renderer/opengl: shaders only need one color input

This commit is contained in:
Mitchell Hashimoto
2023-11-17 21:07:47 -08:00
parent 2db36646ac
commit 8253fc1f31
3 changed files with 43 additions and 75 deletions

View File

@ -833,15 +833,15 @@ pub fn rebuildCells(
if (cursor_cell) |*cell| {
if (cell.mode == .fg) {
if (self.config.cursor_text) |txt| {
cell.fg_r = txt.r;
cell.fg_g = txt.g;
cell.fg_b = txt.b;
cell.fg_a = 255;
cell.r = txt.r;
cell.g = txt.g;
cell.b = txt.b;
cell.a = 255;
} else {
cell.fg_r = 0;
cell.fg_g = 0;
cell.fg_b = 0;
cell.fg_a = 255;
cell.r = 0;
cell.g = 0;
cell.b = 0;
cell.a = 255;
}
}
self.cells.appendAssumeCapacity(cell.*);
@ -992,14 +992,10 @@ fn addCursor(
.grid_col = @intCast(x),
.grid_row = @intCast(screen.cursor.y),
.grid_width = if (wide) 2 else 1,
.fg_r = color.r,
.fg_g = color.g,
.fg_b = color.b,
.fg_a = alpha,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
.r = color.r,
.g = color.g,
.b = color.b,
.a = alpha,
.glyph_x = glyph.atlas_x,
.glyph_y = glyph.atlas_y,
.glyph_width = glyph.width,
@ -1147,14 +1143,10 @@ pub fn updateCell(
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = 0,
.fg_g = 0,
.fg_b = 0,
.fg_a = 0,
.bg_r = rgb.r,
.bg_g = rgb.g,
.bg_b = rgb.b,
.bg_a = bg_alpha,
.r = rgb.r,
.g = rgb.g,
.b = rgb.b,
.a = bg_alpha,
});
}
@ -1189,14 +1181,10 @@ pub fn updateCell(
.glyph_height = glyph.height,
.glyph_offset_x = glyph.offset_x,
.glyph_offset_y = glyph.offset_y,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = alpha,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
.r = colors.fg.r,
.g = colors.fg.g,
.b = colors.fg.b,
.a = alpha,
});
}
@ -1230,14 +1218,10 @@ pub fn updateCell(
.glyph_height = underline_glyph.height,
.glyph_offset_x = underline_glyph.offset_x,
.glyph_offset_y = underline_glyph.offset_y,
.fg_r = color.r,
.fg_g = color.g,
.fg_b = color.b,
.fg_a = alpha,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
.r = color.r,
.g = color.g,
.b = color.b,
.a = alpha,
});
}
@ -1253,14 +1237,10 @@ pub fn updateCell(
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = alpha,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
.r = colors.fg.r,
.g = colors.fg.g,
.b = colors.fg.b,
.a = alpha,
});
}

View File

@ -25,21 +25,15 @@ pub const Cell = extern struct {
glyph_width: u32 = 0,
glyph_height: u32 = 0,
/// vec2 glyph_size
/// vec2 glyph_offset
glyph_offset_x: i32 = 0,
glyph_offset_y: i32 = 0,
/// vec4 fg_color_in
fg_r: u8,
fg_g: u8,
fg_b: u8,
fg_a: u8,
/// vec4 bg_color_in
bg_r: u8,
bg_g: u8,
bg_b: u8,
bg_a: u8,
r: u8,
g: u8,
b: u8,
a: u8,
/// uint mode
mode: CellMode,
@ -111,11 +105,9 @@ pub fn init() !CellProgram {
offset += 2 * @sizeOf(i32);
try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
offset += 4 * @sizeOf(u8);
try vbobind.attributeAdvanced(5, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
offset += 4 * @sizeOf(u8);
try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
try vbobind.attributeIAdvanced(5, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
offset += 1 * @sizeOf(u8);
try vbobind.attributeIAdvanced(7, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
try vbobind.enableAttribArray(0);
try vbobind.enableAttribArray(1);
try vbobind.enableAttribArray(2);
@ -123,7 +115,6 @@ pub fn init() !CellProgram {
try vbobind.enableAttribArray(4);
try vbobind.enableAttribArray(5);
try vbobind.enableAttribArray(6);
try vbobind.enableAttribArray(7);
try vbobind.attributeDivisor(0, 1);
try vbobind.attributeDivisor(1, 1);
try vbobind.attributeDivisor(2, 1);
@ -131,7 +122,6 @@ pub fn init() !CellProgram {
try vbobind.attributeDivisor(4, 1);
try vbobind.attributeDivisor(5, 1);
try vbobind.attributeDivisor(6, 1);
try vbobind.attributeDivisor(7, 1);
return .{
.program = program,

View File

@ -21,20 +21,18 @@ layout (location = 2) in vec2 glyph_size;
// Offset of the top-left corner of the glyph when rendered in a rect.
layout (location = 3) in vec2 glyph_offset;
// The background color for this cell in RGBA (0 to 1.0)
layout (location = 4) in vec4 fg_color_in;
// The background color for this cell in RGBA (0 to 1.0)
layout (location = 5) in vec4 bg_color_in;
// The color for this cell in RGBA (0 to 1.0). Background or foreground
// depends on mode.
layout (location = 4) in vec4 color_in;
// The mode of this shader. The mode determines what fields are used,
// what the output will be, etc. This shader is capable of executing in
// multiple "modes" so that we can share some logic and so that we can draw
// the entire terminal grid in a single GPU pass.
layout (location = 6) in uint mode_in;
layout (location = 5) in uint mode_in;
// The width in cells of this item.
layout (location = 7) in uint grid_width;
layout (location = 6) in uint grid_width;
// The background or foreground color for the fragment, depending on
// whether this is a background or foreground pass.
@ -117,7 +115,7 @@ void main() {
cell_pos = cell_pos + cell_size_scaled * position;
gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
color = bg_color_in / 255.0;
color = color_in / 255.0;
break;
case MODE_FG:
@ -150,7 +148,7 @@ void main() {
glyph_tex_coords = glyph_tex_pos + glyph_tex_size * position;
// Set our foreground color output
color = fg_color_in / 255.;
color = color_in / 255.;
break;
case MODE_STRIKETHROUGH:
@ -166,7 +164,7 @@ void main() {
cell_pos = cell_pos + strikethrough_offset - (strikethrough_size * position);
gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
color = fg_color_in / 255.0;
color = color_in / 255.0;
break;
}
}