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renderer: add support for background images
Adds support for background images via the `background-image` config. Resolves #3645, supersedes PRs #4226 and #5233. See docs of added config keys for usage details.
This commit is contained in:

committed by
Mitchell Hashimoto

parent
03bdb92292
commit
da46a47726
@ -31,8 +31,11 @@ pub const RepeatableFontVariation = Config.RepeatableFontVariation;
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pub const RepeatableString = Config.RepeatableString;
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pub const RepeatableStringMap = @import("config/RepeatableStringMap.zig");
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pub const RepeatablePath = Config.RepeatablePath;
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pub const Path = Config.Path;
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pub const ShellIntegrationFeatures = Config.ShellIntegrationFeatures;
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pub const WindowPaddingColor = Config.WindowPaddingColor;
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pub const BackgroundImagePosition = Config.BackgroundImagePosition;
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pub const BackgroundImageFit = Config.BackgroundImageFit;
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// Alternate APIs
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pub const CAPI = @import("config/CAPI.zig");
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@ -466,6 +466,84 @@ background: Color = .{ .r = 0x28, .g = 0x2C, .b = 0x34 },
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/// Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color.
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foreground: Color = .{ .r = 0xFF, .g = 0xFF, .b = 0xFF },
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/// Background image for the terminal.
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///
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/// This should be a path to a PNG or JPEG file,
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/// other image formats are not yet supported.
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@"background-image": ?Path = null,
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/// Background image opacity.
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///
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/// This is relative to the value of `background-opacity`.
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///
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/// A value of `1.0` (the default) will result in the background image being
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/// placed on top of the general background color, and then the combined result
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/// will be adjusted to the opacity specified by `background-opacity`.
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///
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/// A value less than `1.0` will result in the background image being mixed
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/// with the general background color before the combined result is adjusted
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/// to the configured `background-opacity`.
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///
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/// A value greater than `1.0` will result in the background image having a
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/// higher opacity than the general background color. For instance, if the
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/// configured `background-opacity` is `0.5` and `background-image-opacity`
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/// is set to `1.5`, then the final opacity of the background image will be
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/// `0.5 * 1.5 = 0.75`.
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@"background-image-opacity": f32 = 1.0,
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/// Background image position.
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///
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/// Valid values are:
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/// * `top-left`
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/// * `top-center`
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/// * `top-right`
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/// * `center-left`
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/// * `center`
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/// * `center-right`
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/// * `bottom-left`
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/// * `bottom-center`
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/// * `bottom-right`
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///
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/// The default value is `center`.
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@"background-image-position": BackgroundImagePosition = .center,
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/// Background image fit.
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///
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/// Valid values are:
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///
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/// * `contain`
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///
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/// Preserving the aspect ratio, scale the background image to the largest
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/// size that can still be contained within the terminal, so that the whole
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/// image is visible.
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///
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/// * `cover`
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///
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/// Preserving the aspect ratio, scale the background image to the smallest
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/// size that can completely cover the terminal. This may result in one or
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/// more edges of the image being clipped by the edge of the terminal.
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///
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/// * `stretch`
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///
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/// Stretch the background image to the full size of the terminal, without
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/// preserving the aspect ratio.
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///
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/// * `none`
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///
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/// Don't scale the background image.
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///
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/// The default value is `contain`.
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@"background-image-fit": BackgroundImageFit = .contain,
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/// Whether to repeat the background image or not.
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///
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/// If this is set to true, the background image will be repeated if there
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/// would otherwise be blank space around it because it doesn't completely
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/// fill the terminal area.
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///
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/// The default value is `false`.
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@"background-image-repeat": bool = false,
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/// The foreground and background color for selection. If this is not set, then
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/// the selection color is just the inverted window background and foreground
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/// (note: not to be confused with the cell bg/fg).
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@ -3298,6 +3376,15 @@ fn expandPaths(self: *Config, base: []const u8) !void {
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&self._diagnostics,
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);
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},
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?RepeatablePath, ?Path => {
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if (@field(self, field.name)) |*path| {
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try path.expand(
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arena_alloc,
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base,
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&self._diagnostics,
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);
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}
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},
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else => {},
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}
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}
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@ -6569,6 +6656,28 @@ pub const AlphaBlending = enum {
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}
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};
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/// See background-image-position
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pub const BackgroundImagePosition = enum {
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@"top-left",
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@"top-center",
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@"top-right",
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@"center-left",
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@"center-center",
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@"center-right",
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@"bottom-left",
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@"bottom-center",
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@"bottom-right",
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center,
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};
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/// See background-image-fit
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pub const BackgroundImageFit = enum {
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contain,
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cover,
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stretch,
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none,
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};
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/// See freetype-load-flag
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pub const FreetypeLoadFlags = packed struct {
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// The defaults here at the time of writing this match the defaults
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@ -282,6 +282,7 @@ pub const uniformBufferOptions = bufferOptions;
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pub const fgBufferOptions = bufferOptions;
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pub const bgBufferOptions = bufferOptions;
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pub const imageBufferOptions = bufferOptions;
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pub const bgImageBufferOptions = bufferOptions;
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/// Returns the options to use when constructing textures.
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pub inline fn textureOptions(self: Metal) Texture.Options {
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@ -388,6 +388,7 @@ pub const uniformBufferOptions = bufferOptions;
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pub const fgBufferOptions = bufferOptions;
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pub const bgBufferOptions = bufferOptions;
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pub const imageBufferOptions = bufferOptions;
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pub const bgImageBufferOptions = bufferOptions;
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/// Returns the options to use when constructing textures.
