mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 16:56:09 +03:00
851 lines
26 KiB
Zig
851 lines
26 KiB
Zig
//! Represents a single terminal grid.
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const Grid = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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const testing = std.testing;
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const Allocator = std.mem.Allocator;
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const Atlas = @import("Atlas.zig");
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const font = @import("font/main.zig");
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const terminal = @import("terminal/main.zig");
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const Terminal = terminal.Terminal;
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const gl = @import("opengl.zig");
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const trace = @import("tracy").trace;
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const math = @import("math.zig");
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const log = std.log.scoped(.grid);
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alloc: std.mem.Allocator,
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/// Current dimensions for this grid.
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size: GridSize,
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/// Current cell dimensions for this grid.
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cell_size: CellSize,
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/// The current set of cells to render.
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cells: std.ArrayListUnmanaged(GPUCell),
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/// The size of the cells list that was sent to the GPU. This is used
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/// to detect when the cells array was reallocated/resized and handle that
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/// accordingly.
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gl_cells_size: usize = 0,
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/// The last length of the cells that was written to the GPU. This is used to
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/// determine what data needs to be rewritten on the GPU.
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gl_cells_written: usize = 0,
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/// Shader program for cell rendering.
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program: gl.Program,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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vbo: gl.Buffer,
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texture: gl.Texture,
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texture_color: gl.Texture,
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/// The font atlas.
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font_set: font.FallbackSet,
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/// Whether the cursor is visible or not. This is used to control cursor
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/// blinking.
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cursor_visible: bool,
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cursor_style: CursorStyle,
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/// Default foreground color
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foreground: terminal.color.RGB,
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/// Default background color
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background: terminal.color.RGB,
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/// Available cursor styles for drawing. The values represents the mode value
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/// in the shader.
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pub const CursorStyle = enum(u8) {
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box = 3,
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box_hollow = 4,
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bar = 5,
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/// Create a cursor style from the terminal style request.
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pub fn fromTerminal(style: terminal.CursorStyle) ?CursorStyle {
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return switch (style) {
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.blinking_block, .steady_block => .box,
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.blinking_bar, .steady_bar => .bar,
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.blinking_underline, .steady_underline => null, // TODO
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.default => .box,
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else => null,
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};
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}
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};
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/// The raw structure that maps directly to the buffer sent to the vertex shader.
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const GPUCell = struct {
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/// vec2 grid_coord
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grid_col: u16,
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grid_row: u16,
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/// vec2 glyph_pos
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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 = 0,
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glyph_height: u32 = 0,
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/// vec2 glyph_size
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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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fg_g: u8,
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fg_b: u8,
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fg_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: GPUCellMode,
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};
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const GPUCellMode = enum(u8) {
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bg = 1,
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fg = 2,
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fg_color = 7,
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cursor_rect = 3,
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cursor_rect_hollow = 4,
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cursor_bar = 5,
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underline = 6,
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wide_mask = 0b1000_0000,
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// Non-exhaustive because masks change it
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_,
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/// Apply a mask to the mode.
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pub fn mask(self: GPUCellMode, m: GPUCellMode) GPUCellMode {
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return @intToEnum(
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GPUCellMode,
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@enumToInt(self) | @enumToInt(m),
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);
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}
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};
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pub fn init(
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alloc: Allocator,
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font_size: font.Face.DesiredSize,
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) !Grid {
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// Initialize our font atlas. We will initially populate the
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// font atlas with all the visible ASCII characters since they are common.
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var atlas = try Atlas.init(alloc, 512, .greyscale);
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errdefer atlas.deinit(alloc);
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// Load our emoji font
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var atlas_color = try Atlas.init(alloc, 512, .rgba);
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errdefer atlas_color.deinit(alloc);
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// Build our fallback set so we can look up all codepoints
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var font_set: font.FallbackSet = .{};
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try font_set.families.ensureTotalCapacity(alloc, 2);
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errdefer font_set.deinit(alloc);
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// Regular text
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font_set.families.appendAssumeCapacity(fam: {
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var fam = try font.Family.init(atlas);
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errdefer fam.deinit(alloc);
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try fam.loadFaceFromMemory(.regular, face_ttf, font_size);
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try fam.loadFaceFromMemory(.bold, face_bold_ttf, font_size);
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break :fam fam;
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});
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// Emoji
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font_set.families.appendAssumeCapacity(fam: {
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var fam_emoji = try font.Family.init(atlas_color);
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errdefer fam_emoji.deinit(alloc);
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try fam_emoji.loadFaceFromMemory(.regular, face_emoji_ttf, font_size);
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break :fam fam_emoji;
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});
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// Load all visible ASCII characters and build our cell width based on
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// the widest character that we see.
