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https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 08:46:08 +03:00
opengl: automatically pad render area to balance non-grid space
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@ -547,10 +547,6 @@ pub fn render(
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if (critical.screen_size) |size| {
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// Update our grid size
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try self.setScreenSize(size);
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(0, 0, @intCast(i32, size.width), @intCast(i32, size.height));
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}
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// Build our GPU cells
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@ -950,24 +946,40 @@ pub fn updateCell(
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/// Set the screen size for rendering. This will update the projection
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/// used for the shader so that the scaling of the grid is correct.
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fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// Update the projection uniform within our shader
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const bind = try self.program.use();
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defer bind.unbind();
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try self.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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0,
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@intToFloat(f32, dim.width),
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@intToFloat(f32, dim.height),
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0,
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),
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);
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// Recalculate the rows/columns.
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const grid_size = renderer.GridSize.init(dim, self.cell_size);
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// Determine if we need to pad the window. For "auto" padding, we take
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// the leftover amounts on the right/bottom that don't fit a full grid cell
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// and we split them equal across all boundaries.
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// The size of our full grid
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const grid_width = @intToFloat(f32, grid_size.columns) * self.cell_size.width;
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const grid_height = @intToFloat(f32, grid_size.rows) * self.cell_size.height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @intToFloat(f32, dim.width) - grid_width;
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const space_bot = @intToFloat(f32, dim.height) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floatToInt(i32, @floor(space_right / 2));
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floatToInt(i32, @floor(space_bot / 2)));
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const padding_bot = @floatToInt(i32, space_bot - @intToFloat(f32, padding_top));
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// The full padded dimensions of the renderable area.
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const padded_dim: renderer.ScreenSize = .{
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.width = dim.width - @intCast(u32, padding_left + padding_right),
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.height = dim.height - @intCast(u32, padding_bot + padding_top),
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};
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log.debug("screen size padded={} screen={} grid={} cell={}", .{ padded_dim, dim, grid_size, self.cell_size });
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// Update our LRU. We arbitrarily support a certain number of pages here.
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// We also always support a minimum number of caching in case a user
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// is resizing tiny then growing again we can save some of the renders.
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@ -983,7 +995,31 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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self.alloc.free(self.font_shaper.cell_buf);
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self.font_shaper.cell_buf = shape_buf;
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log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size });
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(
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padding_left,
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padding_bot,
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@intCast(i32, padded_dim.width),
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@intCast(i32, padded_dim.height),
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);
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// Update the projection uniform within our shader
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{
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const bind = try self.program.use();
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defer bind.unbind();
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try self.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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0,
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.height),
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0,
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),
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);
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}
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}
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/// Updates the font texture atlas if it is dirty.
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