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pub inline fn textureOptions(self: OpenGL) Texture.Options {
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@ -2,6 +2,7 @@ const std = @import("std");
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const xev = @import("xev");
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const wuffs = @import("wuffs");
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const apprt = @import("../apprt.zig");
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const configpkg = @import("../config.zig");
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const font = @import("../font/main.zig");
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@ -25,6 +26,8 @@ const ArenaAllocator = std.heap.ArenaAllocator;
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const Terminal = terminal.Terminal;
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const Health = renderer.Health;
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const FileType = @import("../file_type.zig").FileType;
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const macos = switch (builtin.os.tag) {
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.macos => @import("macos"),
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else => void,
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@ -181,6 +184,21 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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image_text_end: u32 = 0,
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image_virtual: bool = false,
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/// Background image, if we have one.
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bg_image: ?imagepkg.Image = null,
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/// Set whenever the background image changes, singalling
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/// that the new background image needs to be uploaded to
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/// the GPU.
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///
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/// This is initialized as true so that we load the image
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/// on renderer initialization, not just on config change.
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bg_image_changed: bool = true,
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/// Background image vertex buffer.
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bg_image_buffer: shaderpkg.BgImage,
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/// This value is used to force-update the swap chain copy
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/// of the background image buffer whenever we change it.
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bg_image_buffer_modified: usize = 0,
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/// Graphics API state.
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api: GraphicsAPI,
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@ -298,12 +316,21 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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/// See property of same name on Renderer for explanation.
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target_config_modified: usize = 0,
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/// Buffer with the vertex data for our background image.
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///
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/// TODO: Make this an optional and only create it
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/// if we actually have a background image.
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bg_image_buffer: BgImageBuffer,
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/// See property of same name on Renderer for explanation.
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bg_image_buffer_modified: usize = 0,
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/// Custom shader state, this is null if we have no custom shaders.
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custom_shader_state: ?CustomShaderState = null,
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const UniformBuffer = Buffer(shaderpkg.Uniforms);
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const CellBgBuffer = Buffer(shaderpkg.CellBg);
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const CellTextBuffer = Buffer(shaderpkg.CellText);
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const BgImageBuffer = Buffer(shaderpkg.BgImage);
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pub fn init(api: GraphicsAPI, custom_shaders: bool) !FrameState {
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// Uniform buffer contains exactly 1 uniform struct. The
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@ -323,6 +350,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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var cells_bg = try CellBgBuffer.init(api.bgBufferOptions(), 1);
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errdefer cells_bg.deinit();
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// Create a GPU buffer for our background image info.
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var bg_image_buffer = try BgImageBuffer.init(
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api.bgImageBufferOptions(),
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1,
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);
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errdefer bg_image_buffer.deinit();
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// Initialize our textures for our font atlas.
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//
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// As with the buffers above, we start these off as small
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@ -355,6 +389,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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.uniforms = uniforms,
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.cells = cells,
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.cells_bg = cells_bg,
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.bg_image_buffer = bg_image_buffer,
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.grayscale = grayscale,
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.color = color,
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.target = target,
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@ -368,6 +403,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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self.cells_bg.deinit();
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self.grayscale.deinit();
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self.color.deinit();
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self.bg_image_buffer.deinit();
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if (self.custom_shader_state) |*state| state.deinit();
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}
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@ -491,6 +527,11 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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min_contrast: f32,
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padding_color: configpkg.WindowPaddingColor,
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custom_shaders: configpkg.RepeatablePath,
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bg_image: ?configpkg.Path,
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bg_image_opacity: f32,
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bg_image_position: configpkg.BackgroundImagePosition,
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bg_image_fit: configpkg.BackgroundImageFit,
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bg_image_repeat: bool,
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links: link.Set,
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vsync: bool,
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colorspace: configpkg.Config.WindowColorspace,
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@ -507,6 +548,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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// Copy our shaders
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const custom_shaders = try config.@"custom-shader".clone(alloc);
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// Copy our background image
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const bg_image =
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if (config.@"background-image") |bg|
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try bg.clone(alloc)
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else
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null;
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// Copy our font features
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const font_features = try config.@"font-feature".clone(alloc);
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@ -563,6 +611,11 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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null,
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.custom_shaders = custom_shaders,
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.bg_image = bg_image,
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.bg_image_opacity = config.@"background-image-opacity",
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.bg_image_position = config.@"background-image-position",
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.bg_image_fit = config.@"background-image-fit",
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.bg_image_repeat = config.@"background-image-repeat",
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.links = links,
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.vsync = config.@"window-vsync",
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.colorspace = config.@"window-colorspace",
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@ -657,6 +710,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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.cell_size = undefined,
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.grid_size = undefined,
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.grid_padding = undefined,
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.screen_size = undefined,
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.padding_extend = .{},
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.min_contrast = options.config.min_contrast,
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.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) },
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@ -691,6 +745,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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.previous_cursor_color = @splat(0),
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.cursor_change_time = 0,
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},
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.bg_image_buffer = undefined,
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// Fonts
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.font_grid = options.font_grid,
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@ -711,6 +766,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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// Ensure our undefined values above are correctly initialized.
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result.updateFontGridUniforms();
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result.updateScreenSizeUniforms();
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result.updateBgImageBuffer();
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try result.prepBackgroundImage();
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return result;
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}
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@ -739,6 +796,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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}
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self.image_placements.deinit(self.alloc);
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if (self.bg_image) |img| img.deinit(self.alloc);
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self.deinitShaders();
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self.api.deinit();
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@ -1336,6 +1395,9 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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// Upload images to the GPU as necessary.
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try self.uploadKittyImages();
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// Upload the background image to the GPU as necessary.
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try self.uploadBackgroundImage();
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// Update custom shader uniforms if necessary.