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const cell_width: f32 = cell_width: {
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var cell_width: f32 = 0;
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var i: u8 = 32;
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while (i <= 126) : (i += 1) {
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const goa = try font_set.getOrAddGlyph(alloc, i, .regular);
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if (goa.glyph.advance_x > cell_width) {
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cell_width = @ceil(goa.glyph.advance_x);
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}
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}
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break :cell_width cell_width;
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};
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// The cell height is the vertical height required to render underscore
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// '_' which should live at the bottom of a cell.
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const cell_height: f32 = cell_height: {
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const fam = &font_set.families.items[0];
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// This is the height reported by the font face
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const face_height: i32 = fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.height);
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// Determine the height of the underscore char
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const glyph = font_set.families.items[0].getGlyph('_', .regular).?;
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var res: i32 = fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.ascender);
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res -= glyph.offset_y;
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res += @intCast(i32, glyph.height);
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// We take whatever is larger to account for some fonts that
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// put the underscore outside f the rectangle.
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if (res < face_height) res = face_height;
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break :cell_height @intToFloat(f32, res);
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};
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const cell_baseline = cell_baseline: {
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const fam = &font_set.families.items[0];
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break :cell_baseline cell_height - @intToFloat(
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f32,
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fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.ascender),
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);
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};
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log.debug("cell dimensions w={d} h={d} baseline={d}", .{ cell_width, cell_height, cell_baseline });
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// Create our shader
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const program = try gl.Program.createVF(
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@embedFile("../shaders/cell.v.glsl"),
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@embedFile("../shaders/cell.f.glsl"),
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);
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// Set our cell dimensions
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const pbind = try program.use();
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defer pbind.unbind();
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try program.setUniform("cell_size", @Vector(2, f32){ cell_width, cell_height });
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try program.setUniform("glyph_baseline", cell_baseline);
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// Set all of our texture indexes
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try program.setUniform("text", 0);
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try program.setUniform("text_color", 1);
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// Setup our VAO
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const vao = try gl.VertexArray.create();
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errdefer vao.destroy();
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try vao.bind();
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defer gl.VertexArray.unbind() catch null;
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// Element buffer (EBO)
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const ebo = try gl.Buffer.create();
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errdefer ebo.destroy();
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var ebobind = try ebo.bind(.ElementArrayBuffer);
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defer ebobind.unbind();
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try ebobind.setData([6]u8{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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}, .StaticDraw);
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// Vertex buffer (VBO)
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const vbo = try gl.Buffer.create();
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errdefer vbo.destroy();
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var vbobind = try vbo.bind(.ArrayBuffer);
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defer vbobind.unbind();
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var offset: usize = 0;
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try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(u16);
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try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(2, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(3, 2, gl.c.GL_INT, false, @sizeOf(GPUCell), offset);
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offset += 2 * @sizeOf(i32);
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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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errdefer tex.destroy();
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{
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const texbind = try tex.bind(.@"2D");
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try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
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try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
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try texbind.image2D(
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0,
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.Red,
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@intCast(c_int, atlas.size),
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@intCast(c_int, atlas.size),
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0,
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.Red,
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.UnsignedByte,
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atlas.data.ptr,
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);
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}
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// Build our color texture
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const tex_color = try gl.Texture.create();
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errdefer tex_color.destroy();
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{
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const texbind = try tex_color.bind(.@"2D");
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try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
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try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
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try texbind.image2D(
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0,
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.RGBA,
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@intCast(c_int, atlas_color.size),
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@intCast(c_int, atlas_color.size),
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0,
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.BGRA,
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.UnsignedByte,
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atlas_color.data.ptr,
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);
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}
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return Grid{
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.alloc = alloc,
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.cells = .{},
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.cell_size = .{ .width = cell_width, .height = cell_height },
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.size = .{ .rows = 0, .columns = 0 },
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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.texture = tex,
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.texture_color = tex_color,
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.font_set = font_set,
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.cursor_visible = true,
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.cursor_style = .box,
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.background = .{ .r = 0, .g = 0, .b = 0 },
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.foreground = .{ .r = 255, .g = 255, .b = 255 },
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};
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}
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pub fn deinit(self: *Grid) void {
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for (self.font_set.families.items) |*family| {
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family.atlas.deinit(self.alloc);
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family.deinit(self.alloc);
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}
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self.font_set.deinit(self.alloc);
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self.texture.destroy();
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self.texture_color.destroy();
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self.vbo.destroy();
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self.ebo.destroy();
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self.vao.destroy();
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self.program.destroy();
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self.cells.deinit(self.alloc);
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self.* = undefined;
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}
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// In steady-state operation, we use some GPU tricks to send down stale data
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/// that is ignored. This accumulates more memory; rebuildCells clears it.
