mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
Add background image support for OpenGL
This commit is contained in:
@ -20,6 +20,7 @@ const global_state = &@import("../global.zig").state;
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const fontpkg = @import("../font/main.zig");
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const inputpkg = @import("../input.zig");
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const terminal = @import("../terminal/main.zig");
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const BackgroundImageProgram = @import("../renderer/opengl/BackgroundImageProgram.zig");
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const internal_os = @import("../os/main.zig");
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const cli = @import("../cli.zig");
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@ -459,6 +460,24 @@ background: Color = .{ .r = 0x28, .g = 0x2C, .b = 0x34 },
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/// Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color.
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foreground: Color = .{ .r = 0xFF, .g = 0xFF, .b = 0xFF },
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/// Background image for the window.
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@"background-image": RepeatablePath = .{},
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/// Background image opactity
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@"background-image-opacity": f32 = 0.0,
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/// Background image mode to use.
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///
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/// `aspect` keeps the aspect-ratio of the background image and `scaled` scales
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/// the image to fit the window. `aspect` is the default mode.
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///
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/// Valid values are:
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///
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/// * `aspect`
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/// * `scaled`
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///
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@"background-image-mode": BackgroundImageProgram.BackgroundMode = .aspect,
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/// The foreground and background color for selection. If this is not set, then
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/// the selection color is just the inverted window background and foreground
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/// (note: not to be confused with the cell bg/fg).
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@ -24,6 +24,7 @@ const math = @import("../math.zig");
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const Surface = @import("../Surface.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const BackgroundImageProgram = @import("opengl/BackgroundImageProgram.zig");
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const ImageProgram = @import("opengl/ImageProgram.zig");
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const gl_image = @import("opengl/image.zig");
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const custom = @import("opengl/custom.zig");
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@ -135,6 +136,19 @@ draw_mutex: DrawMutex = drawMutexZero,
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/// terminal is in reversed mode.
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draw_background: terminal.color.RGB,
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/// The background image(s) to draw. Currentlly, we always draw the last image.
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background_image: configpkg.RepeatablePath,
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/// The opacity of the background image. Not to be confused with background-opacity
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background_image_opacity: f32,
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/// The background image mode to use.
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background_image_mode: BackgroundImageProgram.BackgroundMode,
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/// The current background image to draw. If it is null, then we will not
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/// draw any background image.
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current_background_image: ?Image = null,
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/// Whether we're doing padding extension for vertical sides.
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padding_extend_top: bool = true,
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padding_extend_bottom: bool = true,
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@ -183,7 +197,7 @@ const SetScreenSize = struct {
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);
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// Update the projection uniform within our shader
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inline for (.{ "cell_program", "image_program" }) |name| {
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inline for (.{ "cell_program", "image_program", "bgimage_program" }) |name| {
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const program = @field(gl_state, name);
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const bind = try program.program.use();
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defer bind.unbind();
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@ -281,6 +295,9 @@ pub const DerivedConfig = struct {
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cursor_opacity: f64,
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background: terminal.color.RGB,
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background_opacity: f64,
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background_image: configpkg.RepeatablePath,
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background_image_opacity: f32,
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background_image_mode: BackgroundImageProgram.BackgroundMode,
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foreground: terminal.color.RGB,
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selection_background: ?terminal.color.RGB,
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selection_foreground: ?terminal.color.RGB,
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@ -302,6 +319,9 @@ pub const DerivedConfig = struct {
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// Copy our shaders
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const custom_shaders = try config.@"custom-shader".clone(alloc);
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// Copy our background image
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const background_image = try config.@"background-image".clone(alloc);
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// Copy our font features
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const font_features = try config.@"font-feature".clone(alloc);
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@ -342,6 +362,11 @@ pub const DerivedConfig = struct {
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.background = config.background.toTerminalRGB(),
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.foreground = config.foreground.toTerminalRGB(),
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.background_image = background_image,
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.background_image_opacity = config.@"background-image-opacity",
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.background_image_mode = config.@"background-image-mode",
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.invert_selection_fg_bg = config.@"selection-invert-fg-bg",
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.bold_is_bright = config.@"bold-is-bright",
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.min_contrast = @floatCast(config.@"minimum-contrast"),
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@ -406,6 +431,9 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
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.default_background_color = options.config.background,
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.cursor_color = null,
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.default_cursor_color = options.config.cursor_color,
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.background_image = options.config.background_image,
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.background_image_opacity = options.config.background_image_opacity,
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.background_image_mode = options.config.background_image_mode,
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.cursor_invert = options.config.cursor_invert,
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.surface_mailbox = options.surface_mailbox,
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.deferred_font_size = .{ .metrics = grid.metrics },
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@ -795,6 +823,14 @@ pub fn updateFrame(
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try self.prepKittyGraphics(state.terminal);
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}
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if (self.current_background_image == null and
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self.background_image.value.items.len > 0)
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{
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if (single_threaded_draw) self.draw_mutex.lock();
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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try self.prepBackgroundImage();
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}
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// If we have any terminal dirty flags set then we need to rebuild
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// the entire screen. This can be optimized in the future.