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try self.updateCustomShaderUniforms();
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@ -1344,6 +1406,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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try frame.cells_bg.sync(self.cells.bg_cells);
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const fg_count = try frame.cells.syncFromArrayLists(self.cells.fg_rows.lists);
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// If our background image buffer has changed, sync it.
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if (frame.bg_image_buffer_modified != self.bg_image_buffer_modified) {
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try frame.bg_image_buffer.sync(&.{self.bg_image_buffer});
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frame.bg_image_buffer_modified = self.bg_image_buffer_modified;
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}
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// If our font atlas changed, sync the texture data
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texture: {
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const modified = self.font_grid.atlas_grayscale.modified.load(.monotonic);
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@ -1376,18 +1445,33 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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}});
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defer pass.complete();
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// First we draw the background color.
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// First we draw our background image, if we have one.
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// The bg image shader also draws the main bg color.
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//
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// Otherwise, if we don't have a background image, we
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// draw the background color by itself in its own step.
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//
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// NOTE: We don't use the clear_color for this because that
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// would require us to do color space conversion on the
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// CPU-side. In the future when we have utilities for
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// that we should remove this step and use clear_color.
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pass.step(.{
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.pipeline = self.shaders.pipelines.bg_color,
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.uniforms = frame.uniforms.buffer,
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.buffers = &.{ null, frame.cells_bg.buffer },
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.draw = .{ .type = .triangle, .vertex_count = 3 },
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});
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if (self.bg_image) |img| switch (img) {
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.ready => |texture| pass.step(.{
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.pipeline = self.shaders.pipelines.bg_image,
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.uniforms = frame.uniforms.buffer,
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.buffers = &.{frame.bg_image_buffer.buffer},
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.textures = &.{texture},
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.draw = .{ .type = .triangle, .vertex_count = 3 },
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}),
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else => {},
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} else {
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pass.step(.{
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.pipeline = self.shaders.pipelines.bg_color,
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.uniforms = frame.uniforms.buffer,
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.buffers = &.{ null, frame.cells_bg.buffer },
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.draw = .{ .type = .triangle, .vertex_count = 3 },
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});
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}
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// Then we draw any kitty images that need
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// to be behind text AND cell backgrounds.
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@ -1863,6 +1947,102 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
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}
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}
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/// Call this any time the background image path changes.
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///
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/// Caller must hold the draw mutex.
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fn prepBackgroundImage(self: *Self) !void {
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// Then we try to load the background image if we have a path.
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if (self.config.bg_image) |p| load_background: {
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const path = switch (p) {
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.required, .optional => |slice| slice,
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};
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// Open the file
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var file = std.fs.openFileAbsolute(path, .{}) catch |err| {
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log.warn(
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"error opening background image file \"{s}\": {}",
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.{ path, err },
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);
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break :load_background;
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};
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defer file.close();
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// Read it
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const contents = file.readToEndAlloc(
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self.alloc,
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std.math.maxInt(u32), // Max size of 4 GiB, for now.
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) catch |err| {
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log.warn(
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"error reading background image file \"{s}\": {}",
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.{ path, err },
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);
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break :load_background;
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};
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defer self.alloc.free(contents);
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// Figure out what type it probably is.
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const file_type = switch (FileType.detect(contents)) {
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.unknown => FileType.guessFromExtension(
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std.fs.path.extension(path),
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),
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else => |t| t,
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};
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// Decode it if we know how.
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const image_data = switch (file_type) {
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.png => try wuffs.png.decode(self.alloc, contents),
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.jpeg => try wuffs.jpeg.decode(self.alloc, contents),
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.unknown => {
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log.warn(
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"Cannot determine file type for background image file \"{s}\"!",
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.{path},
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);
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break :load_background;
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},
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else => |f| {
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log.warn(
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"Unsupported file type {} for background image file \"{s}\"!",
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.{ f, path },
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);
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break :load_background;
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},
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};
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const image: imagepkg.Image = .{
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.pending = .{
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.width = image_data.width,
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.height = image_data.height,
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.pixel_format = .rgba,
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.data = image_data.data.ptr,
|
||||
},
|
||||
};
|
||||
|
||||
// If we have an existing background image, replace it.
|
||||
// Otherwise, set this as our background image directly.
|
||||
if (self.bg_image) |*img| {
|
||||
try img.markForReplace(self.alloc, image);
|
||||
} else {
|
||||
self.bg_image = image;
|
||||
}
|
||||
} else {
|
||||
// If we don't have a background image path, mark our
|
||||
// background image for unload if we currently have one.
|
||||
if (self.bg_image) |*img| img.markForUnload();
|
||||
}
|
||||
}
|
||||
|
||||
fn uploadBackgroundImage(self: *Self) !void {
|
||||
// Make sure our bg image is uploaded if it needs to be.
|
||||
if (self.bg_image) |*bg| {
|
||||
if (bg.isUnloading()) {
|
||||
bg.deinit(self.alloc);
|
||||
self.bg_image = null;
|
||||
return;
|
||||
}
|
||||
if (bg.isPending()) try bg.upload(self.alloc, &self.api);
|
||||
}
|
||||
}
|
||||
|
||||
/// Update the configuration.
