mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00

We no longer need a margin in the atlas because we always sample with nearest neighbor and our glyphs are always pixel perfect, no worry about interpolation between adjacent glyphs anymore!
513 lines
16 KiB
Zig
513 lines
16 KiB
Zig
//! This exposes primitives to draw 2D graphics and export the graphic to
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//! a font atlas.
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const std = @import("std");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const z2d = @import("z2d");
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const font = @import("../main.zig");
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pub fn Point(comptime T: type) type {
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return struct {
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x: T,
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y: T,
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};
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}
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pub fn Line(comptime T: type) type {
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return struct {
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p0: Point(T),
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p1: Point(T),
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};
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}
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pub fn Box(comptime T: type) type {
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return struct {
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p0: Point(T),
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p1: Point(T),
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pub fn rect(self: Box(T)) Rect(T) {
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const tl_x = @min(self.p0.x, self.p1.x);
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const tl_y = @min(self.p0.y, self.p1.y);
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const br_x = @max(self.p0.x, self.p1.x);
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const br_y = @max(self.p0.y, self.p1.y);
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return .{
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.x = tl_x,
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.y = tl_y,
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.width = br_x - tl_x,
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.height = br_y - tl_y,
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};
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}
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};
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}
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pub fn Rect(comptime T: type) type {
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return struct {
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x: T,
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y: T,
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width: T,
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height: T,
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};
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}
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pub fn Triangle(comptime T: type) type {
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return struct {
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p0: Point(T),
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p1: Point(T),
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p2: Point(T),
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};
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}
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pub fn Quad(comptime T: type) type {
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return struct {
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p0: Point(T),
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p1: Point(T),
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p2: Point(T),
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p3: Point(T),
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};
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}
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/// We only use alpha-channel so a pixel can only be "on" or "off".
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pub const Color = enum(u8) {
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on = 255,
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off = 0,
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_,
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};
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/// This is a managed struct, it keeps a reference to the allocator that is
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/// used to initialize it, and the same allocator is used for any further
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/// necessary allocations when drawing.
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pub const Canvas = struct {
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/// The underlying z2d surface.
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sfc: z2d.Surface,
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padding_x: u32,
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padding_y: u32,
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clip_top: u32 = 0,
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clip_left: u32 = 0,
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clip_right: u32 = 0,
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clip_bottom: u32 = 0,
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alloc: Allocator,
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pub fn init(
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alloc: Allocator,
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width: u32,
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height: u32,
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padding_x: u32,
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padding_y: u32,
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) !Canvas {
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// Create the surface we'll be using.
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// We add padding to both sides (hence `2 *`)
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const sfc = try z2d.Surface.initPixel(
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.{ .alpha8 = .{ .a = 0 } },
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alloc,
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@intCast(width + 2 * padding_x),
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@intCast(height + 2 * padding_y),
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);
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errdefer sfc.deinit(alloc);
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return .{
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.sfc = sfc,
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.padding_x = padding_x,
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.padding_y = padding_y,
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.alloc = alloc,
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};
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}
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pub fn deinit(self: *Canvas) void {
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self.sfc.deinit(self.alloc);
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self.* = undefined;
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}
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/// Write the data in this drawing to the atlas.
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pub fn writeAtlas(
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self: *Canvas,
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alloc: Allocator,
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atlas: *font.Atlas,
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) (Allocator.Error || font.Atlas.Error)!font.Atlas.Region {
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assert(atlas.format == .grayscale);
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self.trim();
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const sfc_width: u32 = @intCast(self.sfc.getWidth());
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const sfc_height: u32 = @intCast(self.sfc.getHeight());
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// Subtract our clip margins from the
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// width and height to get region size.
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const region_width = sfc_width -| self.clip_left -| self.clip_right;
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const region_height = sfc_height -| self.clip_top -| self.clip_bottom;
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// Allocate our texture atlas region
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const region = try atlas.reserve(alloc, region_width, region_height);
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if (region.width > 0 and region.height > 0) {
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const buffer: []u8 = @ptrCast(self.sfc.image_surface_alpha8.buf);
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// Write the glyph information into the atlas
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assert(region.width == region_width);
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assert(region.height == region_height);
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atlas.setFromLarger(
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region,
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buffer,
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sfc_width,
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self.clip_left,
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self.clip_top,
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);
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}
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return region;
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}
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// Adjust clip boundaries to trim off any fully transparent rows or columns.
