blob: fafa7a78c0e261ae1fba2b206952843d3c3b3533 [file] [log] [blame]
use std::collections::HashMap;
use std::mem;
use crossfont::Metrics;
use alacritty_terminal::grid::Dimensions;
use alacritty_terminal::index::{Column, Point};
use alacritty_terminal::term::cell::Flags;
use alacritty_terminal::term::color::Rgb;
use alacritty_terminal::term::SizeInfo;
use crate::display::content::RenderableCell;
use crate::gl::types::*;
use crate::{gl, renderer};
#[derive(Debug, Copy, Clone)]
pub struct RenderRect {
pub x: f32,
pub y: f32,
pub width: f32,
pub height: f32,
pub color: Rgb,
pub alpha: f32,
}
impl RenderRect {
pub fn new(x: f32, y: f32, width: f32, height: f32, color: Rgb, alpha: f32) -> Self {
RenderRect { x, y, width, height, color, alpha }
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct RenderLine {
pub start: Point<usize>,
pub end: Point<usize>,
pub color: Rgb,
}
impl RenderLine {
pub fn rects(&self, flag: Flags, metrics: &Metrics, size: &SizeInfo) -> Vec<RenderRect> {
let mut rects = Vec::new();
let mut start = self.start;
while start.line < self.end.line {
let end = Point::new(start.line, size.last_column());
Self::push_rects(&mut rects, metrics, size, flag, start, end, self.color);
start = Point::new(start.line + 1, Column(0));
}
Self::push_rects(&mut rects, metrics, size, flag, start, self.end, self.color);
rects
}
/// Push all rects required to draw the cell's line.
fn push_rects(
rects: &mut Vec<RenderRect>,
metrics: &Metrics,
size: &SizeInfo,
flag: Flags,
start: Point<usize>,
end: Point<usize>,
color: Rgb,
) {
let (position, thickness) = match flag {
Flags::DOUBLE_UNDERLINE => {
// Position underlines so each one has 50% of descent available.
let top_pos = 0.25 * metrics.descent;
let bottom_pos = 0.75 * metrics.descent;
rects.push(Self::create_rect(
size,
metrics.descent,
start,
end,
top_pos,
metrics.underline_thickness,
color,
));
(bottom_pos, metrics.underline_thickness)
},
Flags::UNDERLINE => (metrics.underline_position, metrics.underline_thickness),
Flags::STRIKEOUT => (metrics.strikeout_position, metrics.strikeout_thickness),
_ => unimplemented!("Invalid flag for cell line drawing specified"),
};
rects.push(Self::create_rect(
size,
metrics.descent,
start,
end,
position,
thickness,
color,
));
}
/// Create a line's rect at a position relative to the baseline.
fn create_rect(
size: &SizeInfo,
descent: f32,
start: Point<usize>,
end: Point<usize>,
position: f32,
mut thickness: f32,
color: Rgb,
) -> RenderRect {
let start_x = start.column.0 as f32 * size.cell_width();
let end_x = (end.column.0 + 1) as f32 * size.cell_width();
let width = end_x - start_x;
// Make sure lines are always visible.
thickness = thickness.max(1.);
let line_bottom = (start.line as f32 + 1.) * size.cell_height();
let baseline = line_bottom + descent;
let mut y = (baseline - position - thickness / 2.).ceil();
let max_y = line_bottom - thickness;
if y > max_y {
y = max_y;
}
RenderRect::new(
start_x + size.padding_x(),
y + size.padding_y(),
width,
thickness,
color,
1.,
)
}
}
/// Lines for underline and strikeout.
#[derive(Default)]
pub struct RenderLines {
inner: HashMap<Flags, Vec<RenderLine>>,
}
impl RenderLines {
#[inline]
pub fn new() -> Self {
Self::default()
}
#[inline]
pub fn rects(&self, metrics: &Metrics, size: &SizeInfo) -> Vec<RenderRect> {
self.inner
.iter()
.flat_map(|(flag, lines)| {
lines.iter().flat_map(move |line| line.rects(*flag, metrics, size))
})
.collect()
}
/// Update the stored lines with the next cell info.
#[inline]
pub fn update(&mut self, cell: &RenderableCell) {
self.update_flag(cell, Flags::UNDERLINE);
self.update_flag(cell, Flags::DOUBLE_UNDERLINE);
self.update_flag(cell, Flags::STRIKEOUT);
}
/// Update the lines for a specific flag.
fn update_flag(&mut self, cell: &RenderableCell, flag: Flags) {
if !cell.flags.contains(flag) {
return;
}
// Include wide char spacer if the current cell is a wide char.
let mut end = cell.point;
if cell.flags.contains(Flags::WIDE_CHAR) {
end.column += 1;
}
// Check if there's an active line.
if let Some(line) = self.inner.get_mut(&flag).and_then(|lines| lines.last_mut()) {
if cell.fg == line.color
&& cell.point.column == line.end.column + 1
&& cell.point.line == line.end.line
{
// Update the length of the line.