|
||||
pub fn changeConfig(self: *Self, config: *DerivedConfig) !void {
|
||||
self.draw_mutex.lock();
|
||||
@ -1900,12 +2080,33 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
self.default_cursor_color = if (!config.cursor_invert) config.cursor_color else null;
|
||||
self.cursor_invert = config.cursor_invert;
|
||||
|
||||
const bg_image_config_changed =
|
||||
self.config.bg_image_fit != config.bg_image_fit or
|
||||
self.config.bg_image_position != config.bg_image_position or
|
||||
self.config.bg_image_repeat != config.bg_image_repeat or
|
||||
self.config.bg_image_opacity != config.bg_image_opacity;
|
||||
|
||||
const bg_image_changed =
|
||||
if (self.config.bg_image) |old|
|
||||
if (config.bg_image) |new|
|
||||
!old.equal(new)
|
||||
else
|
||||
true
|
||||
else
|
||||
config.bg_image != null;
|
||||
|
||||
const old_blending = self.config.blending;
|
||||
const custom_shaders_changed = !self.config.custom_shaders.equal(config.custom_shaders);
|
||||
|
||||
self.config.deinit();
|
||||
self.config = config.*;
|
||||
|
||||
// If our background image path changed, prepare the new bg image.
|
||||
if (bg_image_changed) try self.prepBackgroundImage();
|
||||
|
||||
// If our background image config changed, update the vertex buffer.
|
||||
if (bg_image_config_changed) self.updateBgImageBuffer();
|
||||
|
||||
// Reset our viewport to force a rebuild, in case of a font change.
|
||||
self.cells_viewport = null;
|
||||
|
||||
@ -1975,14 +2176,50 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
@floatFromInt(blank.bottom),
|
||||
@floatFromInt(blank.left),
|
||||
};
|
||||
self.uniforms.screen_size = .{
|
||||
@floatFromInt(self.size.screen.width),
|
||||
@floatFromInt(self.size.screen.height),
|
||||
};
|
||||
}
|
||||
|
||||
/// Update the background image vertex buffer (CPU-side).
|
||||
///
|
||||
/// This should be called if and when configs change that
|
||||
/// could affect the background image.
|
||||
///
|
||||
/// Caller must hold the draw mutex.
|
||||
fn updateBgImageBuffer(self: *Self) void {
|
||||
self.bg_image_buffer = .{
|
||||
.opacity = self.config.bg_image_opacity,
|
||||
.info = .{
|
||||
.position = switch (self.config.bg_image_position) {
|
||||
.@"top-left" => .tl,
|
||||
.@"top-center" => .tc,
|
||||
.@"top-right" => .tr,
|
||||
.@"center-left" => .ml,
|
||||
.@"center-center", .center => .mc,
|
||||
.@"center-right" => .mr,
|
||||
.@"bottom-left" => .bl,
|
||||
.@"bottom-center" => .bc,
|
||||
.@"bottom-right" => .br,
|
||||
},
|
||||
.fit = switch (self.config.bg_image_fit) {
|
||||
.contain => .contain,
|
||||
.cover => .cover,
|
||||
.stretch => .stretch,
|
||||
.none => .none,
|
||||
},
|
||||
.repeat = self.config.bg_image_repeat,
|
||||
},
|
||||
};
|
||||
// Signal that the buffer was modified.
|
||||
self.bg_image_buffer_modified +%= 1;
|
||||
}
|
||||
|
||||
/// Update uniforms for the custom shaders, if necessary.
|
||||
///
|
||||
/// This should be called exactly once per frame, inside `drawFrame`.
|
||||
fn updateCustomShaderUniforms(
|
||||
self: *Self,
|
||||
) !void {
|
||||
fn updateCustomShaderUniforms(self: *Self) !void {
|
||||
// We only need to do this if we have custom shaders.
|
||||
if (!self.has_custom_shaders) return;
|
||||
|
||||
|
@ -160,6 +160,7 @@ fn autoAttribute(T: type, attrs: objc.Object) void {
|
||||
const offset = @offsetOf(T, field.name);
|
||||
|
||||
const FT = switch (@typeInfo(field.type)) {
|
||||
.@"struct" => |e| e.backing_integer.?,
|
||||
.@"enum" => |e| e.tag_type,
|
||||
else => field.type,
|
||||
};
|
||||
@ -169,13 +170,17 @@ fn autoAttribute(T: type, attrs: objc.Object) void {
|
||||
[4]u8 => mtl.MTLVertexFormat.uchar4,
|
||||
[2]u16 => mtl.MTLVertexFormat.ushort2,
|
||||
[2]i16 => mtl.MTLVertexFormat.short2,
|
||||
f32 => mtl.MTLVertexFormat.float,
|
||||
[2]f32 => mtl.MTLVertexFormat.float2,
|
||||
[4]f32 => mtl.MTLVertexFormat.float4,
|
||||
i32 => mtl.MTLVertexFormat.int,
|
||||
[2]i32 => mtl.MTLVertexFormat.int2,
|
||||
[4]i32 => mtl.MTLVertexFormat.int2,
|
||||
u32 => mtl.MTLVertexFormat.uint,
|
||||
[2]u32 => mtl.MTLVertexFormat.uint2,
|
||||
[4]u32 => mtl.MTLVertexFormat.uint4,
|
||||
u8 => mtl.MTLVertexFormat.uchar,
|
||||
i8 => mtl.MTLVertexFormat.char,
|
||||
else => comptime unreachable,
|
||||
};
|
||||
|
||||
|
@ -36,6 +36,13 @@ const pipeline_descs: []const struct { [:0]const u8, PipelineDescription } =
|
||||
.step_fn = .per_instance,
|
||||
.blending_enabled = true,
|
||||
} },
|
||||
.{ "bg_image", .{
|
||||
.vertex_attributes = BgImage,
|
||||
.vertex_fn = "bg_image_vertex",
|
||||
.fragment_fn = "bg_image_fragment",
|
||||
.step_fn = .per_instance,
|
||||
.blending_enabled = true,
|
||||
} },
|
||||
};
|
||||
|
||||
/// All the comptime-known info about a pipeline, so that
|
||||
@ -192,6 +199,9 @@ pub const Uniforms = extern struct {
|
||||
/// This is calculated based on the size of the screen.
