mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-25 05:06:24 +03:00
287 lines
9.1 KiB
Zig
287 lines
9.1 KiB
Zig
//! This file renders underline sprites. To draw underlines, we render the
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//! full cell-width as a sprite and then draw it as a separate pass to the
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//! text.
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//!
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//! We used to render the underlines directly in the GPU shaders but its
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//! annoying to support multiple types of underlines and its also annoying
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//! to maintain and debug another set of shaders for each renderer instead of
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//! just relying on the glyph system we already need to support for text
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//! anyways.
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//!
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//! This also renders strikethrough, so its really more generally a
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//! "horizontal line" renderer.
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const std = @import("std");
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const builtin = @import("builtin");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const font = @import("../main.zig");
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const Sprite = font.sprite.Sprite;
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/// Draw an underline.
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pub fn renderGlyph(
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alloc: Allocator,
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atlas: *font.Atlas,
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sprite: Sprite,
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width: u32,
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height: u32,
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line_pos: u32,
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line_thickness: u32,
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) !font.Glyph {
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// Create the canvas we'll use to draw. We draw the underline in
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// a full cell size and position it according to "pos".
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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defer canvas.deinit(alloc);
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// Perform the actual drawing
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(Draw{
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.width = width,
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.height = height,
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.pos = line_pos,
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.thickness = line_thickness,
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}).draw(&canvas, sprite);
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// Write the drawing to the atlas
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const region = try canvas.writeAtlas(alloc, atlas);
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// Our coordinates start at the BOTTOM for our renderers so we have to
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// specify an offset of the full height because we rendered a full size
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// cell.
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const offset_y = @as(i32, @intCast(height));
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return font.Glyph{
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.width = width,
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.height = height,
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.offset_x = 0,
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.offset_y = offset_y,
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.atlas_x = region.x,
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.atlas_y = region.y,
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.advance_x = @floatFromInt(width),
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};
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}
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/// Stores drawing state.
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const Draw = struct {
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width: u32,
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height: u32,
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pos: u32,
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thickness: u32,
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/// Draw a specific underline sprite to the canvas.
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fn draw(self: Draw, canvas: *font.sprite.Canvas, sprite: Sprite) void {
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switch (sprite) {
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.underline => self.drawSingle(canvas),
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.underline_double => self.drawDouble(canvas),
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.underline_dotted => self.drawDotted(canvas),
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.underline_dashed => self.drawDashed(canvas),
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.underline_curly => self.drawCurly(canvas),
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.strikethrough => self.drawSingle(canvas),
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else => unreachable,
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}
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}
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/// Draw a single underline.
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fn drawSingle(self: Draw, canvas: *font.sprite.Canvas) void {
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// Ensure we never overflow out of bounds on the canvas
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const y_max = self.height -| 1;
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const bottom = @min(self.pos + self.thickness, y_max);
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const y = bottom -| self.thickness;
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const max_height = self.height - y;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(y),
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.width = self.width,
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.height = @min(self.thickness, max_height),
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}, .on);
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}
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/// Draw a double underline.
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fn drawDouble(self: Draw, canvas: *font.sprite.Canvas) void {
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// The maximum y value has to have space for the bottom underline.
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// If we underflow (saturated) to 0, then we don't draw. This should
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// never happen but we don't want to draw something undefined.
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const y_max = self.height -| 1 -| self.thickness;
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if (y_max == 0) return;
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const space = self.thickness * 2;
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const bottom = @min(self.pos + space, y_max);
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const top = bottom - space;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(top),
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.width = self.width,
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.height = self.thickness,
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}, .on);
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canvas.rect(.{
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.x = 0,
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.y = @intCast(bottom),
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.width = self.width,
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.height = self.thickness,
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}, .on);
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}
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/// Draw a dotted underline.
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fn drawDotted(self: Draw, canvas: *font.sprite.Canvas) void {
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const y_max = self.height -| 1 -| self.thickness;
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if (y_max == 0) return;
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const y = @min(self.pos, y_max);
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const dot_width = @max(self.thickness, 3);
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const dot_count = self.width / dot_width;
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var i: u32 = 0;
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while (i < dot_count) : (i += 2) {
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// Ensure we never go out of bounds for the rect
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const x = @min(i * dot_width, self.width - 1);
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const width = @min(self.width - x, dot_width);
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canvas.rect(.{
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.x = @intCast(i * dot_width),
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.y = @intCast(y),
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.width = width,
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.height = self.thickness,
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}, .on);
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}
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}
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/// Draw a dashed underline.
