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https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
shader modes, draw a jank cursor
This commit is contained in:
@ -1,6 +1,7 @@
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#version 330 core
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in vec2 glyph_tex_coords;
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flat in uint mode;
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// The color for this cell. If this is a background pass this is the
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// background color. Otherwise, this is the foreground color.
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@ -9,14 +10,19 @@ flat in vec4 color;
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// Font texture
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uniform sampler2D text;
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// Background or foreground pass.
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uniform int background;
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// See fragment shader
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const uint MODE_BG = 1u;
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const uint MODE_FG = 2u;
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void main() {
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if (background == 1) {
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switch (mode) {
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case MODE_BG:
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gl_FragColor = color;
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} else {
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break;
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case MODE_FG:
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float a = texture(text, glyph_tex_coords).r;
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gl_FragColor = vec4(color.rgb, color.a*a);
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break;
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}
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}
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@ -1,5 +1,12 @@
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#version 330 core
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// These are the possible modes that "mode" can be set to. This is
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// used to multiplex multiple render modes into a single shader.
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//
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// NOTE: this must be kept in sync with the fragment shader
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const uint MODE_BG = 1u;
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const uint MODE_FG = 2u;
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// The grid coordinates (x, y) where x < columns and y < rows
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layout (location = 0) in vec2 grid_coord;
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@ -18,6 +25,12 @@ layout (location = 4) in vec4 fg_color_in;
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// The background color for this cell in RGBA (0 to 1.0)
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layout (location = 5) in vec4 bg_color_in;
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// The mode of this shader. The mode determines what fields are used,
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// what the output will be, etc. This shader is capable of executing in
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// multiple "modes" so that we can share some logic and so that we can draw
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// the entire terminal grid in a single GPU pass.
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layout (location = 6) in uint mode_in;
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// The background or foreground color for the fragment, depending on
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// whether this is a background or foreground pass.
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flat out vec4 color;
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@ -25,15 +38,37 @@ flat out vec4 color;
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// The x/y coordinate for the glyph representing the font.
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out vec2 glyph_tex_coords;
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// Pass the mode forward to the fragment shader.
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flat out uint mode;
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uniform sampler2D text;
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uniform vec2 cell_size;
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uniform mat4 projection;
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// non-zero if this is a background pass where we draw the background
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// of the cell. We do a background pass followed by a foreground pass.
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uniform int background;
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/********************************************************************
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* Modes
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*
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*-------------------------------------------------------------------
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* MODE_BG
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*
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* In MODE_BG, this shader renders only the background color for the
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* cell. This is a simple mode where we generate a simple rectangle
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* made up of 4 vertices and then it is filled. In this mode, the output
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* "color" is the fill color for the bg.
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*
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*-------------------------------------------------------------------
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* MODE_FG
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*
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* In MODE_FG, the shader renders the glyph onto this cell and utilizes
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* the glyph texture "text". In this mode, the output "color" is the
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* fg color to use for the glyph.
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*
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*/
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void main() {
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// We always forward our mode
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mode = mode_in;
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// Top-left cell coordinates converted to world space
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// Example: (1,0) with a 30 wide cell is converted to (30,0)
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vec2 cell_pos = cell_size * grid_coord;
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@ -52,7 +87,8 @@ void main() {
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position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
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position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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if (background == 1) {
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switch (mode_in) {
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case MODE_BG:
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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@ -60,7 +96,9 @@ void main() {
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gl_Position = projection * vec4(cell_pos, 0.0, 1.0);
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color = bg_color_in / 255.0;
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} else {
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break;
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case MODE_FG:
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// The glyph offset is upside down so we need to reverse it to
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// be based on the offset of our cell. This is equivalent to
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// "1 - value" to flip the value.