|
||||
projection_matrix: math.Mat align(16),
|
||||
|
||||
/// Size of the screen (render target) in pixels.
|
||||
screen_size: [2]f32 align(8),
|
||||
|
||||
/// Size of a single cell in pixels, unscaled.
|
||||
cell_size: [2]f32 align(8),
|
||||
|
||||
@ -288,6 +298,38 @@ pub const Image = extern struct {
|
||||
dest_size: [2]f32,
|
||||
};
|
||||
|
||||
/// Single parameter for the bg image shader.
|
||||
pub const BgImage = extern struct {
|
||||
opacity: f32 align(4),
|
||||
info: Info align(1),
|
||||
|
||||
pub const Info = packed struct(u8) {
|
||||
position: Position,
|
||||
fit: Fit,
|
||||
repeat: bool,
|
||||
_padding: u1 = 0,
|
||||
|
||||
pub const Position = enum(u4) {
|
||||
tl = 0,
|
||||
tc = 1,
|
||||
tr = 2,
|
||||
ml = 3,
|
||||
mc = 4,
|
||||
mr = 5,
|
||||
bl = 6,
|
||||
bc = 7,
|
||||
br = 8,
|
||||
};
|
||||
|
||||
pub const Fit = enum(u2) {
|
||||
contain = 0,
|
||||
cover = 1,
|
||||
stretch = 2,
|
||||
none = 3,
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/// Initialize the MTLLibrary. A MTLLibrary is a collection of shaders.
|
||||
fn initLibrary(device: objc.Object) !objc.Object {
|
||||
const start = try std.time.Instant.now();
|
||||
|
@ -98,6 +98,7 @@ fn autoAttribute(
|
||||
const offset = @offsetOf(T, field.name);
|
||||
|
||||
const FT = switch (@typeInfo(field.type)) {
|
||||
.@"struct" => |s| s.backing_integer.?,
|
||||
.@"enum" => |e| e.tag_type,
|
||||
else => field.type,
|
||||
};
|
||||
|
@ -33,6 +33,13 @@ const pipeline_descs: []const struct { [:0]const u8, PipelineDescription } =
|
||||
.step_fn = .per_instance,
|
||||
.blending_enabled = true,
|
||||
} },
|
||||
.{ "bg_image", .{
|
||||
.vertex_attributes = BgImage,
|
||||
.vertex_fn = loadShaderCode("../shaders/glsl/bg_image.v.glsl"),
|
||||
.fragment_fn = loadShaderCode("../shaders/glsl/bg_image.f.glsl"),
|
||||
.step_fn = .per_instance,
|
||||
.blending_enabled = true,
|
||||
} },
|
||||
};
|
||||
|
||||
/// All the comptime-known info about a pipeline, so that
|
||||
@ -158,6 +165,9 @@ pub const Uniforms = extern struct {
|
||||
/// This is calculated based on the size of the screen.
|
||||
projection_matrix: math.Mat align(16),
|
||||
|
||||
/// Size of the screen (render target) in pixels.
|
||||
screen_size: [2]f32 align(8),
|
||||
|
||||
/// Size of a single cell in pixels, unscaled.
|
||||
cell_size: [2]f32 align(8),
|
||||
|
||||
@ -256,6 +266,38 @@ pub const Image = extern struct {
|
||||
dest_size: [2]f32 align(8),
|
||||
};
|
||||
|
||||
/// Single parameter for the bg image shader.
|
||||
pub const BgImage = extern struct {
|
||||
opacity: f32 align(4),
|
||||
info: Info align(1),
|
||||
|
||||
pub const Info = packed struct(u8) {
|
||||
position: Position,
|
||||
fit: Fit,
|
||||
repeat: bool,
|
||||
_padding: u1 = 0,
|
||||
|
||||
pub const Position = enum(u4) {
|
||||
tl = 0,
|
||||
tc = 1,
|
||||
tr = 2,
|
||||
ml = 3,
|
||||
mc = 4,
|
||||
mr = 5,
|
||||
bl = 6,
|
||||
bc = 7,
|
||||
br = 8,
|
||||
};
|
||||
|
||||
pub const Fit = enum(u2) {
|
||||
contain = 0,
|
||||
cover = 1,
|
||||
stretch = 2,
|
||||
none = 3,
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/// Initialize our custom shader pipelines. The shaders argument is a
|
||||
/// set of shader source code, not file paths.
|
||||
fn initPostPipelines(
|
||||
|
62
src/renderer/shaders/glsl/bg_image.f.glsl
Normal file
62
src/renderer/shaders/glsl/bg_image.f.glsl
Normal file
@ -0,0 +1,62 @@
|
||||
#include "common.glsl"
|
||||
|
||||
// Position the FragCoord origin to the upper left
|
||||
// so as to align with our texture's directionality.
|
||||
layout(origin_upper_left) in vec4 gl_FragCoord;
|
||||
|
||||
layout(binding = 0) uniform sampler2DRect image;
|
||||
|
||||
flat in vec4 bg_color;
|
||||
flat in vec2 offset;
|
||||
flat in vec2 scale;
|
||||
flat in float opacity;
|
||||
flat in uint repeat;
|
||||
|
||||
layout(location = 0) out vec4 out_FragColor;
|
||||
|
||||
void main() {
|
||||
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
|
||||
|
||||
// Our texture coordinate is based on the screen position, offset by the
|
||||
// dest rect origin, and scaled by the ratio between the dest rect size
|
||||
// and the original texture size, which effectively scales the original
|
||||
// size of the texture to the dest rect size.
|
||||
vec2 tex_coord = (gl_FragCoord.xy - offset) * scale;
|
||||
|
||||
vec2 tex_size = textureSize(image);
|
||||
|
||||
// If we need to repeat the texture, wrap the coordinates.