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// This circumvents abstractions from z2d so that it can be performant.
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fn trim(self: *Canvas) void {
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const width: u32 = @intCast(self.sfc.getWidth());
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const height: u32 = @intCast(self.sfc.getHeight());
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const buf = std.mem.sliceAsBytes(self.sfc.image_surface_alpha8.buf);
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top: while (self.clip_top < height - self.clip_bottom) {
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const y = self.clip_top;
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const x0 = self.clip_left;
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const x1 = width - self.clip_right;
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for (buf[y * width ..][x0..x1]) |v| {
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if (v != 0) break :top;
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}
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self.clip_top += 1;
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}
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bottom: while (self.clip_bottom < height - self.clip_top) {
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const y = height - self.clip_bottom -| 1;
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const x0 = self.clip_left;
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const x1 = width - self.clip_right;
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for (buf[y * width ..][x0..x1]) |v| {
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if (v != 0) break :bottom;
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}
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self.clip_bottom += 1;
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}
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left: while (self.clip_left < width - self.clip_right) {
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const x = self.clip_left;
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const y0 = self.clip_top;
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const y1 = height - self.clip_bottom;
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for (y0..y1) |y| {
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if (buf[y * width + x] != 0) break :left;
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}
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self.clip_left += 1;
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}
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right: while (self.clip_right < width - self.clip_left) {
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const x = width - self.clip_right -| 1;
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const y0 = self.clip_top;
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const y1 = height - self.clip_bottom;
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for (y0..y1) |y| {
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if (buf[y * width + x] != 0) break :right;
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}
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self.clip_right += 1;
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}
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}
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/// Only really useful for test purposes, since the clipping region is
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/// automatically excluded when writing to an atlas with `writeAtlas`.
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pub fn clearClippingRegions(self: *Canvas) void {
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const buf = std.mem.sliceAsBytes(self.sfc.image_surface_alpha8.buf);
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const width: usize = @intCast(self.sfc.getWidth());
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const height: usize = @intCast(self.sfc.getHeight());
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for (0..height) |y| {
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for (0..self.clip_left) |x| {
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buf[y * width + x] = 0;
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}
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}
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for (0..height) |y| {
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for (width - self.clip_right..width) |x| {
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buf[y * width + x] = 0;
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}
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}
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for (0..self.clip_top) |y| {
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for (0..width) |x| {
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buf[y * width + x] = 0;
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}
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}
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for (height - self.clip_bottom..height) |y| {
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for (0..width) |x| {
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buf[y * width + x] = 0;
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}
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}
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}
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/// Return a transformation representing the translation for our padding.
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pub fn transformation(self: Canvas) z2d.Transformation {
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return .{
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.ax = 1,
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.by = 0,
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.cx = 0,
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.dy = 1,
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.tx = @as(f64, @floatFromInt(self.padding_x)),
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.ty = @as(f64, @floatFromInt(self.padding_y)),
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};
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}
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/// Acquires a z2d drawing context, caller MUST deinit context.
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pub fn getContext(self: *Canvas) z2d.Context {
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var ctx = z2d.Context.init(self.alloc, &self.sfc);
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// Offset by our padding to keep
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// coordinates relative to the cell.
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ctx.setTransformation(self.transformation());
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return ctx;
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}
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/// Draw and fill a single pixel
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pub fn pixel(self: *Canvas, x: i32, y: i32, color: Color) void {
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self.sfc.putPixel(
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x + @as(i32, @intCast(self.padding_x)),
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y + @as(i32, @intCast(self.padding_y)),
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.{ .alpha8 = .{ .a = @intFromEnum(color) } },
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);
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}
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/// Draw and fill a rectangle. This is the main primitive for drawing
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/// lines as well (which are just generally skinny rectangles...)
