Merge pull request #1110 from mitchellh/shape

renderer: characters in the Unicode PUA (private use area) are scaled if not followed by whitespace
This commit is contained in:
Mitchell Hashimoto
2023-12-16 20:31:33 -08:00
committed by GitHub
8 changed files with 126 additions and 10 deletions

View File

@ -19,6 +19,7 @@ const renderer = @import("../renderer.zig");
const math = @import("../math.zig"); const math = @import("../math.zig");
const Surface = @import("../Surface.zig"); const Surface = @import("../Surface.zig");
const link = @import("link.zig"); const link = @import("link.zig");
const fgMode = @import("cell.zig").fgMode;
const shadertoy = @import("shadertoy.zig"); const shadertoy = @import("shadertoy.zig");
const assert = std.debug.assert; const assert = std.debug.assert;
const Allocator = std.mem.Allocator; const Allocator = std.mem.Allocator;
@ -1780,11 +1781,17 @@ pub fn updateCell(
}, },
); );
// If we're rendering a color font, we use the color atlas const mode: mtl_shaders.Cell.Mode = switch (try fgMode(
const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index); &self.font_group.group,
const mode: mtl_shaders.Cell.Mode = switch (presentation) { screen,
.text => .fg, cell,
.emoji => .fg_color, shaper_run,
x,
y,
)) {
.normal => .fg,
.color => .fg_color,
.constrained => .fg_constrained,
}; };
self.cells.appendAssumeCapacity(.{ self.cells.appendAssumeCapacity(.{

View File

@ -9,6 +9,7 @@ const testing = std.testing;
const Allocator = std.mem.Allocator; const Allocator = std.mem.Allocator;
const ArenaAllocator = std.heap.ArenaAllocator; const ArenaAllocator = std.heap.ArenaAllocator;
const link = @import("link.zig"); const link = @import("link.zig");
const fgMode = @import("cell.zig").fgMode;
const shadertoy = @import("shadertoy.zig"); const shadertoy = @import("shadertoy.zig");
const apprt = @import("../apprt.zig"); const apprt = @import("../apprt.zig");
const configpkg = @import("../config.zig"); const configpkg = @import("../config.zig");
@ -1489,10 +1490,17 @@ pub fn updateCell(
); );
// If we're rendering a color font, we use the color atlas // If we're rendering a color font, we use the color atlas
const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index); const mode: CellProgram.CellMode = switch (try fgMode(
const mode: CellProgram.CellMode = switch (presentation) { &self.font_group.group,
.text => .fg, screen,
.emoji => .fg_color, cell,
shaper_run,
x,
y,
)) {
.normal => .fg,
.color => .fg_color,
.constrained => .fg_constrained,
}; };
self.cells.appendAssumeCapacity(.{ self.cells.appendAssumeCapacity(.{

71
src/renderer/cell.zig Normal file
View File

@ -0,0 +1,71 @@
const ziglyph = @import("ziglyph");
const font = @import("../font/main.zig");
const terminal = @import("../terminal/main.zig");
pub const FgMode = enum {
/// Normal non-colored text rendering. The text can leave the cell
/// size if it is larger than the cell to allow for ligatures.
normal,
/// Colored text rendering, specifically Emoji.
color,
/// Similar to normal but the text must be constrained to the cell
/// size. If a glyph is larger than the cell then it must be resized
/// to fit.
constrained,
};
/// Returns the appropriate foreground mode for the given cell. This is
/// meant to be called from the typical updateCell function within a
/// renderer.
pub fn fgMode(
group: *font.Group,
screen: *terminal.Screen,
cell: terminal.Screen.Cell,
shaper_run: font.shape.TextRun,
x: usize,
y: usize,
) !FgMode {
const presentation = try group.presentationFromIndex(shaper_run.font_index);
return switch (presentation) {
// Emoji is always full size and color.
.emoji => .color,
// If it is text it is slightly more complex. If we are a codepoint
// in the private use area and we are at the end or the next cell
// is not empty, we need to constrain rendering.
//
// We do this specifically so that Nerd Fonts can render their
// icons without overlapping with subsequent characters. But if
// the subsequent character is empty, then we allow it to use
// the full glyph size. See #1071.
.text => text: {
if (!ziglyph.general_category.isPrivateUse(@intCast(cell.char))) {
break :text .normal;
}
// If we are at the end of the screen its definitely constrained
if (x == screen.cols - 1) break :text .constrained;
// If we have a previous cell and it was PUA then we need to
// also constrain. This is so that multiple PUA glyphs align.
if (x > 0) {
const prev_cell = screen.getCell(.active, y, x - 1);
if (ziglyph.general_category.isPrivateUse(@intCast(prev_cell.char))) {
break :text .constrained;
}
}
// If the next cell is empty, then we allow it to use the
// full glyph size.
const next_cell = screen.getCell(.active, y, x + 1);
if (next_cell.char == 0 or next_cell.char == ' ') {
break :text .normal;
}
// Must be constrained
break :text .constrained;
},
};
}

View File

@ -101,6 +101,7 @@ pub const Cell = extern struct {
pub const Mode = enum(u8) { pub const Mode = enum(u8) {
bg = 1, bg = 1,
fg = 2, fg = 2,
fg_constrained = 3,
fg_color = 7, fg_color = 7,
strikethrough = 8, strikethrough = 8,
}; };

View File

@ -51,6 +51,7 @@ pub const Cell = extern struct {
pub const CellMode = enum(u8) { pub const CellMode = enum(u8) {
bg = 1, bg = 1,
fg = 2, fg = 2,
fg_constrained = 3,
fg_color = 7, fg_color = 7,
strikethrough = 8, strikethrough = 8,

