From 231a2b63699a0e295b97e4126c772b950ec533ba Mon Sep 17 00:00:00 2001 From: Mitchell Hashimoto Date: Sat, 16 Dec 2023 20:11:37 -0800 Subject: [PATCH] renderer/opengl: implement fg_constrained --- src/renderer/Metal.zig | 1 - src/renderer/OpenGL.zig | 16 ++++++++++++---- src/renderer/opengl/CellProgram.zig | 1 + src/renderer/shaders/cell.f.glsl | 2 ++ src/renderer/shaders/cell.v.glsl | 15 ++++++++++++++- 5 files changed, 29 insertions(+), 6 deletions(-) diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index a3005751f..a606619ab 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -11,7 +11,6 @@ const objc = @import("objc"); const macos = @import("macos"); const imgui = @import("imgui"); const glslang = @import("glslang"); -const ziglyph = @import("ziglyph"); const apprt = @import("../apprt.zig"); const configpkg = @import("../config.zig"); const font = @import("../font/main.zig"); diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index 61d3bd7fe..1cc16b060 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -9,6 +9,7 @@ const testing = std.testing; const Allocator = std.mem.Allocator; const ArenaAllocator = std.heap.ArenaAllocator; const link = @import("link.zig"); +const fgMode = @import("cell.zig").fgMode; const shadertoy = @import("shadertoy.zig"); const apprt = @import("../apprt.zig"); const configpkg = @import("../config.zig"); @@ -1489,10 +1490,17 @@ pub fn updateCell( ); // If we're rendering a color font, we use the color atlas - const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index); - const mode: CellProgram.CellMode = switch (presentation) { - .text => .fg, - .emoji => .fg_color, + const mode: CellProgram.CellMode = switch (try fgMode( + &self.font_group.group, + screen, + cell, + shaper_run, + x, + y, + )) { + .normal => .fg, + .color => .fg_color, + .constrained => .fg_constrained, }; self.cells.appendAssumeCapacity(.{ diff --git a/src/renderer/opengl/CellProgram.zig b/src/renderer/opengl/CellProgram.zig index 83bbbab72..1b51aa795 100644 --- a/src/renderer/opengl/CellProgram.zig +++ b/src/renderer/opengl/CellProgram.zig @@ -51,6 +51,7 @@ pub const Cell = extern struct { pub const CellMode = enum(u8) { bg = 1, fg = 2, + fg_constrained = 3, fg_color = 7, strikethrough = 8, diff --git a/src/renderer/shaders/cell.f.glsl b/src/renderer/shaders/cell.f.glsl index c261d03e5..e408fffc8 100644 --- a/src/renderer/shaders/cell.f.glsl +++ b/src/renderer/shaders/cell.f.glsl @@ -26,6 +26,7 @@ uniform vec2 cell_size; // See vertex shader const uint MODE_BG = 1u; const uint MODE_FG = 2u; +const uint MODE_FG_CONSTRAINED = 3u; const uint MODE_FG_COLOR = 7u; const uint MODE_STRIKETHROUGH = 8u; @@ -38,6 +39,7 @@ void main() { break; case MODE_FG: + case MODE_FG_CONSTRAINED: a = texture(text, glyph_tex_coords).r; vec3 premult = color.rgb * color.a; out_FragColor = vec4(premult.rgb*a, a); diff --git a/src/renderer/shaders/cell.v.glsl b/src/renderer/shaders/cell.v.glsl index bf35469db..18b586508 100644 --- a/src/renderer/shaders/cell.v.glsl +++ b/src/renderer/shaders/cell.v.glsl @@ -6,6 +6,7 @@ // NOTE: this must be kept in sync with the fragment shader const uint MODE_BG = 1u; const uint MODE_FG = 2u; +const uint MODE_FG_CONSTRAINED = 3u; const uint MODE_FG_COLOR = 7u; const uint MODE_STRIKETHROUGH = 8u; @@ -179,6 +180,7 @@ void main() { break; case MODE_FG: + case MODE_FG_CONSTRAINED: case MODE_FG_COLOR: vec2 glyph_offset_calc = glyph_offset; @@ -187,8 +189,19 @@ void main() { // So we flip it with `cell_size.y - glyph_offset.y`. glyph_offset_calc.y = cell_size_scaled.y - glyph_offset_calc.y; + // If this is a constrained mode, we need to constrain it! + vec2 glyph_size_calc = glyph_size; + if (mode == MODE_FG_CONSTRAINED) { + if (glyph_size.x > cell_size_scaled.x) { + float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x); + glyph_offset_calc.y = glyph_offset_calc.y + (glyph_size.y - new_y); + glyph_size_calc.y = new_y; + glyph_size_calc.x = cell_size_scaled.x; + } + } + // Calculate the final position of the cell. - cell_pos = cell_pos + (glyph_size * position) + glyph_offset_calc; + cell_pos = cell_pos + (glyph_size_calc * position) + glyph_offset_calc; gl_Position = projection * vec4(cell_pos, cell_z, 1.0); // We need to convert our texture position and size to normalized