opengl: support background opacity

This commit is contained in:
Mitchell Hashimoto
2023-07-03 19:51:11 -07:00
parent 7896f99f2f
commit 55313fcbd5

View File

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