line.end = end;
return;
}
}
// Start new line if there currently is none.
let line = RenderLine { start: cell.point, end, color: cell.fg };
match self.inner.get_mut(&flag) {
Some(lines) => lines.push(line),
None => {
self.inner.insert(flag, vec![line]);
},
}
}
}
/// Shader sources for rect rendering program.
static RECT_SHADER_F: &str = include_str!("../../res/rect.f.glsl");
static RECT_SHADER_V: &str = include_str!("../../res/rect.v.glsl");
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Vertex {
// Normalized screen coordinates.
x: f32,
y: f32,
// Color.
r: u8,
g: u8,
b: u8,
a: u8,
}
#[derive(Debug)]
pub struct RectRenderer {
// GL buffer objects.
vao: GLuint,
vbo: GLuint,
program: RectShaderProgram,
vertices: Vec<Vertex>,
}
impl RectRenderer {
pub fn new() -> Result<Self, renderer::Error> {
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
let program = RectShaderProgram::new()?;
unsafe {
// Allocate buffers.
gl::GenVertexArrays(1, &mut vao);
gl::GenBuffers(1, &mut vbo);
gl::BindVertexArray(vao);
// VBO binding is not part of VAO itself, but VBO binding is stored in attributes.
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
let mut attribute_offset = 0;
// Position.
gl::VertexAttribPointer(
0,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<Vertex>() as i32,
attribute_offset as *const _,
);
gl::EnableVertexAttribArray(0);
attribute_offset += mem::size_of::<f32>() * 2;
// Color.
gl::VertexAttribPointer(
1,
4,
gl::UNSIGNED_BYTE,
gl::TRUE,
mem::size_of::<Vertex>() as i32,
attribute_offset as *const _,
);
gl::EnableVertexAttribArray(1);
// Reset buffer bindings.
gl::BindVertexArray(0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
}
Ok(Self { vao, vbo, program, vertices: Vec::new() })
}
pub fn draw(&mut self, size_info: &SizeInfo, rects: Vec<RenderRect>) {
unsafe {
// Bind VAO to enable vertex attribute slots.
gl::BindVertexArray(self.vao);
// Bind VBO only once for buffer data upload only.
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
gl::UseProgram(self.program.id);
}
let half_width = size_info.width() / 2.;
let half_height = size_info.height() / 2.;
// Build rect vertices vector.
self.vertices.clear();
for rect in &rects {
self.add_rect(half_width, half_height, rect);
}
unsafe {
// Upload accumulated vertices.
gl::BufferData(
gl::ARRAY_BUFFER,
(self.vertices.len() * mem::size_of::<Vertex>()) as isize,
self.vertices.as_ptr() as *const _,
gl::STREAM_DRAW,
);
// Draw all vertices as list of triangles.
gl::DrawArrays(gl::TRIANGLES, 0, self.vertices.len() as i32);
// Disable program.
gl::UseProgram(0);
// Reset buffer bindings to nothing.
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
}
}
fn add_rect(&mut self, half_width: f32, half_height: f32, rect: &RenderRect) {
// Calculate rectangle vertices positions in normalized device coordinates.
// NDC range from -1 to +1, with Y pointing up.
let x = rect.x / half_width - 1.0;
let y = -rect.y / half_height + 1.0;
let width = rect.width / half_width;
let height = rect.height / half_height;
let Rgb { r, g, b } = rect.color;
let a = (rect.alpha * 255.) as u8;
// Make quad vertices.
let quad = [
Vertex { x, y, r, g, b, a },
Vertex { x, y: y - height, r, g, b, a },
Vertex { x: x + width, y, r, g, b, a },
Vertex { x: x + width, y: y - height, r, g, b, a },
];
// Append the vertices to form two triangles.
self.vertices.push(quad[0]);
self.vertices.push(quad[1]);
self.vertices.push(quad[2]);
self.vertices.push(quad[2]);
self.vertices.push(quad[3]);
self.vertices.push(quad[1]);
}
}
impl Drop for RectRenderer {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, &self.vbo);
gl::DeleteVertexArrays(1, &self.vao);
}
}
}
/// Rectangle drawing program.
#[derive(Debug)]
pub struct RectShaderProgram {
/// Program id.
id: GLuint,
}
impl RectShaderProgram {
pub fn new() -> Result<Self, renderer::ShaderCreationError> {
let vertex_shader = renderer::create_shader(gl::VERTEX_SHADER, RECT_SHADER_V)?;
let fragment_shader = renderer::create_shader(gl::FRAGMENT_SHADER, RECT_SHADER_F)?;
let program = renderer::create_program(vertex_shader, fragment_shader)?;
unsafe {
gl::DeleteShader(fragment_shader);
gl::DeleteShader(vertex_shader);
gl::UseProgram(program);
}
let shader = Self { id: program };
unsafe { gl::UseProgram(0) }
Ok(shader)
}
}
impl Drop for RectShaderProgram {
fn drop(&mut self) {
unsafe {
gl::DeleteProgram(self.id);
}
}
}