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///
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/// Note this doesn't have to typically be manually called. Internally,
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/// the renderer will do this when it needs more memory space.
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pub fn rebuildCells(self: *Grid, term: Terminal) !void {
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const t = trace(@src());
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defer t.end();
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// For now, we just ensure that we have enough cells for all the lines
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// we have plus a full width. This is very likely too much but its
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// the probably close enough while guaranteeing no more allocations.
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self.cells.clearRetainingCapacity();
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try self.cells.ensureTotalCapacity(
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self.alloc,
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// * 3 for background modes and cursor and underlines
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// + 1 for cursor
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(term.screen.rows * term.screen.cols * 3) + 1,
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);
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// We've written no data to the GPU, refresh it all
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self.gl_cells_written = 0;
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// Build each cell
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var rowIter = term.screen.rowIterator(.viewport);
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var y: usize = 0;
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while (rowIter.next()) |line| {
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defer y += 1;
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for (line) |cell, x| {
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assert(try self.updateCell(term, cell, x, y));
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}
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}
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// Add the cursor
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self.addCursor(term);
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}
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/// This should be called prior to render to finalize the cells and prepare
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/// for render. This performs tasks such as preparing the cursor, refreshing
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/// the cells if necessary, etc.
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pub fn finalizeCells(self: *Grid, term: Terminal) !void {
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// Add the cursor
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// TODO: only add cursor if it changed
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if (self.cells.items.len < self.cells.capacity)
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self.addCursor(term);
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// If we're out of space or we have no more Z-space, rebuild.
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if (self.cells.items.len == self.cells.capacity) {
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log.info("cell cache full, rebuilding from scratch", .{});
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try self.rebuildCells(term);
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}
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// Try to flush our atlas, this will only do something if there
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// are changes to the atlas.
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try self.flushAtlas();
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}
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fn addCursor(self: *Grid, term: Terminal) void {
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// Add the cursor
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if (self.cursor_visible and term.screen.viewportIsBottom()) {
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const cell = term.screen.getCell(
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term.screen.cursor.y,
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term.screen.cursor.x,
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);
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var mode: GPUCellMode = @intToEnum(
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GPUCellMode,
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@enumToInt(self.cursor_style),
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);
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if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
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self.cells.appendAssumeCapacity(.{
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.mode = mode,
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.grid_col = @intCast(u16, term.screen.cursor.x),
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.grid_row = @intCast(u16, term.screen.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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});
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}
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}
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/// Update a single cell. The bool returns whether the cell was updated
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/// or not. If the cell wasn't updated, a full refreshCells call is
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/// needed.
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pub fn updateCell(
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self: *Grid,
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term: Terminal,
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cell: terminal.Screen.Cell,
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x: usize,
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y: usize,
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) !bool {
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const t = trace(@src());
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defer t.end();
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const BgFg = struct {
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/// Background is optional because in un-inverted mode
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/// it may just be equivalent to the default background in
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/// which case we do nothing to save on GPU render time.
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bg: ?terminal.color.RGB,
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/// Fg is always set to some color, though we may not render
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/// any fg if the cell is empty or has no attributes like
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/// underline.
