mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-25 13:16:11 +03:00
feat: update undercurl with antialiasing
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@ -714,6 +714,7 @@ fn addDeps(
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step.addModule("freetype", freetype_dep.module("freetype"));
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step.addModule("freetype", freetype_dep.module("freetype"));
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step.addModule("harfbuzz", harfbuzz_dep.module("harfbuzz"));
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step.addModule("harfbuzz", harfbuzz_dep.module("harfbuzz"));
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step.addModule("xev", libxev_dep.module("xev"));
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step.addModule("xev", libxev_dep.module("xev"));
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step.addModule("zig-js", js_dep.module("zig-js"));
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step.addModule("pixman", pixman_dep.module("pixman"));
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step.addModule("pixman", pixman_dep.module("pixman"));
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step.addModule("utf8proc", utf8proc_dep.module("utf8proc"));
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step.addModule("utf8proc", utf8proc_dep.module("utf8proc"));
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@ -140,6 +140,12 @@ const WebCanvasImpl = struct {
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self.* = undefined;
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self.* = undefined;
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}
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}
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pub fn pixel(self: *WebCanvasImpl, x: u32, y: u32, color: Color) void {
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const ctx = self.context(color) catch return;
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defer ctx.deinit();
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ctx.call(void, "fillRect", .{ x, y, 1, 1 }) catch return;
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}
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pub fn rect(self: *WebCanvasImpl, v: Rect, color: Color) void {
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pub fn rect(self: *WebCanvasImpl, v: Rect, color: Color) void {
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const ctx = self.context(color) catch return;
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const ctx = self.context(color) catch return;
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defer ctx.deinit();
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defer ctx.deinit();
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@ -401,6 +407,20 @@ const PixmanImpl = struct {
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return region;
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return region;
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}
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}
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/// Draw and fill a single pixel
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pub fn pixel(self: *Canvas, x: u32, y: u32, color: Color) void {
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const boxes = &[_]pixman.Box32{
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.{
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.x1 = @intCast(x),
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.y1 = @intCast(y),
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.x2 = @intCast(x + 1),
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.y2 = @intCast(y + 1),
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},
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};
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self.image.fillBoxes(.src, color.pixmanColor(), boxes) catch {};
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}
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/// Draw and fill a rectangle. This is the main primitive for drawing
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/// Draw and fill a rectangle. This is the main primitive for drawing
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/// lines as well (which are just generally skinny rectangles...)
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/// lines as well (which are just generally skinny rectangles...)
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pub fn rect(self: *Canvas, v: Rect, color: Color) void {
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pub fn rect(self: *Canvas, v: Rect, color: Color) void {
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@ -165,12 +165,13 @@ const Draw = struct {
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fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void {
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fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void {
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// This is the lowest that the curl can go.
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// This is the lowest that the curl can go.
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const y_max = self.height - 1;
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const y_max = self.height - 1;
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const x_factor = 2 * std.math.pi / @as(f64, @floatFromInt(self.width - 1));
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// Some fonts put the underline too close to the bottom of the
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// Some fonts put the underline too close to the bottom of the
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// cell height and this doesn't allow us to make a high enough
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// cell height and this doesn't allow us to make a high enough
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// wave. This constant is arbitrary, change it for aesthetics.
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// wave. This constant is arbitrary, change it for aesthetics.
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const pos = pos: {
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const pos = pos: {
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const MIN_HEIGHT = 7;
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const MIN_HEIGHT = 5;
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const clamped_pos = @min(y_max, self.pos);
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const clamped_pos = @min(y_max, self.pos);
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const height = y_max - clamped_pos;
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const height = y_max - clamped_pos;
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break :pos if (height < MIN_HEIGHT) clamped_pos -| MIN_HEIGHT else clamped_pos;
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break :pos if (height < MIN_HEIGHT) clamped_pos -| MIN_HEIGHT else clamped_pos;
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@ -180,26 +181,26 @@ const Draw = struct {
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// underline position. We also calculate our starting y which is
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// underline position. We also calculate our starting y which is
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// slightly below our descender since our wave will move about that.
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// slightly below our descender since our wave will move about that.
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const wave_height = @as(f64, @floatFromInt(y_max - pos));
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const wave_height = @as(f64, @floatFromInt(y_max - pos));
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const half_height = wave_height / 4;
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//const wave_height = @as(f64, @floatFromInt(y_max - (pos - self.thickness / 2)));
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const y = pos + @as(u32, @intFromFloat(half_height));
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const half_height = @max(1, wave_height / 4);
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const y_pos = @as(i32, @intCast(pos)) + @as(i32, @intFromFloat(2 * half_height));
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const x_factor = (2 * std.math.pi) / @as(f64, @floatFromInt(self.width));
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// follow Xiaolin Wu's antialias algorithm to draw the curve
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var x: u32 = 0;
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var x: u32 = 0;
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while (x < self.width) : (x += 1) {
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while (x < self.width) : (x += 1) {
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const vertical = @as(
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const y0 = half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor);
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u32,
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const y1 = y_pos + @as(i32, @intFromFloat(@floor(y0)));
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@intFromFloat((-1 * half_height) * @sin(@as(f64, @floatFromInt(x)) * x_factor) + half_height),
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const y3 = y1 - 1 + @as(i32, @intCast(self.thickness));
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);
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const alpha = @as(u8, @intFromFloat(255 * @abs(y0 - @floor(y0))));
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var row: u32 = 0;
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// upper and lower bounds
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while (row < self.thickness) : (row += 1) {
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canvas.pixel(x, @min(@as(u32, @intCast(y1)), y_max), @enumFromInt(255 - alpha));
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const y1 = @min(row + y + vertical, y_max);
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canvas.pixel(x, @min(@as(u32, @intCast(y3)), y_max), @enumFromInt(alpha));
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canvas.rect(.{
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.x = @intCast(x),
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// fill between upper and lower bound
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.y = @intCast(y1),
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var y2: u32 = @as(u32, @intCast(y1)) + 1;
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.width = 1,
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while (y2 < y3) : (y2 += 1) {
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.height = 1,
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canvas.pixel(x, @min(y2, y_max), .on);
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}, .on);
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}
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}
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}
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}
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}
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}
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