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pub fn rect(self: *Canvas, v: Rect(i32), color: Color) void {
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var y = v.y;
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while (y < v.y + v.height) : (y += 1) {
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var x = v.x;
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while (x < v.x + v.width) : (x += 1) {
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self.pixel(
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@intCast(x),
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@intCast(y),
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color,
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);
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}
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}
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}
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/// Convenience wrapper for `Canvas.rect`
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pub fn box(
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self: *Canvas,
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x0: i32,
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y0: i32,
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x1: i32,
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y1: i32,
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color: Color,
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) void {
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self.rect((Box(i32){
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.p0 = .{ .x = x0, .y = y0 },
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.p1 = .{ .x = x1, .y = y1 },
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}).rect(), color);
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}
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/// Draw and fill a quad.
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pub fn quad(self: *Canvas, q: Quad(f64), color: Color) !void {
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var path = self.staticPath(6); // nodes.len = 0
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path.moveTo(q.p0.x, q.p0.y); // +1, nodes.len = 1
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path.lineTo(q.p1.x, q.p1.y); // +1, nodes.len = 2
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path.lineTo(q.p2.x, q.p2.y); // +1, nodes.len = 3
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path.lineTo(q.p3.x, q.p3.y); // +1, nodes.len = 4
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path.close(); // +2, nodes.len = 6
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try self.fillPath(path.wrapped_path, .{}, color);
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}
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/// Draw and fill a triangle.
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pub fn triangle(self: *Canvas, t: Triangle(f64), color: Color) !void {
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var path = self.staticPath(5); // nodes.len = 0
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path.moveTo(t.p0.x, t.p0.y); // +1, nodes.len = 1
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path.lineTo(t.p1.x, t.p1.y); // +1, nodes.len = 2
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path.lineTo(t.p2.x, t.p2.y); // +1, nodes.len = 3
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path.close(); // +2, nodes.len = 5
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try self.fillPath(path.wrapped_path, .{}, color);
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}
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/// Stroke a line.
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pub fn line(
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self: *Canvas,
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l: Line(f64),
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thickness: f64,
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color: Color,
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) !void {
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var path = self.staticPath(2); // nodes.len = 0
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path.moveTo(l.p0.x, l.p0.y); // +1, nodes.len = 1
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path.lineTo(l.p1.x, l.p1.y); // +1, nodes.len = 2
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try self.strokePath(
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path.wrapped_path,
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.{
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.line_cap_mode = .butt,
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.line_width = thickness,
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},
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color,
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);
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}
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/// Create a static path of the provided len and initialize it.
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/// Use this function instead of making the path manually since
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/// it ensures that the transform is applied.
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pub inline fn staticPath(
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self: *Canvas,
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comptime len: usize,
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) z2d.StaticPath(len) {
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var path: z2d.StaticPath(len) = .{};
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path.init();
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path.wrapped_path.transformation = self.transformation();
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return path;
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}
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/// Stroke a z2d path.
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pub fn strokePath(
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self: *Canvas,
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path: z2d.Path,
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opts: z2d.painter.StrokeOpts,
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color: Color,
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) z2d.painter.StrokeError!void {
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try z2d.painter.stroke(
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self.alloc,
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&self.sfc,
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&.{ .opaque_pattern = .{
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.pixel = .{ .alpha8 = .{ .a = @intFromEnum(color) } },
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} },
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path.nodes.items,
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opts,
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);
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}
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/// Do an inner stroke on a z2d path, right now this involves a pretty
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/// heavy workaround that uses two extra surfaces; in the future, z2d
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/// should add inner and outer strokes natively.
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pub fn innerStrokePath(
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self: *Canvas,
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path: z2d.Path,
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opts: z2d.painter.StrokeOpts,
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color: Color,
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) (z2d.painter.StrokeError || z2d.painter.FillError)!void {
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// On one surface we fill the shape, this will be a mask we
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// multiply with the double-width stroke so that only the
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// part inside is used.
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var fill_sfc: z2d.Surface = try .init(
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.image_surface_alpha8,
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self.alloc,
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self.sfc.getWidth(),
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self.sfc.getHeight(),
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);
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defer fill_sfc.deinit(self.alloc);
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// On the other we'll do the double width stroke.