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@ -80,5 +118,6 @@ void main() {
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// Set our foreground color output
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color = fg_color_in / 255.;
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break;
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}
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}
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46
src/Grid.zig
46
src/Grid.zig
@ -41,16 +41,16 @@ const GPUCell = struct {
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grid_row: u16,
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/// vec2 glyph_pos
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glyph_x: u32,
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glyph_y: u32,
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glyph_x: u32 = 0,
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glyph_y: u32 = 0,
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/// vec2 glyph_size
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glyph_width: u32,
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glyph_height: u32,
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glyph_width: u32 = 0,
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glyph_height: u32 = 0,
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/// vec2 glyph_size
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glyph_offset_x: i32,
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glyph_offset_y: i32,
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glyph_offset_x: i32 = 0,
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glyph_offset_y: i32 = 0,
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/// vec4 fg_color_in
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fg_r: u8,
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@ -63,6 +63,9 @@ const GPUCell = struct {
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bg_g: u8,
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bg_b: u8,
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bg_a: u8,
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/// uint mode
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mode: u8,
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};
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pub fn init(alloc: Allocator) !Grid {
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@ -148,18 +151,22 @@ pub fn init(alloc: Allocator) !Grid {
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try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeAdvanced(5, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(GPUCell), offset);
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try vbobind.enableAttribArray(0);
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try vbobind.enableAttribArray(1);
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try vbobind.enableAttribArray(2);
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try vbobind.enableAttribArray(3);
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try vbobind.enableAttribArray(4);
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try vbobind.enableAttribArray(5);
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try vbobind.enableAttribArray(6);
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try vbobind.attributeDivisor(0, 1);
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try vbobind.attributeDivisor(1, 1);
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try vbobind.attributeDivisor(2, 1);
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try vbobind.attributeDivisor(3, 1);
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try vbobind.attributeDivisor(4, 1);
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try vbobind.attributeDivisor(5, 1);
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try vbobind.attributeDivisor(6, 1);
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// Build our texture
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const tex = try gl.Texture.create();
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@ -239,6 +246,7 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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term.screen.items.len * term.cols,
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);
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// Build each cell
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for (term.screen.items) |line, y| {
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for (line.items) |cell, x| {
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// It can be zero if the cell is empty
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@ -248,6 +256,7 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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// TODO: if we add a glyph, I think we need to rerender the texture.
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const glyph = try self.font_atlas.addGlyph(self.alloc, cell.char);
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// TODO: for background colors, add another cell with mode = 1
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self.cells.appendAssumeCapacity(.{
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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@ -265,9 +274,25 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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.bg_g = 0xA5,
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.bg_b = 0,
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.bg_a = 0,
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.mode = 2,
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});
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}
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}
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// Draw the cursor
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self.cells.appendAssumeCapacity(.{
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.grid_col = @intCast(u16, term.cursor.x),
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.grid_row = @intCast(u16, term.cursor.y),
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.fg_r = 0,
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.fg_g = 0,
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.fg_b = 0,
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.fg_a = 0,
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.bg_r = 0xFF,
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.bg_g = 0xFF,
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.bg_b = 0xFF,
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.bg_a = 255,
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.mode = 1,
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});
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}
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/// Set the screen size for rendering. This will update the projection
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@ -319,15 +344,6 @@ pub fn render(self: Grid) !void {
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var texbind = try self.texture.bind(.@"2D");
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defer texbind.unbind();
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try self.program.setUniform("background", 1);
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try gl.drawElementsInstanced(
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gl.c.GL_TRIANGLES,
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6,
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gl.c.GL_UNSIGNED_BYTE,
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self.cells.items.len,
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);
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try self.program.setUniform("background", 0);
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try gl.drawElementsInstanced(
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gl.c.GL_TRIANGLES,
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6,
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@ -92,7 +92,7 @@ pub fn create(alloc: Allocator) !*Window {
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// Create our terminal
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var term = Terminal.init(grid.size.columns, grid.size.rows);
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errdefer term.deinit(alloc);
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try term.append(alloc, "hello!\r\nworld!");
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try term.append(alloc, "> ");
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self.* = .{
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.alloc = alloc,
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@ -170,6 +170,23 @@ pub const Binding = struct {
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try errors.getError();
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}
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pub inline fn attributeIAdvanced(
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_: Binding,
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idx: c.GLuint,
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size: c.GLint,
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typ: c.GLenum,
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stride: c.GLsizei,
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offset: usize,
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) !void {
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const offsetPtr = if (offset > 0)
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@intToPtr(*const anyopaque, offset)
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else
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null;
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c.glVertexAttribIPointer(idx, size, typ, stride, offsetPtr);
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try errors.getError();
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}
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pub inline fn unbind(b: *Binding) void {
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c.glBindBuffer(@enumToInt(b.target), 0);
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b.* = undefined;
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