renderer/metal: invert text under cursor again

This commit is contained in:
Mitchell Hashimoto
2024-04-27 22:13:17 -07:00
parent c15f4d7258
commit 3a7dc355a0
3 changed files with 48 additions and 8 deletions

View File

@ -565,6 +565,8 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.projection_matrix = undefined,
.cell_size = undefined,
.min_contrast = options.config.min_contrast,
.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) },
.cursor_color = undefined,
},
// Fonts
@ -683,6 +685,8 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
@floatFromInt(metrics.cell_height),
},
.min_contrast = self.uniforms.min_contrast,
.cursor_pos = self.uniforms.cursor_pos,
.cursor_color = self.uniforms.cursor_color,
};
}
@ -1586,6 +1590,8 @@ pub fn setScreenSize(
@floatFromInt(self.grid_metrics.cell_height),
},
.min_contrast = old.min_contrast,
.cursor_pos = old.cursor_pos,
.cursor_color = old.cursor_color,
};
// Reset our cell contents.
@ -1987,11 +1993,30 @@ fn rebuildCells2(
// If we have no cursor style then we don't render the cursor.
const style = cursor_style_ orelse {
self.cells.setCursor(null);
self.uniforms.cursor_pos = .{
std.math.maxInt(u16),
std.math.maxInt(u16),
};
break :cursor;
};
// Prepare the cursor cell contents.
self.addCursor2(screen, style);
// Setup our uniforms for the cursor so that any data
// under the cursor can render differently.
self.uniforms.cursor_pos = .{ screen.cursor.x, screen.cursor.y };
self.uniforms.cursor_color = if (self.config.cursor_text) |txt| .{
txt.r,
txt.g,
txt.b,
255,
} else .{
self.background_color.r,
self.background_color.g,
self.background_color.b,
255,
};
}
// If we have a preedit, we try to render the preedit text on top
@ -2512,7 +2537,7 @@ fn addCursor2(
};
self.cells.setCursor(.{
.mode = .fg,
.mode = .cursor,
.grid_pos = .{ x, screen.cursor.y },
.cell_width = if (wide) 2 else 1,
.color = .{ color.r, color.g, color.b, alpha },

View File

@ -116,6 +116,10 @@ pub const Uniforms = extern struct {
/// The minimum contrast ratio for text. The contrast ratio is calculated
/// according to the WCAG 2.0 spec.
min_contrast: f32,
/// The cursor position and color.
cursor_pos: [2]u16,
cursor_color: [4]u8,
};
/// The uniforms used for custom postprocess shaders.
@ -296,10 +300,10 @@ pub const CellText = extern struct {
cell_width: u8,
pub const Mode = enum(u8) {
bg = 1,
fg = 2,
fg_constrained = 3,
fg_color = 7,
fg = 1,
fg_constrained = 2,
fg_color = 3,
cursor = 4,
};
};

View File

@ -4,6 +4,8 @@ struct Uniforms {
float4x4 projection_matrix;
float2 cell_size;
float min_contrast;
ushort2 cursor_pos;
uchar4 cursor_color;
};
//-------------------------------------------------------------------
@ -134,9 +136,10 @@ fragment float4 cell_bg_fragment(CellBgVertexOut in [[stage_in]]) {
// The possible modes that a cell fg entry can take.
enum CellTextMode : uint8_t {
MODE_TEXT = 2u,
MODE_TEXT_CONSTRAINED = 3u,
MODE_TEXT_COLOR = 7u,
MODE_TEXT = 1u,
MODE_TEXT_CONSTRAINED = 2u,
MODE_TEXT_COLOR = 3u,
MODE_TEXT_CURSOR = 4u,
};
struct CellTextVertexIn {
@ -243,6 +246,13 @@ vertex CellTextVertexOut cell_text_vertex(unsigned int vid [[vertex_id]],
out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
}
// If this cell is the cursor cell, then we need to change the color.
if (input.mode != MODE_TEXT_CURSOR &&
input.grid_pos.x == uniforms.cursor_pos.x &&
input.grid_pos.y == uniforms.cursor_pos.y) {
out.color = float4(uniforms.cursor_color) / 255.0f;
}
return out;
}
@ -254,6 +264,7 @@ fragment float4 cell_text_fragment(CellTextVertexOut in [[stage_in]],
constexpr sampler textureSampler(address::clamp_to_edge, filter::linear);
switch (in.mode) {
case MODE_TEXT_CURSOR:
case MODE_TEXT_CONSTRAINED:
case MODE_TEXT: {
// Normalize the texture coordinates to [0,1]