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const full_rebuild: bool = rebuild: {
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@ -1160,6 +1196,57 @@ fn prepKittyImage(
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gop.value_ptr.transmit_time = image.transmit_time;
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}
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/// Prepares the current background image for upload
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pub fn prepBackgroundImage(self: *OpenGL) !void {
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// If the user doesn't have a background image, do nothing...
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const last_image = self.background_image.value.getLastOrNull() orelse return;
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// Get the last background image
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const path = switch (last_image) {
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.optional, .required => |path| path,
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};
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const command = terminal.kitty.graphics.Command{
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.control = .{
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.transmit = .{
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.format = .png,
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.medium = .file,
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.width = 0,
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.height = 0,
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.compression = .none,
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.image_id = 0,
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},
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},
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.data = try self.alloc.dupe(u8, path),
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};
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defer command.deinit(self.alloc);
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// Load the iamge
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var loading = try terminal.kitty.graphics.LoadingImage.init(self.alloc, &command);
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defer loading.deinit(self.alloc);
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// Complete the image to get the final data
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var image = try loading.complete(self.alloc);
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defer image.deinit(self.alloc);
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// Copy the data into the pending state.
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const data = try self.alloc.dupe(u8, image.data);
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errdefer self.alloc.free(data);
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const pending: Image.Pending = .{
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.width = image.width,
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.height = image.height,
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.data = data.ptr,
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};
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self.current_background_image = switch (image.format) {
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.gray => .{ .pending_gray = pending },
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.gray_alpha => .{ .pending_gray_alpha = pending },
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.rgb => .{ .pending_rgb = pending },
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.rgba => .{ .pending_rgba = pending },
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.png => unreachable, // should be decoded by now
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};
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}
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// In steady-state operation, we use some GPU tricks to send down stale data
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@ -2160,6 +2247,14 @@ pub fn changeConfig(self: *OpenGL, config: *DerivedConfig) !void {
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self.default_cursor_color = if (!config.cursor_invert) config.cursor_color else null;
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self.cursor_invert = config.cursor_invert;
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// Reset current background image
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self.background_image = config.background_image;
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self.background_image_opacity = config.background_image_opacity;
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self.background_image_mode = config.background_image_mode;
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if (self.current_background_image) |*img| {
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img.markForUnload();
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}
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// Update our uniforms
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self.deferred_config = .{};
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@ -2298,6 +2393,31 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
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}
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}
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// Check if we need to update our current background image
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if (self.current_background_image != null) {
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switch (self.current_background_image.?) {
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.ready => {},
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.pending_gray,
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.pending_gray_alpha,
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.pending_rgb,
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.pending_rgba,
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.replace_gray,
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.replace_gray_alpha,
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.replace_rgb,
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.replace_rgba,
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=> try self.current_background_image.?.upload(self.alloc),
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.unload_pending,
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.unload_replace,
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.unload_ready,
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=> {
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self.current_background_image.?.deinit(self.alloc);
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self.current_background_image = null;
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},
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}
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}
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// In the "OpenGL Programming Guide for Mac" it explains that: "When you
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// use an NSOpenGLView object with OpenGL calls that are issued from a
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// thread other than the main one, you must set up mutex locking."