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var stroke_sfc: z2d.Surface = try .init(
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.image_surface_alpha8,
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self.alloc,
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self.sfc.getWidth(),
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self.sfc.getHeight(),
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);
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defer stroke_sfc.deinit(self.alloc);
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// Make a closed version of the path for our fill, so
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// that we can support open paths for inner stroke.
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var closed_path = path;
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closed_path.nodes = try path.nodes.clone(self.alloc);
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defer closed_path.deinit(self.alloc);
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try closed_path.close(self.alloc);
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// Fill the shape in white to the fill surface, we use
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// white because this is a mask that we'll multiply with
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// the stroke, we want everything inside to be the stroke
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// color.
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try z2d.painter.fill(
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self.alloc,
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&fill_sfc,
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&.{ .opaque_pattern = .{
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.pixel = .{ .alpha8 = .{ .a = 255 } },
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} },
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closed_path.nodes.items,
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.{},
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);
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// Stroke the shape with double the desired width.
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var mut_opts = opts;
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mut_opts.line_width *= 2;
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try z2d.painter.stroke(
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self.alloc,
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&stroke_sfc,
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&.{ .opaque_pattern = .{
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.pixel = .{ .alpha8 = .{ .a = @intFromEnum(color) } },
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} },
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path.nodes.items,
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mut_opts,
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);
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// We multiply the stroke sfc on to the fill surface.
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// The z2d composite operation doesn't seem to work for
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// this with alpha8 surfaces, so we have to do it manually.
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for (
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std.mem.sliceAsBytes(fill_sfc.image_surface_alpha8.buf),
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std.mem.sliceAsBytes(stroke_sfc.image_surface_alpha8.buf),
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) |*d, s| {
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d.* = @intFromFloat(@round(
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255.0 *
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(@as(f64, @floatFromInt(s)) / 255.0) *
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(@as(f64, @floatFromInt(d.*)) / 255.0),
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));
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}
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// Then we composite the result on to the main surface.
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self.sfc.composite(&fill_sfc, .src_over, 0, 0, .{});
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}
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/// Fill a z2d path.
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pub fn fillPath(
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self: *Canvas,
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path: z2d.Path,
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opts: z2d.painter.FillOpts,
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color: Color,
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) z2d.painter.FillError!void {
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try z2d.painter.fill(
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self.alloc,
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&self.sfc,
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&.{ .opaque_pattern = .{
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.pixel = .{ .alpha8 = .{ .a = @intFromEnum(color) } },
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} },
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path.nodes.items,
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opts,
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);
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}
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/// Invert all pixels on the canvas.
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pub fn invert(self: *Canvas) void {
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for (std.mem.sliceAsBytes(self.sfc.image_surface_alpha8.buf)) |*v| {
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v.* = 255 - v.*;
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}
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}
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/// Mirror the canvas horizontally.
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pub fn flipHorizontal(self: *Canvas) Allocator.Error!void {
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const buf = std.mem.sliceAsBytes(self.sfc.image_surface_alpha8.buf);
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const clone = try self.alloc.dupe(u8, buf);
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defer self.alloc.free(clone);
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const width: usize = @intCast(self.sfc.getWidth());
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const height: usize = @intCast(self.sfc.getHeight());
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for (0..height) |y| {
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for (0..width) |x| {
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buf[y * width + x] = clone[y * width + width - x - 1];
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}
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}
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std.mem.swap(u32, &self.clip_left, &self.clip_right);
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}
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/// Mirror the canvas vertically.
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pub fn flipVertical(self: *Canvas) Allocator.Error!void {
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const buf = std.mem.sliceAsBytes(self.sfc.image_surface_alpha8.buf);
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const clone = try self.alloc.dupe(u8, buf);
|
|
defer self.alloc.free(clone);
|
|
const width: usize = @intCast(self.sfc.getWidth());
|
|
const height: usize = @intCast(self.sfc.getHeight());
|
|
for (0..height) |y| {
|
|
for (0..width) |x| {
|
|
buf[y * width + x] = clone[(height - y - 1) * width + x];
|
|
}
|
|
}
|
|
std.mem.swap(u32, &self.clip_top, &self.clip_bottom);
|
|
}
|
|
};
|