Mitchell Hashimoto
89a4c59f3c
make opengl loader context-aware
2022-10-23 19:39:02 -07:00
Mitchell Hashimoto
de9731da1f
rename grid to a renderer, extract to subfolder
...
"Grid" was a really antiquated name when it had both the screen state
AND the renderering functionality tied together. This hasn't been true
for a LONG time and it is long overdue that this is renamed to its
proper name.
This also begins setting up a folder structure to anticipate future
renderers and rendering functionality. I'm not working on any alternate
renderers right now so the interface isn't expected to be good, just
laying out the files in this way.
2022-10-23 16:47:34 -07:00
Mitchell Hashimoto
34e1c96dd7
workaround for https://github.com/ziglang/zig/issues/13277
2022-10-23 11:39:21 -07:00
Mitchell Hashimoto
bc3762e85b
update zig to latest, fix todos
2022-10-23 10:54:39 -07:00
Mitchell Hashimoto
79f69885ca
update to latest zig which renames @min/@max
2022-10-19 10:42:31 -07:00
Mitchell Hashimoto
366ea2ff4c
cell under cursor always remains visible by inverting fg colors
2022-10-18 15:28:31 -07:00
Mitchell Hashimoto
fa0028f104
coretext: rasterize glyph with a padding to prevent artifacting
2022-10-18 14:57:44 -07:00
Mitchell Hashimoto
c00c8f52b5
coretext: render glyph on its own bounding box, calculate bearings
2022-10-18 14:49:23 -07:00
Mitchell Hashimoto
38e0c258d0
coretext: we do want to smooth and anti-alias glyphs
2022-10-18 12:56:02 -07:00
Mitchell Hashimoto
4669032e56
face: coretext zero the bitmap before render
2022-10-18 12:52:37 -07:00
Mitchell Hashimoto
58c107dceb
freetype: resize glyphs that are too tall prior to storing in texture
...
Most emoji fonts are massive glyphs (128x128, 256x256, etc.). This means
the texture we need to store emoji is also massive. For a 128x128 emoji
font (both Apple and Noto), we can only store 12 emoji before resizing
prior to this commit.
This commit now threads through a max height through to the font face
and resizes the bitmap in memory before putting it in the atlas. This
results in significant savings. The max height is the cell height. We
allow the glyphs to be as wide as necessary due to double (and more)
wide glyphs.
For the unicode emoji test file, the atlas size before and after:
Before: 262 MB
After: 16 MB
2022-10-17 19:14:30 -07:00
Mitchell Hashimoto
c103a278f1
render font info in dev mode
2022-10-17 14:47:51 -07:00
Mitchell Hashimoto
7cb3f2267f
use our built-in font for dev mode
2022-10-17 11:56:46 -07:00
Mitchell Hashimoto
ab721b5b26
disable inputs when they're captured by dev mode
2022-10-17 11:19:35 -07:00
Mitchell Hashimoto
a39fe6baed
Use scalable check rather than fixed size check for setting char size
2022-10-16 20:55:06 -07:00
Mitchell Hashimoto
2e1bc7bb01
Bring back freetype font bitmap conversion
...
Monaco on Mac is mono
2022-10-16 20:47:21 -07:00
Mitchell Hashimoto
f29393bca6
Imgui ( #20 )
...
* vendor/cimgui
* Add a "dev mode" window which for now is just imgui demo
2022-10-16 16:20:08 -07:00
Mitchell Hashimoto
2d10ac0a77
opengl: setting buffer data with array must get proper pointer
...
This finally gets the terminal compiling with the self-hosted Zig
compiler! Wow! And this was one of those things that... should've never
worked.
2022-10-15 11:29:25 -07:00
Mitchell Hashimoto
846c9db0c3
get rid of stage2 workaround for now
2022-10-15 10:43:39 -07:00
Mitchell Hashimoto
a1087af7c8
Workaround stage2 compile issue with issue link
2022-10-14 09:56:53 -07:00
Mitchell Hashimoto
e324e38352
workaround stage2 translate-c issue with link to issue
2022-10-14 09:53:23 -07:00
Mitchell Hashimoto
2d3febac0e
fix invalid ptrcast
2022-10-14 09:19:58 -07:00
Mitchell Hashimoto
c99fb89738
new opengl function calls for stage2
2022-10-14 09:18:33 -07:00
Mitchell Hashimoto
e73db24f0e
move shaders into src/ tree for stage2
2022-10-14 09:18:20 -07:00
Mitchell Hashimoto
8decfa6452
I think this gets us on master zig...