|
||||
if (repeat != 0) {
|
||||
tex_coord = mod(mod(tex_coord, tex_size) + tex_size, tex_size);
|
||||
}
|
||||
|
||||
vec4 rgba;
|
||||
// If we're out of bounds, we have no color,
|
||||
// otherwise we sample the texture for it.
|
||||
if (any(lessThan(tex_coord, vec2(0.0))) ||
|
||||
any(greaterThan(tex_coord, tex_size)))
|
||||
{
|
||||
rgba = vec4(0.0);
|
||||
} else {
|
||||
rgba = texture(image, tex_coord);
|
||||
|
||||
if (!use_linear_blending) {
|
||||
rgba = unlinearize(rgba);
|
||||
}
|
||||
|
||||
rgba.rgb *= rgba.a;
|
||||
}
|
||||
|
||||
// Multiply it by the configured opacity, but cap it at
|
||||
// the value that will make it fully opaque relative to
|
||||
// the background color alpha, so it isn't overexposed.
|
||||
rgba *= min(opacity, 1.0 / bg_color.a);
|
||||
|
||||
// Blend it on to a fully opaque version of the background color.
|
||||
rgba += max(vec4(0.0), vec4(bg_color.rgb, 1.0) * vec4(1.0 - rgba.a));
|
||||
|
||||
// Multiply everything by the background color alpha.
|
||||
rgba *= bg_color.a;
|
||||
|
||||
out_FragColor = rgba;
|
||||
}
|
145
src/renderer/shaders/glsl/bg_image.v.glsl
Normal file
145
src/renderer/shaders/glsl/bg_image.v.glsl
Normal file
@ -0,0 +1,145 @@
|
||||
#include "common.glsl"
|
||||
|
||||
layout(binding = 0) uniform sampler2DRect image;
|
||||
|
||||
layout(location = 0) in float in_opacity;
|
||||
layout(location = 1) in uint info;
|
||||
|
||||
// 4 bits of info.
|
||||
const uint BG_IMAGE_POSITION = 15u;
|
||||
const uint BG_IMAGE_TL = 0u;
|
||||
const uint BG_IMAGE_TC = 1u;
|
||||
const uint BG_IMAGE_TR = 2u;
|
||||
const uint BG_IMAGE_ML = 3u;
|
||||
const uint BG_IMAGE_MC = 4u;
|
||||
const uint BG_IMAGE_MR = 5u;
|
||||
const uint BG_IMAGE_BL = 6u;
|
||||
const uint BG_IMAGE_BC = 7u;
|
||||
const uint BG_IMAGE_BR = 8u;
|
||||
|
||||
// 2 bits of info shifted 4.
|
||||
const uint BG_IMAGE_FIT = 3u << 4;
|
||||
const uint BG_IMAGE_CONTAIN = 0u << 4;
|
||||
const uint BG_IMAGE_COVER = 1u << 4;
|
||||
const uint BG_IMAGE_STRETCH = 2u << 4;
|
||||
const uint BG_IMAGE_NO_FIT = 3u << 4;
|
||||
|
||||
// 1 bit of info shifted 6.
|
||||
const uint BG_IMAGE_REPEAT = 1u << 6;
|
||||
|
||||
flat out vec4 bg_color;
|
||||
flat out vec2 offset;
|
||||
flat out vec2 scale;
|
||||
flat out float opacity;
|
||||
// We use a uint to pass the repeat value because
|
||||
// bools aren't allowed for vertex outputs in OpenGL.
|
||||
flat out uint repeat;
|
||||
|
||||
void main() {
|
||||
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
|
||||
|
||||
vec4 position;
|
||||
position.x = (gl_VertexID == 2) ? 3.0 : -1.0;
|
||||
position.y = (gl_VertexID == 0) ? -3.0 : 1.0;
|
||||
position.z = 1.0;
|
||||
position.w = 1.0;
|
||||
|
||||
// Single triangle is clipped to viewport.
|
||||
//
|
||||
// X <- vid == 0: (-1, -3)
|
||||
// |\
|
||||
// | \
|
||||
// | \
|
||||
// |###\
|
||||
// |#+# \ `+` is (0, 0). `#`s are viewport area.
|
||||
// |### \
|
||||
// X------X <- vid == 2: (3, 1)
|
||||
// ^
|
||||
// vid == 1: (-1, 1)
|
||||
|
||||
gl_Position = position;
|
||||
|
||||
opacity = in_opacity;
|
||||
|
||||
repeat = info & BG_IMAGE_REPEAT;
|
||||
|
||||
vec2 screen_size = screen_size;
|
||||
vec2 tex_size = textureSize(image);
|
||||
|
||||
vec2 dest_size = tex_size;
|
||||
switch (info & BG_IMAGE_FIT) {
|
||||
// For `contain` we scale by a factor that makes the image
|
||||
// width match the screen width or makes the image height
|
||||
// match the screen height, whichever is smaller.
|
||||
case BG_IMAGE_CONTAIN: {
|
||||
float scale = min(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
|
||||
dest_size = tex_size * scale;
|
||||
} break;
|
||||
|
||||
// For `cover` we scale by a factor that makes the image
|
||||
// width match the screen width or makes the image height
|
||||
// match the screen height, whichever is larger.
|
||||
case BG_IMAGE_COVER: {
|
||||
float scale = max(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
|
||||
dest_size = tex_size * scale;
|
||||
} break;
|
||||
|
||||
// For `stretch` we stretch the image to the size of
|
||||
// the screen without worrying about aspect ratio.
|
||||
case BG_IMAGE_STRETCH: {
|
||||
dest_size = screen_size;
|
||||
} break;
|
||||
|
||||
// For `none` we just use the original texture size.
