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https://github.com/ghostty-org/ghostty.git
synced 2025-07-15 16:26:08 +03:00
opengl: support background opacity
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@ -238,6 +238,7 @@ pub const DerivedConfig = struct {
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font_thicken: bool,
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cursor_color: ?terminal.color.RGB,
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background: terminal.color.RGB,
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background_opacity: f64,
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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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@ -249,6 +250,7 @@ pub const DerivedConfig = struct {
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_ = alloc_gpa;
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return .{
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.background_opacity = @max(0, @min(1, config.@"background-opacity")),
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.font_thicken = config.@"font-thicken",
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.cursor_color = if (config.@"cursor-color") |col|
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@ -461,7 +463,7 @@ fn resetCellsLRU(self: *OpenGL) void {
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}
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/// Returns the hints that we want for this
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pub fn glfwWindowHints() glfw.Window.Hints {
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pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints {
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return .{
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.context_version_major = 3,
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.context_version_minor = 3,
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@ -469,6 +471,7 @@ pub fn glfwWindowHints() glfw.Window.Hints {
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.opengl_forward_compat = true,
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.cocoa_graphics_switching = builtin.os.tag == .macos,
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.cocoa_retina_framebuffer = true,
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.transparent_framebuffer = config.@"background-opacity" < 1,
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};
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}
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@ -1059,30 +1062,25 @@ pub fn updateCell(
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fg: terminal.color.RGB,
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};
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// True if this cell is selected
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// TODO(perf): we can check in advance if selection is in
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// our viewport at all and not run this on every point.
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const selected: bool = if (selection) |sel| selected: {
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const screen_point = (terminal.point.Viewport{
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.x = x,
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.y = y,
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}).toScreen(screen);
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break :selected sel.contains(screen_point);
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} else false;
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// The colors for the cell.
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const colors: BgFg = colors: {
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// If we have a selection, then we need to check if this
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// cell is selected.
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// TODO(perf): we can check in advance if selection is in
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// our viewport at all and not run this on every point.
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var selection_res: ?BgFg = sel_colors: {
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if (selection) |sel| {
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const screen_point = (terminal.point.Viewport{
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.x = x,
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.y = y,
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}).toScreen(screen);
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// If we are selected, we our colors are just inverted fg/bg
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if (sel.contains(screen_point)) {
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break :sel_colors BgFg{
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.bg = self.config.selection_background orelse self.config.foreground,
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.fg = self.config.selection_foreground orelse self.config.background,
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};
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}
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}
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break :sel_colors null;
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};
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// If we are selected, we our colors are just inverted fg/bg
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var selection_res: ?BgFg = if (selected) .{
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.bg = self.config.selection_background orelse self.config.foreground,
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.fg = self.config.selection_foreground orelse self.config.background,
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} else null;
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const res: BgFg = selection_res orelse if (!cell.attrs.inverse) .{
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// In normal mode, background and fg match the cell. We
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@ -1125,10 +1123,34 @@ pub fn updateCell(
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// If the cell has a background, we always draw it.
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if (colors.bg) |rgb| {
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var mode: GPUCellMode = .bg;
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// Determine our background alpha. If we have transparency configured
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// then this is dynamic depending on some situations. This is all
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// in an attempt to make transparency look the best for various
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// situations. See inline comments.
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const bg_alpha: u8 = bg_alpha: {
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if (self.config.background_opacity >= 1) break :bg_alpha alpha;
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// If we're selected, we do not apply background opacity
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if (selected) break :bg_alpha alpha;
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// If we're reversed, do not apply background opacity
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if (cell.attrs.inverse) break :bg_alpha alpha;
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// If we have a background and its not the default background
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// then we apply background opacity
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if (cell.attrs.has_bg and !std.meta.eql(rgb, self.config.background)) {
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break :bg_alpha alpha;
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}
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// We apply background opacity.
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var bg_alpha: f64 = @floatFromInt(alpha);
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bg_alpha *= self.config.background_opacity;
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bg_alpha = @ceil(bg_alpha);
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break :bg_alpha @intFromFloat(bg_alpha);
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};
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self.cells_bg.appendAssumeCapacity(.{
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.mode = mode,
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.mode = .bg,
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.grid_col = @intCast(x),
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.grid_row = @intCast(y),
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.grid_width = cell.widthLegacy(),
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@ -1145,7 +1167,7 @@ pub fn updateCell(
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.bg_r = rgb.r,
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.bg_g = rgb.g,
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.bg_b = rgb.b,
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.bg_a = alpha,
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.bg_a = bg_alpha,
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});
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}
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@ -1411,7 +1433,7 @@ pub fn draw(self: *OpenGL) !void {
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@as(f32, @floatFromInt(self.draw_background.r)) / 255,
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@as(f32, @floatFromInt(self.draw_background.g)) / 255,
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@as(f32, @floatFromInt(self.draw_background.b)) / 255,
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1.0,
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@floatCast(self.config.background_opacity),
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);
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gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
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