2022-10-13 11:31:02 -07:00
Mitchell Hashimoto
e493a722a3
fix some issues that fail nightly stage2 compiler
2022-10-13 10:54:30 -07:00
Mitchell Hashimoto
1e23779337
pkg/macos: more stuff
2022-10-10 09:03:03 -07:00
Mitchell Hashimoto
c75e54fca0
update to API
2022-10-09 16:30:26 -07:00
Mitchell Hashimoto
276ae4f788
font: fix some coretext rendering issues
2022-10-09 11:45:02 -07:00
Mitchell Hashimoto
9c99a49ac5
font: deferred face can load core text backend
2022-10-09 11:28:28 -07:00
Mitchell Hashimoto
97e989daa8
font: coretext initial render glyph
2022-10-09 11:23:57 -07:00
Mitchell Hashimoto
1b7bc052d4
font: coretext calculate cell metrics
2022-10-09 10:57:19 -07:00
Mitchell Hashimoto
150b0a4d51
font: calculate cell height
2022-10-09 08:51:30 -07:00
Mitchell Hashimoto
a97f997f9a
font: start working on core text cell height calcs
2022-10-08 17:03:09 -07:00
Mitchell Hashimoto
22f437aac6
font: coretext cell width calculation
2022-10-08 11:49:23 -07:00
Mitchell Hashimoto
f393049988
fix compilation
2022-10-08 11:25:54 -07:00
Mitchell Hashimoto
0e167ae24c
font: coretext initialize face from memory
2022-10-08 11:21:24 -07:00
Mitchell Hashimoto
a21dda2b08
font: lower interface requirement for face
2022-10-08 10:07:35 -07:00
Mitchell Hashimoto
0ff79a0623
font: coretext glyphIndex
2022-10-08 10:04:17 -07:00
Mitchell Hashimoto
723db8be2f
font: coretext face presentation
2022-10-08 09:55:22 -07:00
Mitchell Hashimoto
90f3b9391c
font: begin coretext Face
2022-10-08 09:43:54 -07:00
Mitchell Hashimoto
71ec509930
Make font face a compile time interface, stub for coretext
2022-10-08 09:19:21 -07:00
Mitchell Hashimoto
a44d4ea33b
Fix underline/strikeout position with larger fonts
2022-10-06 15:40:43 -07:00
Mitchell Hashimoto
b18309187e
Strikethrough ( #19 )
...
Not as straightforward as it sounds, but not hard either:
* Read OS/2 sfnt tables from TrueType fonts
* Calculate strikethrough position/thickness (prefer font-advertised if possible, calculate if not)
* Plumb the SGR code through the terminal state -- does not increase cell memory size
* Modify the shader to support it
The shaders are getting pretty nasty after this... there's tons of room for improvement. I chose to follow the existing shader style for this to keep it straightforward but will likely soon refactor the shaders.
2022-10-06 15:03:19 -07:00
Mitchell Hashimoto
3a7e53e2e4
font: calculate correct offset for non-scalable emoji fonts
2022-10-06 14:12:03 -07:00
Mitchell Hashimoto
3b549e0709
more accurately compute font metrics
2022-10-06 11:07:49 -07:00
Mitchell Hashimoto
3d4aacd51d
underline is derived from the primary font
2022-10-04 11:08:07 -07:00
Mitchell Hashimoto
c149696f61
redoing some of the baseline calcs, remove from shader
2022-10-04 10:00:32 -07:00
Mitchell Hashimoto
a4e8b5ae8c
calculate font metrics per face
2022-10-03 12:31:07 -07:00
Mitchell Hashimoto
c565c561fd
Use Apple Emoji font on Mac
2022-10-02 11:20:55 -07:00