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https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 08:46:08 +03:00
renderer/opengl: implement min contrast
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@ -101,6 +101,7 @@ surface_mailbox: apprt.surface.Mailbox,
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/// simple we apply all OpenGL context changes in the render() call.
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deferred_screen_size: ?SetScreenSize = null,
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deferred_font_size: ?SetFontSize = null,
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deferred_config: ?SetConfig = null,
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/// If we're drawing with single threaded operations
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draw_mutex: DrawMutex = drawMutexZero,
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@ -206,6 +207,20 @@ const SetFontSize = struct {
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}
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};
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const SetConfig = struct {
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fn apply(self: SetConfig, r: *const OpenGL) !void {
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_ = self;
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const gl_state = r.gl_state orelse return error.OpenGLUninitialized;
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const bind = try gl_state.cell_program.program.use();
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defer bind.unbind();
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try gl_state.cell_program.program.setUniform(
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"min_contrast",
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r.config.min_contrast,
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);
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}
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};
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/// The configuration for this renderer that is derived from the main
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/// configuration. This must be exported so that we don't need to
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/// pass around Config pointers which makes memory management a pain.
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@ -224,6 +239,7 @@ pub const DerivedConfig = struct {
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selection_background: ?terminal.color.RGB,
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selection_foreground: ?terminal.color.RGB,
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invert_selection_fg_bg: bool,
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min_contrast: f32,
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custom_shaders: std.ArrayListUnmanaged([]const u8),
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custom_shader_animation: bool,
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links: link.Set,
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@ -275,6 +291,7 @@ pub const DerivedConfig = struct {
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.background = config.background.toTerminalRGB(),
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.foreground = config.foreground.toTerminalRGB(),
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.invert_selection_fg_bg = config.@"selection-invert-fg-bg",
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.min_contrast = @floatCast(config.@"minimum-contrast"),
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.selection_background = if (config.@"selection-background") |bg|
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bg.toTerminalRGB()
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@ -336,6 +353,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
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.padding = options.padding,
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.surface_mailbox = options.surface_mailbox,
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.deferred_font_size = .{ .metrics = metrics },
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.deferred_config = .{},
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};
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}
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@ -462,6 +480,7 @@ pub fn displayRealize(self: *OpenGL) !void {
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self.deferred_screen_size = .{ .size = size };
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}
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self.deferred_font_size = .{ .metrics = metrics };
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self.deferred_config = .{};
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}
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/// Callback called by renderer.Thread when it begins.
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@ -1148,6 +1167,10 @@ fn addPreeditCell(
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.g = bg.g,
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.b = bg.b,
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.a = 255,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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// Add our text
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@ -1166,6 +1189,10 @@ fn addPreeditCell(
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.g = fg.g,
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.b = fg.b,
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.a = 255,
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.bg_r = bg.r,
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.bg_g = bg.g,
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.bg_b = bg.b,
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.bg_a = 255,
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});
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}
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@ -1227,6 +1254,10 @@ fn addCursor(
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.g = color.g,
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.b = color.b,
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.a = alpha,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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.glyph_x = glyph.atlas_x,
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.glyph_y = glyph.atlas_y,
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.glyph_width = glyph.width,
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@ -1334,7 +1365,7 @@ pub fn updateCell(
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const alpha: u8 = if (cell.attrs.faint) 175 else 255;
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// If the cell has a background, we always draw it.
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if (colors.bg) |rgb| {
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const bg: [4]u8 = if (colors.bg) |rgb| bg: {
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// Determine our background alpha. If we have transparency configured
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// then this is dynamic depending on some situations. This is all
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// in an attempt to make transparency look the best for various
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@ -1378,8 +1409,19 @@ pub fn updateCell(
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.g = rgb.g,
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.b = rgb.b,
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.a = bg_alpha,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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}
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break :bg .{ rgb.r, rgb.g, rgb.b, bg_alpha };
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} else .{
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self.draw_background.r,
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self.draw_background.g,
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self.draw_background.b,
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@intFromFloat(@max(0, @min(255, @round(self.config.background_opacity * 255)))),
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};
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// If the cell has a character, draw it
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if (cell.char > 0) {
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@ -1416,6 +1458,10 @@ pub fn updateCell(
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.g = colors.fg.g,
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.b = colors.fg.b,
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.a = alpha,
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.bg_r = bg[0],
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.bg_g = bg[1],
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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}
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@ -1453,6 +1499,10 @@ pub fn updateCell(
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.g = color.g,
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.b = color.b,
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.a = alpha,
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.bg_r = bg[0],
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.bg_g = bg[1],
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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}
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@ -1472,6 +1522,10 @@ pub fn updateCell(
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.g = colors.fg.g,
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.b = colors.fg.b,
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.a = alpha,
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.bg_r = bg[0],
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.bg_g = bg[1],
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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}
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@ -1511,6 +1565,9 @@ pub fn changeConfig(self: *OpenGL, config: *DerivedConfig) !void {
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self.font_shaper = font_shaper;
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}
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// Update our uniforms
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self.deferred_config = .{};
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self.config.deinit();
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self.config = config.*;
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}
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@ -1728,6 +1785,10 @@ fn drawCellProgram(
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try v.apply(self);
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self.deferred_font_size = null;
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}
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if (self.deferred_config) |v| {
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try v.apply(self);
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self.deferred_config = null;
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}
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// Draw background images first
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try self.drawImages(
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@ -29,12 +29,18 @@ pub const Cell = extern struct {
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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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/// vec4 color_in
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r: u8,
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g: u8,
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b: u8,
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a: u8,
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/// vec4 bg_color_in
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bg_r: u8,
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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: CellMode,
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@ -105,9 +111,11 @@ pub fn init() !CellProgram {
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offset += 2 * @sizeOf(i32);
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try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(5, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
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offset += 1 * @sizeOf(u8);
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try vbobind.attributeAdvanced(5, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
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offset += 1 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(7, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), 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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@ -115,6 +123,7 @@ pub fn init() !CellProgram {
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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.enableAttribArray(7);
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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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@ -122,6 +131,7 @@ pub fn init() !CellProgram {
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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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try vbobind.attributeDivisor(7, 1);
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return .{
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.program = program,
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@ -25,14 +25,18 @@ layout (location = 3) in vec2 glyph_offset;
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// depends on mode.