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fg: terminal.color.RGB,
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};
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// The colors for the cell.
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const colors: BgFg = colors: {
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// If we have a selection, then we need to check if this
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// cell is selected.
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// TODO(perf): we can check in advance if selection is in
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// our viewport at all and not run this on every point.
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if (term.selection) |sel| {
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const screen_point = (terminal.point.Viewport{
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.x = x,
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.y = y,
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}).toScreen(&term.screen);
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// If we are selected, we our colors are just inverted fg/bg
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if (sel.contains(screen_point)) {
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break :colors BgFg{
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.bg = self.foreground,
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.fg = self.background,
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};
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}
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}
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const res: BgFg = if (cell.attrs.inverse == 0) .{
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// In normal mode, background and fg match the cell. We
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// un-optionalize the fg by defaulting to our fg color.
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.bg = cell.bg,
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.fg = cell.fg orelse self.foreground,
|
|
} else .{
|
|
// In inverted mode, the background MUST be set to something
|
|
// (is never null) so it is either the fg or default fg. The
|
|
// fg is either the bg or default background.
|
|
.bg = cell.fg orelse self.foreground,
|
|
.fg = cell.bg orelse self.background,
|
|
};
|
|
break :colors res;
|
|
};
|
|
|
|
// If we are a trailing spacer, we never render anything.
|
|
if (cell.attrs.wide_spacer_tail == 1) return true;
|
|
|
|
// Calculate the amount of space we need in the cells list.
|
|
const needed = needed: {
|
|
var i: usize = 0;
|
|
if (colors.bg != null) i += 1;
|
|
if (!cell.empty()) i += 1;
|
|
if (cell.attrs.underline == 1) i += 1;
|
|
break :needed i;
|
|
};
|
|
if (self.cells.items.len + needed > self.cells.capacity) return false;
|
|
|
|
// If the cell has a background, we always draw it.
|
|
if (colors.bg) |rgb| {
|
|
var mode: GPUCellMode = .bg;
|
|
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = mode,
|
|
.grid_col = @intCast(u16, x),
|
|
.grid_row = @intCast(u16, y),
|
|
.glyph_x = 0,
|
|
.glyph_y = 0,
|
|
.glyph_width = 0,
|
|
.glyph_height = 0,
|
|
.glyph_offset_x = 0,
|
|
.glyph_offset_y = 0,
|
|
.fg_r = 0,
|
|
.fg_g = 0,
|
|
.fg_b = 0,
|
|
.fg_a = 0,
|
|
.bg_r = rgb.r,
|
|
.bg_g = rgb.g,
|
|
.bg_b = rgb.b,
|
|
.bg_a = 0xFF,
|
|
});
|
|
}
|
|
|
|
// If the cell is empty then we draw nothing in the box.
|
|
if (!cell.empty()) {
|
|
// Determine our glyph styling
|
|
const style: font.Style = if (cell.attrs.bold == 1)
|
|
.bold
|
|
else
|
|
.regular;
|
|
|
|
var mode: GPUCellMode = .fg;
|
|
|
|
// Get our glyph. Try our normal font atlas first.
|
|
const goa = try self.font_set.getOrAddGlyph(self.alloc, cell.char, style);
|
|
if (goa.family == 1) mode = .fg_color;
|
|
const glyph = goa.glyph;
|
|
|
|
// If the cell is wide, we need to note that in the mode
|
|
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = mode,
|
|
.grid_col = @intCast(u16, x),
|
|
.grid_row = @intCast(u16, y),
|
|
.glyph_x = glyph.atlas_x,
|
|
.glyph_y = glyph.atlas_y,
|
|
.glyph_width = glyph.width,
|
|
.glyph_height = glyph.height,
|
|
.glyph_offset_x = glyph.offset_x,
|
|
.glyph_offset_y = glyph.offset_y,
|
|
.fg_r = colors.fg.r,
|
|
.fg_g = colors.fg.g,
|
|
.fg_b = colors.fg.b,
|
|
.fg_a = 255,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
if (cell.attrs.underline == 1) {
|
|
var mode: GPUCellMode = .underline;
|
|
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = mode,
|
|
.grid_col = @intCast(u16, x),
|
|
.grid_row = @intCast(u16, y),
|
|
.glyph_x = 0,
|
|
.glyph_y = 0,
|
|
.glyph_width = 0,
|
|
.glyph_height = 0,
|
|
.glyph_offset_x = 0,
|
|
.glyph_offset_y = 0,
|
|
.fg_r = colors.fg.r,
|
|
.fg_g = colors.fg.g,
|
|
.fg_b = colors.fg.b,
|
|
.fg_a = 255,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// Set the screen size for rendering. This will update the projection
|
|
/// used for the shader so that the scaling of the grid is correct.