View File

@ -26,6 +26,7 @@ uniform vec2 cell_size;
// See vertex shader // See vertex shader
const uint MODE_BG = 1u; const uint MODE_BG = 1u;
const uint MODE_FG = 2u; const uint MODE_FG = 2u;
const uint MODE_FG_CONSTRAINED = 3u;
const uint MODE_FG_COLOR = 7u; const uint MODE_FG_COLOR = 7u;
const uint MODE_STRIKETHROUGH = 8u; const uint MODE_STRIKETHROUGH = 8u;
@ -38,6 +39,7 @@ void main() {
break; break;
case MODE_FG: case MODE_FG:
case MODE_FG_CONSTRAINED:
a = texture(text, glyph_tex_coords).r; a = texture(text, glyph_tex_coords).r;
vec3 premult = color.rgb * color.a; vec3 premult = color.rgb * color.a;
out_FragColor = vec4(premult.rgb*a, a); out_FragColor = vec4(premult.rgb*a, a);

View File

@ -4,6 +4,7 @@ using namespace metal;
enum Mode : uint8_t { enum Mode : uint8_t {
MODE_BG = 1u, MODE_BG = 1u,
MODE_FG = 2u, MODE_FG = 2u,
MODE_FG_CONSTRAINED = 3u,
MODE_FG_COLOR = 7u, MODE_FG_COLOR = 7u,
MODE_STRIKETHROUGH = 8u, MODE_STRIKETHROUGH = 8u,
}; };
@ -150,6 +151,7 @@ vertex VertexOut uber_vertex(
break; break;
case MODE_FG: case MODE_FG:
case MODE_FG_CONSTRAINED:
case MODE_FG_COLOR: { case MODE_FG_COLOR: {
float2 glyph_size = float2(input.glyph_size); float2 glyph_size = float2(input.glyph_size);
float2 glyph_offset = float2(input.glyph_offset); float2 glyph_offset = float2(input.glyph_offset);
@ -159,6 +161,16 @@ vertex VertexOut uber_vertex(
// So we flip it with `cell_size.y - glyph_offset.y`. // So we flip it with `cell_size.y - glyph_offset.y`.
glyph_offset.y = cell_size_scaled.y - glyph_offset.y; glyph_offset.y = cell_size_scaled.y - glyph_offset.y;
// If we're constrained then we need to scale the glyph.
if (input.mode == MODE_FG_CONSTRAINED) {
if (glyph_size.x > cell_size_scaled.x) {
float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
glyph_offset.y += glyph_size.y - new_y;
glyph_size.y = new_y;
glyph_size.x = cell_size_scaled.x;
}
}
// Calculate the final position of the cell which uses our glyph size // Calculate the final position of the cell which uses our glyph size
// and glyph offset to create the correct bounding box for the glyph. // and glyph offset to create the correct bounding box for the glyph.
cell_pos = cell_pos + glyph_size * position + glyph_offset; cell_pos = cell_pos + glyph_size * position + glyph_offset;
@ -211,6 +223,7 @@ fragment float4 uber_fragment(
case MODE_BG: case MODE_BG:
return in.color; return in.color;
case MODE_FG_CONSTRAINED:
case MODE_FG: { case MODE_FG: {
// Normalize the texture coordinates to [0,1] // Normalize the texture coordinates to [0,1]
float2 size = float2(textureGreyscale.get_width(), textureGreyscale.get_height()); float2 size = float2(textureGreyscale.get_width(), textureGreyscale.get_height());

View File

@ -6,6 +6,7 @@
// NOTE: this must be kept in sync with the fragment shader // NOTE: this must be kept in sync with the fragment shader
const uint MODE_BG = 1u; const uint MODE_BG = 1u;
const uint MODE_FG = 2u; const uint MODE_FG = 2u;
const uint MODE_FG_CONSTRAINED = 3u;
const uint MODE_FG_COLOR = 7u; const uint MODE_FG_COLOR = 7u;
const uint MODE_STRIKETHROUGH = 8u; const uint MODE_STRIKETHROUGH = 8u;
@ -179,6 +180,7 @@ void main() {
break; break;
case MODE_FG: case MODE_FG:
case MODE_FG_CONSTRAINED:
case MODE_FG_COLOR: case MODE_FG_COLOR:
vec2 glyph_offset_calc = glyph_offset; vec2 glyph_offset_calc = glyph_offset;
@ -187,8 +189,19 @@ void main() {
// So we flip it with `cell_size.y - glyph_offset.y`. // So we flip it with `cell_size.y - glyph_offset.y`.
glyph_offset_calc.y = cell_size_scaled.y - glyph_offset_calc.y; glyph_offset_calc.y = cell_size_scaled.y - glyph_offset_calc.y;
// If this is a constrained mode, we need to constrain it!
vec2 glyph_size_calc = glyph_size;
if (mode == MODE_FG_CONSTRAINED) {
if (glyph_size.x > cell_size_scaled.x) {
float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
glyph_offset_calc.y = glyph_offset_calc.y + (glyph_size.y - new_y);
glyph_size_calc.y = new_y;
glyph_size_calc.x = cell_size_scaled.x;
}
}
// Calculate the final position of the cell. // Calculate the final position of the cell.
cell_pos = cell_pos + (glyph_size * position) + glyph_offset_calc; cell_pos = cell_pos + (glyph_size_calc * position) + glyph_offset_calc;
gl_Position = projection * vec4(cell_pos, cell_z, 1.0); gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
// We need to convert our texture position and size to normalized // We need to convert our texture position and size to normalized