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layout (location = 4) in vec4 color_in;
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// Only set for MODE_FG, this is the background color of the FG text.
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// This is used to detect minimal contrast for the text.
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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 = 5) in uint mode_in;
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layout (location = 6) in uint mode_in;
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// The width in cells of this item.
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layout (location = 6) in uint grid_width;
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layout (location = 7) in uint grid_width;
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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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@ -54,6 +58,7 @@ uniform vec2 cell_size;
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uniform mat4 projection;
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uniform float strikethrough_position;
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uniform float strikethrough_thickness;
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uniform float min_contrast;
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/********************************************************************
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* Modes
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@ -75,6 +80,61 @@ uniform float strikethrough_thickness;
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*
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*/
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//-------------------------------------------------------------------
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// Color Functions
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//-------------------------------------------------------------------
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// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
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float luminance_component(float c) {
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if (c <= 0.03928) {
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return c / 12.92;
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} else {
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return pow((c + 0.055) / 1.055, 2.4);
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}
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}
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float relative_luminance(vec3 color) {
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vec3 color_adjusted = vec3(
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luminance_component(color.r),
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luminance_component(color.g),
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luminance_component(color.b)
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);
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vec3 weights = vec3(0.2126, 0.7152, 0.0722);
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return dot(color_adjusted, weights);
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}
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// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef
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float contrast_ratio(vec3 color1, vec3 color2) {
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float luminance1 = relative_luminance(color1) + 0.05;
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float luminance2 = relative_luminance(color2) + 0.05;
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return max(luminance1, luminance2) / min(luminance1, luminance2);
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}
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// Return the fg if the contrast ratio is greater than min, otherwise
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// return a color that satisfies the contrast ratio. Currently, the color
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// is always white or black, whichever has the highest contrast ratio.
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vec4 contrasted_color(float min_ratio, vec4 fg, vec4 bg) {
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vec3 fg_premult = fg.rgb * fg.a;
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vec3 bg_premult = bg.rgb * bg.a;
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float ratio = contrast_ratio(fg_premult, bg_premult);
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if (ratio < min_ratio) {
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float white_ratio = contrast_ratio(vec3(1.0, 1.0, 1.0), bg_premult);
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float black_ratio = contrast_ratio(vec3(0.0, 0.0, 0.0), bg_premult);
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if (white_ratio > black_ratio) {
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return vec4(1.0, 1.0, 1.0, fg.a);
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} else {
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return vec4(0.0, 0.0, 0.0, fg.a);
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}
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}
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return fg;
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}
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//-------------------------------------------------------------------
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// Main
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//-------------------------------------------------------------------
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void main() {
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// We always forward our mode unmasked because the fragment
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// shader doesn't use any of the masks.
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@ -147,8 +207,15 @@ void main() {
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vec2 glyph_tex_size = glyph_size / text_size;
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glyph_tex_coords = glyph_tex_pos + glyph_tex_size * position;
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// Set our foreground color output
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color = color_in / 255.;
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// If we have a minimum contrast, we need to check if we need to
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// change the color of the text to ensure it has enough contrast
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// with the background.
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vec4 color_final = color_in / 255.0;
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if (min_contrast > 1.0 && mode == MODE_FG) {
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vec4 bg_color = bg_color_in / 255.0;
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color_final = contrasted_color(min_contrast, color_final, bg_color);
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}
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color = color_final;
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break;
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case MODE_STRIKETHROUGH:
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