (isCursor) [fg, bg] = [bg, fg]
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gl.uniform2f(this.bgShader.uniforms.charPos, x, y)
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gl.uniform4f(this.bgShader.uniforms.color, ...this.getColor(bg))
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this.drawSquare()
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if (text.trim()) {
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let fontIndex = 0
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if (attrs & ATTR_BOLD) fontIndex |= 1
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if (attrs & ATTR_ITALIC) fontIndex |= 2
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let font = this.fonts[fontIndex]
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let type = font + text
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if (!textCells[type]) textCells[type] = []
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textCells[type].push({ x, y, text, font, fg })
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}
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}
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this.useShader(this.charShader, projection)
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gl.activeTexture(gl.TEXTURE0)
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for (let key in textCells) {
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let { font, text } = textCells[key][0]
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let texture = this.fontCache.getChar(font, text)
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gl.bindTexture(gl.TEXTURE_2D, texture)
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gl.uniform1i(this.charShader.uniforms.texture, 0)
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for (let cell of textCells[key]) {
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let { x, y, fg } = cell
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gl.uniform2f(this.charShader.uniforms.charPos, x, y)
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gl.uniform4f(this.charShader.uniforms.color, ...this.getColor(fg))
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this.drawSquare()
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}
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}
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if (this.debug && this._debug) this._debug.drawEnd()
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}
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static colorToRGBA (color) {
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color = color.substr(1)
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if (color.length === 3) {
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return [
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parseInt(color[0], 16) * 0x11 / 0xff,
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parseInt(color[1], 16) * 0x11 / 0xff,
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parseInt(color[2], 16) * 0x11 / 0xff,
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1
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]
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} else {
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return [
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parseInt(color.substr(0, 2), 16) / 0xff,
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parseInt(color.substr(2, 2), 16) / 0xff,
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parseInt(color.substr(4, 2), 16) / 0xff,
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1
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]
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}
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}
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}
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