|
|
pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
|
|
// Update the projection uniform within our shader
|
|
const bind = try self.program.use();
|
|
defer bind.unbind();
|
|
try self.program.setUniform(
|
|
"projection",
|
|
|
|
// 2D orthographic projection with the full w/h
|
|
math.ortho2d(
|
|
0,
|
|
@intToFloat(f32, dim.width),
|
|
@intToFloat(f32, dim.height),
|
|
0,
|
|
),
|
|
);
|
|
|
|
// Recalculate the rows/columns.
|
|
self.size.update(dim, self.cell_size);
|
|
|
|
log.debug("screen size screen={} grid={}, cell={}", .{ dim, self.size, self.cell_size });
|
|
}
|
|
|
|
/// Updates the font texture atlas if it is dirty.
|
|
fn flushAtlas(self: *Grid) !void {
|
|
{
|
|
const atlas = &self.font_set.families.items[0].atlas;
|
|
if (atlas.modified) {
|
|
atlas.modified = false;
|
|
var texbind = try self.texture.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
if (atlas.resized) {
|
|
atlas.resized = false;
|
|
try texbind.image2D(
|
|
0,
|
|
.Red,
|
|
@intCast(c_int, atlas.size),
|
|
@intCast(c_int, atlas.size),
|
|
0,
|
|
.Red,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
} else {
|
|
try texbind.subImage2D(
|
|
0,
|
|
0,
|
|
0,
|
|
@intCast(c_int, atlas.size),
|
|
@intCast(c_int, atlas.size),
|
|
.Red,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
const atlas = &self.font_set.families.items[1].atlas;
|
|
if (atlas.modified) {
|
|
atlas.modified = false;
|
|
var texbind = try self.texture_color.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
if (atlas.resized) {
|
|
atlas.resized = false;
|
|
try texbind.image2D(
|
|
0,
|
|
.RGBA,
|
|
@intCast(c_int, atlas.size),
|
|
@intCast(c_int, atlas.size),
|
|
0,
|
|
.BGRA,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
} else {
|
|
try texbind.subImage2D(
|
|
0,
|
|
0,
|
|
0,
|
|
@intCast(c_int, atlas.size),
|
|
@intCast(c_int, atlas.size),
|
|
.BGRA,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Render renders the current cell state. This will not modify any of
|
|
/// the cells.
|
|
pub fn render(self: *Grid) !void {
|
|
const t = trace(@src());
|
|
defer t.end();
|
|
|
|
// If we have no cells to render, then we render nothing.
|
|
if (self.cells.items.len == 0) return;
|
|
|
|
const pbind = try self.program.use();
|
|
defer pbind.unbind();
|
|
|
|
// Setup our VAO
|
|
try self.vao.bind();
|
|
defer gl.VertexArray.unbind() catch null;
|
|
|
|
// Bind EBO
|
|
var ebobind = try self.ebo.bind(.ElementArrayBuffer);
|
|
defer ebobind.unbind();
|
|
|
|
// Bind VBO and set data
|
|
var binding = try self.vbo.bind(.ArrayBuffer);
|
|
defer binding.unbind();
|
|
|
|
// Our allocated buffer on the GPU is smaller than our capacity.
|
|
// We reallocate a new buffer with the full new capacity.
|
|
if (self.gl_cells_size < self.cells.capacity) {
|
|
log.info("reallocating GPU buffer old={} new={}", .{
|
|
self.gl_cells_size,
|
|
self.cells.capacity,
|
|
});
|
|
|
|
try binding.setDataNullManual(
|
|
@sizeOf(GPUCell) * self.cells.capacity,
|
|
.StaticDraw,
|
|
);
|
|
|
|
self.gl_cells_size = self.cells.capacity;
|
|
self.gl_cells_written = 0;
|
|
}
|
|
|
|
// If we have data to write to the GPU, send it.