|
||||
case BG_IMAGE_NO_FIT: {
|
||||
dest_size = tex_size;
|
||||
} break;
|
||||
}
|
||||
|
||||
vec2 start = vec2(0.0);
|
||||
vec2 mid = (screen_size - dest_size) / vec2(2.0);
|
||||
vec2 end = screen_size - dest_size;
|
||||
|
||||
vec2 dest_offset = mid;
|
||||
switch (info & BG_IMAGE_POSITION) {
|
||||
case BG_IMAGE_TL: {
|
||||
dest_offset = vec2(start.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_TC: {
|
||||
dest_offset = vec2(mid.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_TR: {
|
||||
dest_offset = vec2(end.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_ML: {
|
||||
dest_offset = vec2(start.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_MC: {
|
||||
dest_offset = vec2(mid.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_MR: {
|
||||
dest_offset = vec2(end.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_BL: {
|
||||
dest_offset = vec2(start.x, end.y);
|
||||
} break;
|
||||
case BG_IMAGE_BC: {
|
||||
dest_offset = vec2(mid.x, end.y);
|
||||
} break;
|
||||
case BG_IMAGE_BR: {
|
||||
dest_offset = vec2(end.x, end.y);
|
||||
} break;
|
||||
}
|
||||
|
||||
offset = dest_offset;
|
||||
scale = tex_size / dest_size;
|
||||
|
||||
// We load a fully opaque version of the bg color and combine it with
|
||||
// the alpha separately, because we need these as separate values in
|
||||
// the framgment shader.
|
||||
uvec4 u_bg_color = unpack4u8(bg_color_packed_4u8);
|
||||
bg_color = vec4(load_color(
|
||||
uvec4(u_bg_color.rgb, 255),
|
||||
use_linear_blending
|
||||
).rgb, float(u_bg_color.a) / 255.0);
|
||||
}
|
@ -13,6 +13,7 @@
|
||||
//----------------------------------------------------------------------------//
|
||||
layout(binding = 1, std140) uniform Globals {
|
||||
uniform mat4 projection_matrix;
|
||||
uniform vec2 screen_size;
|
||||
uniform vec2 cell_size;
|
||||
uniform uint grid_size_packed_2u16;
|
||||
uniform vec4 grid_padding;
|
||||
|
@ -11,6 +11,7 @@ enum Padding : uint8_t {
|
||||
|
||||
struct Uniforms {
|
||||
float4x4 projection_matrix;
|
||||
float2 screen_size;
|
||||
float2 cell_size;
|
||||
ushort2 grid_size;
|
||||
float4 grid_padding;
|
||||
@ -231,6 +232,217 @@ fragment float4 bg_color_fragment(
|
||||
);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Background Image Shader
|
||||
//-------------------------------------------------------------------
|
||||
#pragma mark - BG Image Shader
|
||||
|
||||
struct BgImageVertexIn {
|
||||
float opacity [[attribute(0)]];
|
||||
uint8_t info [[attribute(1)]];
|
||||
};
|
||||
|
||||
enum BgImagePosition : uint8_t {
|
||||
// 4 bits of info.
|
||||
BG_IMAGE_POSITION = 15u,
|
||||
|
||||
BG_IMAGE_TL = 0u,
|
||||
BG_IMAGE_TC = 1u,
|
||||
BG_IMAGE_TR = 2u,
|
||||
BG_IMAGE_ML = 3u,
|
||||
BG_IMAGE_MC = 4u,
|
||||
BG_IMAGE_MR = 5u,
|
||||
BG_IMAGE_BL = 6u,
|
||||
BG_IMAGE_BC = 7u,
|
||||
BG_IMAGE_BR = 8u,
|
||||
};
|
||||
|
||||
enum BgImageFit : uint8_t {
|
||||
// 2 bits of info shifted 4.
|
||||
BG_IMAGE_FIT = 3u << 4,
|
||||
|
||||
BG_IMAGE_CONTAIN = 0u << 4,
|
||||
BG_IMAGE_COVER = 1u << 4,
|
||||
BG_IMAGE_STRETCH = 2u << 4,
|
||||
BG_IMAGE_NO_FIT = 3u << 4,
|
||||
};
|
||||
|
||||
enum BgImageRepeat : uint8_t {
|
||||
// 1 bit of info shifted 6.
|
||||
BG_IMAGE_REPEAT = 1u << 6,
|
||||
};
|
||||
|
||||
struct BgImageVertexOut {
|
||||
float4 position [[position]];
|
||||
float4 bg_color [[flat]];
|
||||
float2 offset [[flat]];
|
||||
float2 scale [[flat]];
|
||||
float opacity [[flat]];
|
||||
bool repeat [[flat]];
|
||||
};
|
||||
|
||||
vertex BgImageVertexOut bg_image_vertex(
|
||||
uint vid [[vertex_id]],
|
||||
BgImageVertexIn in [[stage_in]],
|
||||
texture2d<float> image [[texture(0)]],
|
||||
constant Uniforms& uniforms [[buffer(1)]]
|
||||
) {
|
||||
BgImageVertexOut out;
|
||||
|
||||
float4 position;
|
||||
position.x = (vid == 2) ? 3.0 : -1.0;
|
||||
position.y = (vid == 0) ? -3.0 : 1.0;
|
||||
position.zw = 1.0;
|
||||
|
||||
// Single triangle is clipped to viewport.
|
||||
//
|
||||
// X <- vid == 0: (-1, -3)
|
||||
// |\
|
||||
// | \
|
||||
// | \
|
||||
// |###\
|
||||
// |#+# \ `+` is (0, 0). `#`s are viewport area.