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fn drawDashed(self: Draw, canvas: *font.sprite.Canvas) void {
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const y_max = self.height -| 1 -| self.thickness;
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if (y_max == 0) return;
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const y = @min(self.pos, y_max);
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const dash_width = self.width / 3 + 1;
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const dash_count = (self.width / dash_width) + 1;
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var i: u32 = 0;
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while (i < dash_count) : (i += 2) {
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// Ensure we never go out of bounds for the rect
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const x = @min(i * dash_width, self.width - 1);
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const width = @min(self.width - x, dash_width);
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canvas.rect(.{
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.x = @intCast(x),
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.y = @intCast(y),
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.width = width,
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.height = self.thickness,
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}, .on);
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}
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}
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/// Draw a curly underline. Thanks to Wez Furlong for providing
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/// the basic math structure for this since I was lazy with the
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/// geometry.
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fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void {
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// This is the lowest that the curl can go.
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const y_max = self.height - 1;
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// Calculate the wave period for a single character
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// `2 * pi...` = 1 peak per character
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// `4 * pi...` = 2 peaks per character
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const wave_period = 2 * std.math.pi / @as(f64, @floatFromInt(self.width - 1));
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// Some fonts put the underline too close to the bottom of the
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// cell height and this doesn't allow us to make a high enough
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// wave. This constant is arbitrary, change it for aesthetics.
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const pos: u32 = pos: {
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const MIN_AMPLITUDE: u32 = @max(self.height / 9, 2);
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break :pos y_max - (MIN_AMPLITUDE * 2);
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};
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// The full amplitude of the wave can be from the bottom to the
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// underline position. We also calculate our mid y point of the wave
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const double_amplitude: f64 = @floatFromInt(y_max - pos);
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const half_amplitude: f64 = @max(1, double_amplitude / 4);
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const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_amplitude));
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// follow Xiaolin Wu's antialias algorithm to draw the curve
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var x: u32 = 0;
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while (x < self.width) : (x += 1) {
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const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_amplitude * @cos(@as(f64, @floatFromInt(x)) * wave_period));
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const y_upper: u32 = @intFromFloat(@floor(y));
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const y_lower: u32 = y_upper + self.thickness;
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const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
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// upper and lower bounds
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canvas.pixel(x, @min(y_upper, y_max), @enumFromInt(255 - alpha));
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canvas.pixel(x, @min(y_lower, y_max), @enumFromInt(alpha));
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// fill between upper and lower bound
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var y_fill: u32 = y_upper + 1;
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while (y_fill < y_lower) : (y_fill += 1) {
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canvas.pixel(x, @min(y_fill, y_max), .on);
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}
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}
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}
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};
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test "single" {
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const testing = std.testing;
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const alloc = testing.allocator;
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var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale);
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defer atlas_grayscale.deinit(alloc);
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_ = try renderGlyph(
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alloc,
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&atlas_grayscale,
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.underline,
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36,
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18,
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9,
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2,
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);
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}
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test "strikethrough" {
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const testing = std.testing;
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const alloc = testing.allocator;
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var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale);
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defer atlas_grayscale.deinit(alloc);
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_ = try renderGlyph(
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alloc,
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&atlas_grayscale,
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.strikethrough,
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36,
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18,
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9,
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2,
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);
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}
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test "single large thickness" {
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const testing = std.testing;
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const alloc = testing.allocator;
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var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale);
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defer atlas_grayscale.deinit(alloc);
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// unrealistic thickness but used to cause a crash
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// https://github.com/mitchellh/ghostty/pull/1548
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_ = try renderGlyph(
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alloc,
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&atlas_grayscale,
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.underline,
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36,
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18,
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9,
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200,
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);
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}
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test "curly" {
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const testing = std.testing;
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const alloc = testing.allocator;
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var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale);
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defer atlas_grayscale.deinit(alloc);
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_ = try renderGlyph(
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alloc,
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&atlas_grayscale,
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.underline_curly,
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36,
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18,
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9,
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2,
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);
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}
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