|
|
if (self.gl_cells_written < self.cells.items.len) {
|
|
const data = self.cells.items[self.gl_cells_written..];
|
|
//log.info("sending {} cells to GPU", .{data.len});
|
|
try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
|
|
|
|
self.gl_cells_written += data.len;
|
|
assert(data.len > 0);
|
|
assert(self.gl_cells_written <= self.cells.items.len);
|
|
}
|
|
|
|
// Bind our textures
|
|
try gl.Texture.active(gl.c.GL_TEXTURE0);
|
|
var texbind = try self.texture.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
try gl.Texture.active(gl.c.GL_TEXTURE1);
|
|
var texbind1 = try self.texture_color.bind(.@"2D");
|
|
defer texbind1.unbind();
|
|
|
|
try gl.drawElementsInstanced(
|
|
gl.c.GL_TRIANGLES,
|
|
6,
|
|
gl.c.GL_UNSIGNED_BYTE,
|
|
self.cells.items.len,
|
|
);
|
|
}
|
|
|
|
/// The dimensions of a single "cell" in the terminal grid.
|
|
///
|
|
/// The dimensions are dependent on the current loaded set of font glyphs.
|
|
/// We calculate the width based on the widest character and the height based
|
|
/// on the height requirement for an underscore (the "lowest" -- visually --
|
|
/// character).
|
|
///
|
|
/// The units for the width and height are in world space. They have to
|
|
/// be normalized using the screen projection.
|
|
///
|
|
/// TODO(mitchellh): we should recalculate cell dimensions when new glyphs
|
|
/// are loaded.
|
|
const CellSize = struct {
|
|
width: f32,
|
|
height: f32,
|
|
};
|
|
|
|
/// The dimensions of the screen that the grid is rendered to. This is the
|
|
/// terminal screen, so it is likely a subset of the window size. The dimensions
|
|
/// should be in pixels.
|
|
const ScreenSize = struct {
|
|
width: u32,
|
|
height: u32,
|
|
};
|
|
|
|
/// The dimensions of the grid itself, in rows/columns units.
|
|
const GridSize = struct {
|
|
const Unit = u32;
|
|
|
|
columns: Unit = 0,
|
|
rows: Unit = 0,
|
|
|
|
/// Update the columns/rows for the grid based on the given screen and
|
|
/// cell size.
|
|
fn update(self: *GridSize, screen: ScreenSize, cell: CellSize) void {
|
|
self.columns = @floatToInt(Unit, @intToFloat(f32, screen.width) / cell.width);
|
|
self.rows = @floatToInt(Unit, @intToFloat(f32, screen.height) / cell.height);
|
|
}
|
|
};
|
|
|
|
test "GridSize update exact" {
|
|
var grid: GridSize = .{};
|
|
grid.update(.{
|
|
.width = 100,
|
|
.height = 40,
|
|
}, .{
|
|
.width = 5,
|
|
.height = 10,
|
|
});
|
|
|
|
try testing.expectEqual(@as(GridSize.Unit, 20), grid.columns);
|
|
try testing.expectEqual(@as(GridSize.Unit, 4), grid.rows);
|
|
}
|
|
|
|
test "GridSize update rounding" {
|
|
var grid: GridSize = .{};
|
|
grid.update(.{
|
|
.width = 20,
|
|
.height = 40,
|
|
}, .{
|
|
.width = 6,
|
|
.height = 15,
|
|
});
|
|
|
|
try testing.expectEqual(@as(GridSize.Unit, 3), grid.columns);
|
|
try testing.expectEqual(@as(GridSize.Unit, 2), grid.rows);
|
|
}
|
|
|
|
const face_ttf = @embedFile("font/res/FiraCode-Regular.ttf");
|
|
const face_bold_ttf = @embedFile("font/res/FiraCode-Bold.ttf");
|
|
const face_emoji_ttf = @embedFile("font/res/NotoColorEmoji.ttf");
|