|
||||
// |### \
|
||||
// X------X <- vid == 2: (3, 1)
|
||||
// ^
|
||||
// vid == 1: (-1, 1)
|
||||
|
||||
out.position = position;
|
||||
|
||||
out.opacity = in.opacity;
|
||||
|
||||
out.repeat = (in.info & BG_IMAGE_REPEAT) == BG_IMAGE_REPEAT;
|
||||
|
||||
float2 screen_size = uniforms.screen_size;
|
||||
float2 tex_size = float2(image.get_width(), image.get_height());
|
||||
|
||||
float2 dest_size = tex_size;
|
||||
switch (in.info & BG_IMAGE_FIT) {
|
||||
// For `contain` we scale by a factor that makes the image
|
||||
// width match the screen width or makes the image height
|
||||
// match the screen height, whichever is smaller.
|
||||
case BG_IMAGE_CONTAIN: {
|
||||
float scale = min(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
|
||||
dest_size = tex_size * scale;
|
||||
} break;
|
||||
|
||||
// For `cover` we scale by a factor that makes the image
|
||||
// width match the screen width or makes the image height
|
||||
// match the screen height, whichever is larger.
|
||||
case BG_IMAGE_COVER: {
|
||||
float scale = max(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
|
||||
dest_size = tex_size * scale;
|
||||
} break;
|
||||
|
||||
// For `stretch` we stretch the image to the size of
|
||||
// the screen without worrying about aspect ratio.
|
||||
case BG_IMAGE_STRETCH: {
|
||||
dest_size = screen_size;
|
||||
} break;
|
||||
|
||||
// For `none` we just use the original texture size.
|
||||
case BG_IMAGE_NO_FIT: {
|
||||
dest_size = tex_size;
|
||||
} break;
|
||||
}
|
||||
|
||||
float2 start = float2(0.0);
|
||||
float2 mid = (screen_size - dest_size) / 2;
|
||||
float2 end = screen_size - dest_size;
|
||||
|
||||
float2 dest_offset = mid;
|
||||
switch (in.info & BG_IMAGE_POSITION) {
|
||||
case BG_IMAGE_TL: {
|
||||
dest_offset = float2(start.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_TC: {
|
||||
dest_offset = float2(mid.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_TR: {
|
||||
dest_offset = float2(end.x, start.y);
|
||||
} break;
|
||||
case BG_IMAGE_ML: {
|
||||
dest_offset = float2(start.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_MC: {
|
||||
dest_offset = float2(mid.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_MR: {
|
||||
dest_offset = float2(end.x, mid.y);
|
||||
} break;
|
||||
case BG_IMAGE_BL: {
|
||||
dest_offset = float2(start.x, end.y);
|
||||
} break;
|
||||
case BG_IMAGE_BC: {
|
||||
dest_offset = float2(mid.x, end.y);
|
||||
} break;
|
||||
case BG_IMAGE_BR: {
|
||||
dest_offset = float2(end.x, end.y);
|
||||
} break;
|
||||
}
|
||||
|
||||
out.offset = dest_offset;
|
||||
out.scale = tex_size / dest_size;
|
||||
|
||||
// We load a fully opaque version of the bg color and combine it with
|
||||
// the alpha separately, because we need these as separate values in
|
||||
// the framgment shader.
|
||||
out.bg_color = float4(load_color(
|
||||
uchar4(uniforms.bg_color.rgb, 255),
|
||||
uniforms.use_display_p3,
|
||||
uniforms.use_linear_blending
|
||||
).rgb, float(uniforms.bg_color.a) / 255.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment float4 bg_image_fragment(
|
||||
BgImageVertexOut in [[stage_in]],
|
||||
texture2d<float> image [[texture(0)]],
|
||||
constant Uniforms& uniforms [[buffer(1)]]
|
||||
) {
|
||||
constexpr sampler textureSampler(
|
||||
coord::pixel,
|
||||
address::clamp_to_zero,
|
||||
filter::linear
|
||||
);
|
||||
|
||||
// Our texture coordinate is based on the screen position, offset by the
|
||||
// dest rect origin, and scaled by the ratio between the dest rect size
|
||||
// and the original texture size, which effectively scales the original
|
||||
// size of the texture to the dest rect size.
|
||||
float2 tex_coord = (in.position.xy - in.offset) * in.scale;
|
||||
|
||||
// If we need to repeat the texture, wrap the coordinates.
|
||||
if (in.repeat) {
|
||||
float2 tex_size = float2(image.get_width(), image.get_height());
|
||||
|
||||
tex_coord = fmod(fmod(tex_coord, tex_size) + tex_size, tex_size);
|
||||
}
|
||||
|
||||
float4 rgba = image.sample(textureSampler, tex_coord);
|
||||
|
||||
if (!uniforms.use_linear_blending) {
|
||||
rgba = unlinearize(rgba);
|
||||
}
|
||||
|
||||
// Premultiply the bg image.
|
||||
rgba.rgb *= rgba.a;
|
||||
|
||||
// Multiply it by the configured opacity, but cap it at
|
||||
// the value that will make it fully opaque relative to
|
||||
// the background color alpha, so it isn't overexposed.
|
||||
rgba *= min(in.opacity, 1.0 / in.bg_color.a);
|
||||
|
||||
// Blend it on to a fully opaque version of the background color.
|
||||
rgba += max(float4(0.0), float4(in.bg_color.rgb, 1.0) * (1.0 - rgba.a));
|
||||
|
||||
// Multiply everything by the background color alpha.
|
||||
rgba *= in.bg_color.a;
|
||||
|
||||
return rgba;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Cell Background Shader
|
||||
//-------------------------------------------------------------------
|
||||
|
Reference in New Issue
Block a user