ghostty/src/font/sprite/Powerline.zig
Qwerasd c66042d6e0 font/sprite: address PR review feedback
- Make canvas geometry primitives generic, use `Rect(u32)` for `rect`
function, so that we don't have to worry about negatives or rounding.
- Make `Quads` struct packed just in case it gets non-comptime use in
the future.
- Clarify comment on why we're discarding out of range pixels + runtime
unreachable for any other type of error which we shouldn't ever see.
- Move z2d import above in-tree imports.
2024-10-15 12:00:11 -04:00

519 lines
16 KiB
Zig

//! This file contains functions for drawing certain characters from Powerline
//! Extra (https://github.com/ryanoasis/powerline-extra-symbols). These
//! characters are similarly to box-drawing characters (see Box.zig), so the
//! logic will be mainly the same, just with a much reduced character set.
//!
//! Note that this is not the complete list of Powerline glyphs that may be
//! needed, so this may grow to add other glyphs from the set.
const Powerline = @This();
const std = @import("std");
const Allocator = std.mem.Allocator;
const font = @import("../main.zig");
const Quad = @import("canvas.zig").Quad;
const log = std.log.scoped(.powerline_font);
/// The cell width and height because the boxes are fit perfectly
/// into a cell so that they all properly connect with zero spacing.
width: u32,
height: u32,
/// Base thickness value for glyphs that are not completely solid (backslashes,
/// thin half-circles, etc). If you want to do any DPI scaling, it is expected
/// to be done earlier.
///
/// TODO: this and Thickness are currently unused but will be when the
/// aforementioned glyphs are added.
thickness: u32,
/// The thickness of a line.
const Thickness = enum {
super_light,
light,
heavy,
/// Calculate the real height of a line based on its thickness
/// and a base thickness value. The base thickness value is expected
/// to be in pixels.
fn height(self: Thickness, base: u32) u32 {
return switch (self) {
.super_light => @max(base / 2, 1),
.light => base,
.heavy => base * 2,
};
}
};
inline fn sq(x: anytype) @TypeOf(x) {
return x * x;
}
pub fn renderGlyph(
self: Powerline,
alloc: Allocator,
atlas: *font.Atlas,
cp: u32,
) !font.Glyph {
// Create the canvas we'll use to draw
var canvas = try font.sprite.Canvas.init(alloc, self.width, self.height);
defer canvas.deinit(alloc);
// Perform the actual drawing
try self.draw(alloc, &canvas, cp);
// 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(self.height));
return font.Glyph{
.width = self.width,
.height = self.height,
.offset_x = 0,
.offset_y = offset_y,
.atlas_x = region.x,
.atlas_y = region.y,
.advance_x = @floatFromInt(self.width),
};
}
fn draw(self: Powerline, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void {
switch (cp) {
// Hard dividers and triangles
0xE0B0,
0xE0B2,
0xE0B8,
0xE0BA,
0xE0BC,
0xE0BE,
=> try self.draw_wedge_triangle(canvas, cp),
// Half-circles
0xE0B4,
0xE0B6,
=> try self.draw_half_circle(alloc, canvas, cp),
// Mirrored top-down trapezoids
0xE0D2,
0xE0D4,
=> try self.draw_trapezoid_top_bottom(canvas, cp),
else => return error.InvalidCodepoint,
}
}
fn draw_wedge_triangle(self: Powerline, canvas: *font.sprite.Canvas, cp: u32) !void {
const width = self.width;
const height = self.height;
var p1_x: u32 = 0;
var p2_x: u32 = 0;
var p3_x: u32 = 0;
var p1_y: u32 = 0;
var p2_y: u32 = 0;
var p3_y: u32 = 0;
switch (cp) {
0xE0B0 => {
p1_x = 0;
p1_y = 0;
p2_x = width;
p2_y = height / 2;
p3_x = 0;
p3_y = height;
},
0xE0B2 => {
p1_x = width;
p1_y = 0;
p2_x = 0;
p2_y = height / 2;
p3_x = width;
p3_y = height;
},
0xE0B8 => {
p1_x = 0;
p1_y = 0;
p2_x = width;
p2_y = height;
p3_x = 0;
p3_y = height;
},
0xE0BA => {
p1_x = width;
p1_y = 0;
p2_x = width;
p2_y = height;
p3_x = 0;
p3_y = height;
},
0xE0BC => {
p1_x = 0;
p1_y = 0;
p2_x = width;
p2_y = 0;
p3_x = 0;
p3_y = height;
},
0xE0BE => {
p1_x = 0;
p1_y = 0;
p2_x = width;
p2_y = 0;
p3_x = width;
p3_y = height;
},
else => unreachable,
}
try canvas.triangle(.{
.p0 = .{ .x = @floatFromInt(p1_x), .y = @floatFromInt(p1_y) },
.p1 = .{ .x = @floatFromInt(p2_x), .y = @floatFromInt(p2_y) },
.p2 = .{ .x = @floatFromInt(p3_x), .y = @floatFromInt(p3_y) },
}, .on);
}
fn draw_half_circle(self: Powerline, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void {
const supersample = 4;
// We make a canvas big enough for the whole circle, with the supersample
// applied.
const width = self.width * 2 * supersample;
const height = self.height * supersample;
// We set a minimum super-sampled canvas to assert on. The minimum cell
// size is 1x3px, and this looked safe in empirical testing.
std.debug.assert(width >= 8); // 1 * 2 * 4
std.debug.assert(height >= 12); // 3 * 4
const center_x = width / 2 - 1;
const center_y = height / 2 - 1;
// Our radii. We're technically drawing an ellipse here to ensure that this
// works for fonts with different aspect ratios than a typical 2:1 H*W, e.g.
