ghostty/src/font/sprite/underline.zig
2023-10-04 22:08:19 -07:00

243 lines
7.8 KiB
Zig

//! This file renders underline sprites. To draw underlines, we render the
//! full cell-width as a sprite and then draw it as a separate pass to the
//! text.
//!
//! We used to render the underlines directly in the GPU shaders but its
//! annoying to support multiple types of underlines and its also annoying
//! to maintain and debug another set of shaders for each renderer instead of
//! just relying on the glyph system we already need to support for text
//! anyways.
const std = @import("std");
const builtin = @import("builtin");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const font = @import("../main.zig");
const Sprite = font.sprite.Sprite;
/// Draw an underline.
pub fn renderGlyph(
alloc: Allocator,
atlas: *font.Atlas,
sprite: Sprite,
width: u32,
height: u32,
line_pos: u32,
line_thickness: u32,
) !font.Glyph {
// Create the canvas we'll use to draw. We draw the underline in
// a full cell size and position it according to "pos".
var canvas = try font.sprite.Canvas.init(alloc, width, height);
defer canvas.deinit(alloc);
// Perform the actual drawing
(Draw{
.width = width,
.height = height,
.pos = line_pos,
.thickness = line_thickness,
}).draw(&canvas, sprite);
// Write the drawing to the atlas
const region = try canvas.writeAtlas(alloc, atlas);
// Our coordinates start at the BOTTOM for our renderers so we have to
// specify an offset of the full height because we rendered a full size
// cell.
const offset_y = @as(i32, @intCast(height));
return font.Glyph{
.width = width,
.height = height,
.offset_x = 0,
.offset_y = offset_y,
.atlas_x = region.x,
.atlas_y = region.y,
.advance_x = @floatFromInt(width),
};
}
/// Stores drawing state.
const Draw = struct {
width: u32,
height: u32,
pos: u32,
thickness: u32,
/// Draw a specific underline sprite to the canvas.
fn draw(self: Draw, canvas: *font.sprite.Canvas, sprite: Sprite) void {
switch (sprite) {
.underline => self.drawSingle(canvas),
.underline_double => self.drawDouble(canvas),
.underline_dotted => self.drawDotted(canvas),
.underline_dashed => self.drawDashed(canvas),
.underline_curly => self.drawCurly(canvas),
else => unreachable,
}
}
/// Draw a single underline.
fn drawSingle(self: Draw, canvas: *font.sprite.Canvas) void {
// Ensure we never overflow out of bounds on the canvas
const y_max = self.height -| 1;
const bottom = @min(self.pos + self.thickness, y_max);
const y = @as(i32, @intCast(bottom - self.thickness));
canvas.rect(.{
.x = 0,
.y = y,
.width = self.width,
.height = self.thickness,
}, .on);
}
/// Draw a double underline.
fn drawDouble(self: Draw, canvas: *font.sprite.Canvas) void {
// The maximum y value has to have space for the bottom underline.
// If we underflow (saturated) to 0, then we don't draw. This should
// never happen but we don't want to draw something undefined.
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const space = self.thickness * 2;
const bottom = @min(self.pos + space, y_max);
const top = bottom - space;
canvas.rect(.{
.x = 0,
.y = @intCast(top),
.width = self.width,
.height = self.thickness,
}, .on);
canvas.rect(.{
.x = 0,
.y = @intCast(bottom),
.width = self.width,
.height = self.thickness,
}, .on);
}
/// Draw a dotted underline.
fn drawDotted(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dot_width = @max(self.thickness, 3);
const dot_count = self.width / dot_width;
var i: u32 = 0;
while (i < dot_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dot_width, self.width - 1);
const width = @min(self.width - 1 - x, dot_width);
canvas.rect(.{
.x = @intCast(i * dot_width),
.y = @intCast(y),
.width = width,
.height = self.thickness,
}, .on);
}
}
/// Draw a dashed underline.
fn drawDashed(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dash_width = self.width / 3 + 1;
const dash_count = (self.width / dash_width) + 1;
var i: u32 = 0;
while (i < dash_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dash_width, self.width - 1);
const width = @min(self.width - 1 - x, dash_width);
canvas.rect(.{
.x = @intCast(x),
.y = @intCast(y),
.width = width,
.height = self.thickness,
}, .on);
}
}
/// Draw a curly underline. Thanks to Wez Furlong for providing
/// the basic math structure for this since I was lazy with the
/// geometry.
fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void {
// This is the lowest that the curl can go.
const y_max = self.height - 1;
// Some fonts put the underline too close to the bottom of the
// cell height and this doesn't allow us to make a high enough
// wave. This constant is arbitrary, change it for aesthetics.
const pos = pos: {
const MIN_HEIGHT = 7;
const clamped_pos = @min(y_max, self.pos);
const height = y_max - clamped_pos;
break :pos if (height < MIN_HEIGHT) clamped_pos -| MIN_HEIGHT else clamped_pos;
};
// The full heightof the wave can be from the bottom to the
// underline position. We also calculate our starting y which is
// slightly below our descender since our wave will move about that.
const wave_height = @as(f64, @floatFromInt(y_max - pos));
const half_height = wave_height / 4;
const y = pos + @as(u32, @intFromFloat(half_height));
const x_factor = (2 * std.math.pi) / @as(f64, @floatFromInt(self.width));
var x: u32 = 0;
while (x < self.width) : (x += 1) {
const vertical = @as(
u32,
@intFromFloat((-1 * half_height) * @sin(@as(f64, @floatFromInt(x)) * x_factor) + half_height),
);
var row: u32 = 0;
while (row < self.thickness) : (row += 1) {
const y1 = @min(row + y + vertical, y_max);
canvas.rect(.{
.x = @intCast(x),
.y = @intCast(y1),
.width = 1,
.height = 1,
}, .on);
}
}
}
};
test "single" {
const testing = std.testing;
const alloc = testing.allocator;
var atlas_greyscale = try font.Atlas.init(alloc, 512, .greyscale);
defer atlas_greyscale.deinit(alloc);
_ = try renderGlyph(
alloc,
&atlas_greyscale,
.underline,
36,
18,
9,
2,
);
}
test "curly" {
const testing = std.testing;
const alloc = testing.allocator;
var atlas_greyscale = try font.Atlas.init(alloc, 512, .greyscale);
defer atlas_greyscale.deinit(alloc);
_ = try renderGlyph(
alloc,
&atlas_greyscale,
.underline_curly,
36,
18,
9,
2,
);
}