mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-24 04:36:10 +03:00
304 lines
9.7 KiB
Zig
304 lines
9.7 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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// Draw the appropriate sprite
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var canvas: font.sprite.Canvas, const offset_y: i32 = switch (sprite) {
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.underline => try drawSingle(alloc, width, line_thickness),
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.underline_double => try drawDouble(alloc, width, line_thickness),
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.underline_dotted => try drawDotted(alloc, width, line_thickness),
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.underline_dashed => try drawDashed(alloc, width, line_thickness),
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.underline_curly => try drawCurly(alloc, width, line_thickness),
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.strikethrough => try drawSingle(alloc, width, line_thickness),
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else => unreachable,
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};
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defer canvas.deinit(alloc);
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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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return font.Glyph{
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.width = width,
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.height = @intCast(region.height),
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.offset_x = 0,
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// Glyph.offset_y is the distance between the top of the glyph and the
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// bottom of the cell. We want the top of the glyph to be at line_pos
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// from the TOP of the cell, and then offset by the offset_y from the
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// draw function.
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.offset_y = @as(i32, @intCast(height -| line_pos)) - 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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/// A tuple with the canvas that the desired sprite was drawn on and
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/// a recommended offset (+Y = down) to shift its Y position by, to
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/// correct for underline styles with additional thickness.
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const CanvasAndOffset = struct { font.sprite.Canvas, i32 };
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/// Draw a single underline.
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fn drawSingle(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
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const height: u32 = thickness;
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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canvas.rect(.{
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.x = 0,
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.y = 0,
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.width = width,
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.height = thickness,
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}, .on);
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const offset_y: i32 = 0;
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return .{ canvas, offset_y };
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}
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/// Draw a double underline.
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fn drawDouble(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
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// Our gap between lines will be at least 2px.
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// (i.e. if our thickness is 1, we still have a gap of 2)
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const gap = @max(2, thickness);
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const height: u32 = thickness * 2 * gap;
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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canvas.rect(.{
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.x = 0,
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.y = 0,
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.width = width,
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.height = thickness,
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}, .on);
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canvas.rect(.{
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.x = 0,
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.y = @intCast(thickness + gap),
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.width = width,
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.height = thickness,
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}, .on);
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const offset_y: i32 = -@as(i32, @intCast(thickness));
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return .{ canvas, offset_y };
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}
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/// Draw a dotted underline.
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fn drawDotted(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
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const height: u32 = thickness;
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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const dot_width = @max(thickness, 3);
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const dot_count = @max((width / dot_width) / 2, 1);
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const gap_width = try std.math.divCeil(u32, width -| (dot_count * dot_width), dot_count);
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var i: u32 = 0;
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while (i < dot_count) : (i += 1) {
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// Ensure we never go out of bounds for the rect
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const x = @min(i * (dot_width + gap_width), width - 1);
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const rect_width = @min(width - x, dot_width);
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canvas.rect(.{
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.x = @intCast(x),
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.y = 0,
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.width = rect_width,
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.height = thickness,
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}, .on);
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}
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const offset_y: i32 = 0;
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return .{ canvas, offset_y };
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}
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/// Draw a dashed underline.
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fn drawDashed(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
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const height: u32 = thickness;
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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const dash_width = width / 3 + 1;
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const dash_count = (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, width - 1);
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const rect_width = @min(width - x, dash_width);
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canvas.rect(.{
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.x = @intCast(x),
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.y = 0,
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.width = rect_width,
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.height = thickness,
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}, .on);
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}
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const offset_y: i32 = 0;
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return .{ canvas, offset_y };
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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(alloc: Allocator, width: u32, thickness: u32) !CanvasAndOffset {
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const float_width: f64 = @floatFromInt(width);
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const float_thick: f64 = @floatFromInt(thickness);
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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 / float_width;
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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 half_amplitude = 1.0 / wave_period;
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const y_mid: f64 = half_amplitude + float_thick * 0.5 + 1;
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// This is used in calculating the offset curve estimate below.
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const offset_factor = @min(1.0, float_thick * 0.5 * wave_period) * @min(1.0, half_amplitude * wave_period);
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const height: u32 = @intFromFloat(@ceil(half_amplitude + float_thick + 1) * 2);
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var canvas = try font.sprite.Canvas.init(alloc, width, height);
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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 < width) : (x += 1) {
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const t: f64 = @as(f64, @floatFromInt(x)) * wave_period;
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// Use the slope at this location to add thickness to
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// the line on this column, counteracting the thinning
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// caused by the slope.
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//
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// This is not the exact offset curve for a sine wave,
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// but it's a decent enough approximation.
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//
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// How did I derive this? I stared at Desmos and fiddled
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// with numbers for an hour until it was good enough.
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const t_u: f64 = t + std.math.pi;
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const slope_factor_u: f64 = (@sin(t_u) * @sin(t_u) * offset_factor) / ((1.0 + @cos(t_u / 2) * @cos(t_u / 2) * 2) * wave_period);
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const slope_factor_l: f64 = (@sin(t) * @sin(t) * offset_factor) / ((1.0 + @cos(t / 2) * @cos(t / 2) * 2) * wave_period);
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const cosx: f64 = @cos(t);
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// This will be the center of our stroke.
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const y: f64 = y_mid + half_amplitude * cosx;
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// The upper pixel and lower pixel are
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// calculated relative to the center.
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const y_u: f64 = y - float_thick * 0.5 - slope_factor_u;
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const y_l: f64 = y + float_thick * 0.5 + slope_factor_l;
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const y_upper: u32 = @intFromFloat(@floor(y_u));
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const y_lower: u32 = @intFromFloat(@ceil(y_l));
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const alpha_u: u8 = @intFromFloat(@round(255 * (1.0 - @abs(y_u - @floor(y_u)))));
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const alpha_l: u8 = @intFromFloat(@round(255 * (1.0 - @abs(y_l - @ceil(y_l)))));
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// upper and lower bounds
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canvas.pixel(x, @min(y_upper, height - 1), @enumFromInt(alpha_u));
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canvas.pixel(x, @min(y_lower, height - 1), @enumFromInt(alpha_l));
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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, height - 1), .on);
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}
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}
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const offset_y: i32 = @intFromFloat(-@round(half_amplitude));
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return .{ canvas, offset_y };
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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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