// Iosevka (which is around 2.6:1).
const radius_x = width / 2 - 1; // This gives us a small margin for smoothing
const radius_y = height / 2;
// Pre-allocate a matrix to plot the points on.
const cap = height * width;
var points = try alloc.alloc(u8, cap);
defer alloc.free(points);
@memset(points, 0);
{
// This is a midpoint ellipse algorithm, similar to a midpoint circle
// algorithm in that we only draw the octants we need and then reflect
// the result across the other axes. Since an ellipse has two radii, we
// need to calculate two octants instead of one. There are variations
// on the algorithm and you can find many examples online. This one
// does use some floating point math in calculating the decision
// parameter, but I've found it clear in its implementation and it does
// not require adjustment for integer error.
//
// This algorithm has undergone some iterations, so the following
// references might be helpful for understanding:
//
// * "Drawing a circle, point by point, without floating point
// support" (Dennis Yurichev,
// https://yurichev.com/news/20220322_circle/), which describes the
// midpoint circle algorithm and implementation we initially adapted
// here.
//
// * "Ellipse-Generating Algorithms" (RTU Latvia,
// https://daugavpils.rtu.lv/wp-content/uploads/sites/34/2020/11/LEC_3.pdf),
// which was used to further adapt the algorithm for ellipses.
//
// * "An Effective Approach to Minimize Error in Midpoint Ellipse
// Drawing Algorithm" (Dr. M. Javed Idrisi, Aayesha Ashraf,
// https://arxiv.org/abs/2103.04033), which includes a synopsis of
// the history of ellipse drawing algorithms, and further references.
// Declare some casted constants for use in various calculations below
const rx: i32 = @intCast(radius_x);
const ry: i32 = @intCast(radius_y);
const rxf: f64 = @floatFromInt(radius_x);
const ryf: f64 = @floatFromInt(radius_y);
const cx: i32 = @intCast(center_x);
const cy: i32 = @intCast(center_y);
// Our plotting x and y
var x: i32 = 0;
var y: i32 = @intCast(radius_y);
// Decision parameter, initialized for region 1
var dparam: f64 = sq(ryf) - sq(rxf) * ryf + sq(rxf) * 0.25;
// Region 1
while (2 * sq(ry) * x < 2 * sq(rx) * y) {
// Right side
const x1 = @max(0, cx + x);
const y1 = @max(0, cy + y);
const x2 = @max(0, cx + x);
const y2 = @max(0, cy - y);
// Left side
const x3 = @max(0, cx - x);
const y3 = @max(0, cy + y);
const x4 = @max(0, cx - x);
const y4 = @max(0, cy - y);
// Points
const p1 = y1 * width + x1;
const p2 = y2 * width + x2;
const p3 = y3 * width + x3;
const p4 = y4 * width + x4;
// Set the points in the matrix, ignore any out of bounds
if (p1 < cap) points[p1] = 0xFF;
if (p2 < cap) points[p2] = 0xFF;
if (p3 < cap) points[p3] = 0xFF;
if (p4 < cap) points[p4] = 0xFF;
// Calculate next pixels based on midpoint bounds
x += 1;
if (dparam < 0) {
const xf: f64 = @floatFromInt(x);
dparam += 2 * sq(ryf) * xf + sq(ryf);
} else {
y -= 1;
const xf: f64 = @floatFromInt(x);
const yf: f64 = @floatFromInt(y);
dparam += 2 * sq(ryf) * xf - 2 * sq(rxf) * yf + sq(ryf);
}
}
// Region 2
{
// Reset our decision parameter for region 2
const xf: f64 = @floatFromInt(x);
const yf: f64 = @floatFromInt(y);
dparam = sq(ryf) * sq(xf + 0.5) + sq(rxf) * sq(yf - 1) - sq(rxf) * sq(ryf);
}
while (y >= 0) {
// Right side
const x1 = @max(0, cx + x);
const y1 = @max(0, cy + y);
const x2 = @max(0, cx + x);
const y2 = @max(0, cy - y);
// Left side
const x3 = @max(0, cx - x);
const y3 = @max(0, cy + y);
const x4 = @max(0, cx - x);
const y4 = @max(0, cy - y);
// Points
const p1 = y1 * width + x1;
const p2 = y2 * width + x2;
const p3 = y3 * width + x3;
const p4 = y4 * width + x4;
// Set the points in the matrix, ignore any out of bounds
if (p1 < cap) points[p1] = 0xFF;
if (p2 < cap) points[p2] = 0xFF;
if (p3 < cap) points[p3] = 0xFF;
if (p4 < cap) points[p4] = 0xFF;
// Calculate next pixels based on midpoint bounds
y -= 1;
if (dparam > 0) {
const yf: f64 = @floatFromInt(y);
dparam -= 2 * sq(rxf) * yf + sq(rxf);
} else {
x += 1;
const xf: f64 = @floatFromInt(x);
const yf: f64 = @floatFromInt(y);
dparam += 2 * sq(ryf) * xf - 2 * sq(rxf) * yf + sq(rxf);
}
}
}
// Fill
{
const u_height: u32 = @intCast(height);
const u_width: u32 = @intCast(width);
for (0..u_height) |yf| {
for (0..u_width) |left| {
// Count forward from the left to the first filled pixel
if (points[yf * u_width + left] != 0) {
// Count back to our left point from the right to the first
// filled pixel on the other side.