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@ -2422,6 +2542,9 @@ fn drawCellProgram(
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);
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}
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// Draw our background image if defined
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try self.drawBackgroundImage(gl_state);
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// Draw background images first
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try self.drawImages(
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gl_state,
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@ -2447,6 +2570,46 @@ fn drawCellProgram(
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);
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}
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fn drawBackgroundImage(
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self: *OpenGL,
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gl_state: *const GLState,
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) !void {
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// If we don't have a background image, just return
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if (self.current_background_image == null) {
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return;
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}
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// Bind our background image program
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const bind = try gl_state.bgimage_program.bind();
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defer bind.unbind();
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// Get the texture
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const texture = switch (self.current_background_image.?) {
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.ready => |t| t,
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else => {
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return;
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},
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};
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// Bind the texture
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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var texbind = try texture.bind(.@"2D");
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defer texbind.unbind();
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try bind.vbo.setData(BackgroundImageProgram.Input{
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.terminal_width = self.size.terminal().width,
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.terminal_height = self.size.terminal().height,
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.mode = self.background_image_mode,
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}, .static_draw);
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try gl_state.bgimage_program.program.setUniform("opacity", self.config.background_image_opacity);
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try gl.drawElementsInstanced(
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gl.c.GL_TRIANGLES,
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6,
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gl.c.GL_UNSIGNED_BYTE,
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1,
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);
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}
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/// Runs the image program to draw images.
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fn drawImages(
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self: *OpenGL,
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@ -2572,6 +2735,7 @@ fn drawCells(
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/// easy to create/destroy these as a set in situations i.e. where the
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/// OpenGL context is replaced.
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const GLState = struct {
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bgimage_program: BackgroundImageProgram,
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cell_program: CellProgram,
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image_program: ImageProgram,
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texture: gl.Texture,
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@ -2657,6 +2821,10 @@ const GLState = struct {
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);
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}
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// Build our background image renderer
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const bgimage_program = try BackgroundImageProgram.init();
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errdefer bgimage_program.deinit();
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// Build our cell renderer
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const cell_program = try CellProgram.init();
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errdefer cell_program.deinit();
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@ -2666,6 +2834,7 @@ const GLState = struct {
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errdefer image_program.deinit();
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return .{
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.bgimage_program = bgimage_program,
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.cell_program = cell_program,
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.image_program = image_program,
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.texture = tex,
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@ -2678,6 +2847,7 @@ const GLState = struct {
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if (self.custom) |v| v.deinit(alloc);
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self.texture.destroy();
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self.texture_color.destroy();
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self.bgimage_program.deinit();
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self.image_program.deinit();
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self.cell_program.deinit();
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}
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121
src/renderer/opengl/BackgroundImageProgram.zig
Normal file
121
src/renderer/opengl/BackgroundImageProgram.zig
Normal file
@ -0,0 +1,121 @@
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/// The OpenGL program for rendering terminal cells.
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const BackgroundImageProgram = @This();
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const std = @import("std");
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const gl = @import("opengl");
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pub const Input = extern struct {
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/// vec2 terminal_size
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terminal_width: u32 = 0,
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terminal_height: u32 = 0,
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/// uint mode
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mode: BackgroundMode = .aspect,
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};
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pub const BackgroundMode = enum(u8) {
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aspect = 0,
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scaled = 1,
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_,
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};
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program: gl.Program,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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vbo: gl.Buffer,
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pub fn init() !BackgroundImageProgram {
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// Load and compile our shaders.
