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https://github.com/ghostty-org/ghostty.git
synced 2025-07-15 16:26:08 +03:00
coretext: remove the old renderGlyph impl
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@ -97,7 +97,7 @@ pub const Face = struct {
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return @intCast(glyphs[0]);
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}
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pub fn renderGlyph2(
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pub fn renderGlyph(
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self: Face,
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alloc: Allocator,
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atlas: *font.Atlas,
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@ -295,134 +295,6 @@ pub const Face = struct {
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};
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}
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/// Render a glyph using the glyph index. The rendered glyph is stored in the
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/// given texture atlas.
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pub fn renderGlyph(
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self: Face,
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alloc: Allocator,
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atlas: *font.Atlas,
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glyph_index: u32,
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max_height: ?u16,
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) !font.Glyph {
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// We add a small pixel padding around the edge of our glyph so that
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// anti-aliasing and smoothing doesn't cause us to pick up the pixels
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// of another glyph when packed into the atlas.
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const padding = 1;
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_ = max_height;
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var glyphs = [_]macos.graphics.Glyph{@intCast(glyph_index)};
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// Get the bounding rect for this glyph to determine the width/height
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// of the bitmap. We use the rounded up width/height of the bounding rect.
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var bounding: [1]macos.graphics.Rect = undefined;
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_ = self.font.getBoundingRectForGlyphs(.horizontal, &glyphs, &bounding);
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const glyph_width = @as(u32, @intFromFloat(@ceil(bounding[0].size.width)));
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const glyph_height = @as(u32, @intFromFloat(@ceil(bounding[0].size.height)));
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// Width and height. Note the padding doubling is because we want
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// the padding on both sides (top/bottom, left/right).
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const width = glyph_width + (padding * 2);
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const height = glyph_height + (padding * 2);
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if (true) return try self.renderGlyph2(alloc, atlas, glyph_index, 0);
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// This bitmap is blank. I've seen it happen in a font, I don't know why.
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// If it is empty, we just return a valid glyph struct that does nothing.
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if (glyph_width == 0) return font.Glyph{
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.width = 0,
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.height = 0,
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.offset_x = 0,
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.offset_y = 0,
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.atlas_x = 0,
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.atlas_y = 0,
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.advance_x = 0,
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};
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// Get the advance that we need for the glyph
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var advances: [1]macos.graphics.Size = undefined;
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_ = self.font.getAdvancesForGlyphs(.horizontal, &glyphs, &advances);
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// Our buffer for rendering
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// TODO(perf): cache this buffer
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// TODO(mitchellh): color is going to require a depth here
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var buf = try alloc.alloc(u8, width * height);
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defer alloc.free(buf);
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@memset(buf, 0);
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const space = try macos.graphics.ColorSpace.createDeviceGray();
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defer space.release();
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const ctx = try macos.graphics.BitmapContext.create(
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buf,
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width,
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height,
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8,
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width,
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space,
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@intFromEnum(macos.graphics.BitmapInfo.alpha_mask) &
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@intFromEnum(macos.graphics.ImageAlphaInfo.none),
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);
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defer ctx.release();
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// Perform an initial fill so that we're sure it starts as we want.
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ctx.setGrayFillColor(0, 0);
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ctx.fillRect(.{
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.origin = .{ .x = 0, .y = 0 },
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.size = .{
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.width = @floatFromInt(width),
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.height = @floatFromInt(height),
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},
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});
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ctx.setAllowsAntialiasing(true);
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ctx.setShouldAntialias(true);
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ctx.setShouldSmoothFonts(true);
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ctx.setGrayFillColor(1, 1);
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ctx.setGrayStrokeColor(1, 1);
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ctx.setTextDrawingMode(.fill_stroke);
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ctx.setTextMatrix(macos.graphics.AffineTransform.identity());
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ctx.setTextPosition(0, 0);
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// We want to render the glyphs at (0,0), but the glyphs themselves
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// are offset by bearings, so we have to undo those bearings in order
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// to get them to 0,0.
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var pos = [_]macos.graphics.Point{.{
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.x = padding + (-1 * bounding[0].origin.x),
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.y = padding + (-1 * bounding[0].origin.y),
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}};
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self.font.drawGlyphs(&glyphs, &pos, ctx);
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const region = try atlas.reserve(alloc, width, height);
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atlas.set(region, buf);
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const offset_y = offset_y: {
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// Our Y coordinate in 3D is (0, 0) bottom left, +y is UP.
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// We need to calculate our baseline from the bottom of a cell.
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const baseline_from_bottom = self.metrics.cell_height - self.metrics.cell_baseline;
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// Next we offset our baseline by the bearing in the font. We
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// ADD here because CoreText y is UP.
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const baseline_with_offset = baseline_from_bottom + bounding[0].origin.y;
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// Finally, since we're rendering at (0, 0), the glyph will render
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// by default below the line. We have to add height (glyph height)
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// so that we shift the glyph UP to be on the line, then we add our
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// baseline offset to move the glyph further UP to match the baseline.
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break :offset_y @as(i32, @intCast(height)) + @as(i32, @intFromFloat(@ceil(baseline_with_offset)));
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};
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return font.Glyph{
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.width = glyph_width,
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.height = glyph_height,
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.offset_x = @intFromFloat(@ceil(bounding[0].origin.x)),
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.offset_y = offset_y,
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.atlas_x = region.x + padding,
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.atlas_y = region.y + padding,
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.advance_x = @floatCast(advances[0].width),
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};
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}
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fn calcMetrics(ct_font: *macos.text.Font) !font.face.Metrics {
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// Cell width is calculated by calculating the widest width of the
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// visible ASCII characters. Usually 'M' is widest but we just take
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