var right: usize = u_width - 1;
while (right > left) : (right -= 1) {
if (points[yf * u_width + right] != 0) {
break;
}
}
// Start filling 1 index after the left and go until we hit
// the right; this will be a no-op if the line length is <
// 3 as both left and right will have already been filled.
const start = yf * u_width + left;
const end = yf * u_width + right;
if (end - start >= 3) {
for (start + 1..end) |idx| {
points[idx] = 0xFF;
}
}
}
}
}
}
// Now that we have our points, we need to "split" our matrix on the x
// axis for the downsample.
{
// The side of the circle we're drawing
const offset_j: u32 = if (cp == 0xE0B4) center_x + 1 else 0;
for (0..self.height) |r| {
for (0..self.width) |c| {
var total: u32 = 0;
for (0..supersample) |i| {
for (0..supersample) |j| {
const idx = (r * supersample + i) * width + (c * supersample + j + offset_j);
total += points[idx];
}
}
const average = @as(u8, @intCast(@min(total / (supersample * supersample), 0xFF)));
canvas.rect(
.{
.x = @intCast(c),
.y = @intCast(r),
.width = 1,
.height = 1,
},
@as(font.sprite.Color, @enumFromInt(average)),
);
}
}
}
}
fn draw_trapezoid_top_bottom(self: Powerline, canvas: *font.sprite.Canvas, cp: u32) !void {
const t_top: Quad(f64) = if (cp == 0xE0D4)
.{
.p0 = .{
.x = 0,
.y = 0,
},
.p1 = .{
.x = @floatFromInt(self.width - self.width / 3),
.y = @floatFromInt(self.height / 2 - self.height / 20),
},
.p2 = .{
.x = @floatFromInt(self.width),
.y = @floatFromInt(self.height / 2 - self.height / 20),
},
.p3 = .{
.x = @floatFromInt(self.width),
.y = 0,
},
}
else
.{
.p0 = .{
.x = 0,
.y = 0,
},
.p1 = .{
.x = 0,
.y = @floatFromInt(self.height / 2 - self.height / 20),
},
.p2 = .{
.x = @floatFromInt(self.width / 3),
.y = @floatFromInt(self.height / 2 - self.height / 20),
},
.p3 = .{
.x = @floatFromInt(self.width),
.y = 0,
},
};
const t_bottom: Quad(f64) = if (cp == 0xE0D4)
.{
.p0 = .{
.x = @floatFromInt(self.width - self.width / 3),
.y = @floatFromInt(self.height / 2 + self.height / 20),
},
.p1 = .{
.x = 0,
.y = @floatFromInt(self.height),
},
.p2 = .{
.x = @floatFromInt(self.width),
.y = @floatFromInt(self.height),
},
.p3 = .{
.x = @floatFromInt(self.width),
.y = @floatFromInt(self.height / 2 + self.height / 20),
},
}
else
.{
.p0 = .{
.x = 0,
.y = @floatFromInt(self.height / 2 + self.height / 20),
},
.p1 = .{
.x = 0,
.y = @floatFromInt(self.height),
},
.p2 = .{
.x = @floatFromInt(self.width),
.y = @floatFromInt(self.height),
},
.p3 = .{
.x = @floatFromInt(self.width / 3),
.y = @floatFromInt(self.height / 2 + self.height / 20),
},
};
try canvas.quad(t_top, .on);
try canvas.quad(t_bottom, .on);
}
test "all" {
const testing = std.testing;
const alloc = testing.allocator;
const cps = [_]u32{
0xE0B0,
0xE0B2,
0xE0B8,
0xE0BA,
0xE0BC,
0xE0BE,
0xE0B4,
0xE0B6,
0xE0D2,
0xE0D4,
};
for (cps) |cp| {
var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale);
defer atlas_grayscale.deinit(alloc);
const face: Powerline = .{ .width = 18, .height = 36, .thickness = 2 };
const glyph = try face.renderGlyph(
alloc,
&atlas_grayscale,
cp,
);
try testing.expectEqual(@as(u32, face.width), glyph.width);
try testing.expectEqual(@as(u32, face.height), glyph.height);
}
}