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const program = try gl.Program.createVF(
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@embedFile("../shaders/bgimage.v.glsl"),
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@embedFile("../shaders/bgimage.f.glsl"),
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);
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errdefer program.destroy();
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// Set our program uniforms
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const pbind = try program.use();
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defer pbind.unbind();
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// Set all of our texture indexes
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try program.setUniform("image", 0);
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// Setup our VAO
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const vao = try gl.VertexArray.create();
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errdefer vao.destroy();
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const vaobind = try vao.bind();
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defer vaobind.unbind();
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// Element buffer (EBO)
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const ebo = try gl.Buffer.create();
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errdefer ebo.destroy();
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var ebobind = try ebo.bind(.element_array);
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defer ebobind.unbind();
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try ebobind.setData([6]u8{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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}, .static_draw);
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// Vertex buffer (VBO)
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const vbo = try gl.Buffer.create();
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errdefer vbo.destroy();
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var vbobind = try vbo.bind(.array);
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defer vbobind.unbind();
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var offset: usize = 0;
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try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Input), offset);
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offset += 1 * @sizeOf(u8);
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try vbobind.enableAttribArray(0);
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try vbobind.enableAttribArray(1);
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try vbobind.attributeDivisor(0, 1);
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try vbobind.attributeDivisor(1, 1);
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn bind(self: BackgroundImageProgram) !Binding {
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const program = try self.program.use();
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errdefer program.unbind();
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const vao = try self.vao.bind();
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errdefer vao.unbind();
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const ebo = try self.ebo.bind(.element_array);
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errdefer ebo.unbind();
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const vbo = try self.vbo.bind(.array);
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errdefer vbo.unbind();
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn deinit(self: BackgroundImageProgram) void {
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self.ebo.destroy();
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self.vao.destroy();
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self.vbo.destroy();
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self.program.destroy();
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}
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pub const Binding = struct {
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program: gl.Program.Binding,
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vao: gl.VertexArray.Binding,
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ebo: gl.Buffer.Binding,
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vbo: gl.Buffer.Binding,
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pub fn unbind(self: Binding) void {
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self.ebo.unbind();
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self.vao.unbind();
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self.vbo.unbind();
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self.program.unbind();
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}
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};
|
13
src/renderer/shaders/bgimage.f.glsl
Normal file
13
src/renderer/shaders/bgimage.f.glsl
Normal file
@ -0,0 +1,13 @@
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#version 330 core
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in vec2 tex_coord;
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layout(location = 0) out vec4 out_FragColor;
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uniform sampler2D image;
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uniform float opacity;
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void main() {
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vec4 color = texture(image, tex_coord);
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out_FragColor = vec4(color.rgb * color.a * opacity, color.a * opacity);
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}
|
40
src/renderer/shaders/bgimage.v.glsl
Normal file
40
src/renderer/shaders/bgimage.v.glsl
Normal file
@ -0,0 +1,40 @@
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#version 330 core
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const uint MODE_ASPECT = 0u;
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const uint MODE_SCALED = 1u;
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||||
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layout (location = 0) in vec2 terminal_size;
|
||||
layout (location = 1) in uint mode;
|
||||
|
||||
out vec2 tex_coord;
|
||||
uniform sampler2D image;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main() {
|
||||
vec2 position;
|
||||
position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
|
||||
position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
|
||||
|
||||
vec2 image_size = textureSize(image, 0);
|
||||
vec2 scale = vec2(1.0, 1.0);
|
||||
switch (mode) {
|
||||
case MODE_ASPECT:
|
||||
vec2 aspect_ratio = vec2(
|
||||
terminal_size.x / terminal_size.y,
|
||||
image_size.x / image_size.y
|
||||
);
|
||||
if (aspect_ratio.x > aspect_ratio.y) {
|
||||
scale.x = aspect_ratio.y / aspect_ratio.x;
|
||||
}
|
||||
else {
|
||||
scale.y = aspect_ratio.x / aspect_ratio.y;
|
||||
}
|
||||
case MODE_SCALED:
|
||||
break;
|
||||
}
|
||||
|
||||
vec2 image_pos = terminal_size * position * scale;
|
||||
vec2 offset = (terminal_size * (1.0 - scale)) / 2.0;
|
||||
gl_Position = projection * vec4(image_pos.xy + offset, 0.0, 1.0);
|
||||
tex_coord = position;
|
||||
}
|
@ -24,6 +24,7 @@ const storage = @import("graphics_storage.zig");
|
||||
pub const unicode = @import("graphics_unicode.zig");
|
||||
pub const Command = command.Command;
|
||||
pub const CommandParser = command.Parser;
|
||||
pub const LoadingImage = image.LoadingImage;
|
||||
pub const Image = image.Image;
|
||||
pub const ImageStorage = storage.ImageStorage;
|
||||
pub const RenderPlacement = render.Placement;
|
||||
|
Reference in New Issue
Block a user