diff --git a/src/xwin.rs b/src/xwin.rs index 3b725cf7e..cdeb08351 100644 --- a/src/xwin.rs +++ b/src/xwin.rs @@ -3,6 +3,7 @@ use euclid; use failure::{self, Error}; use font::{FontConfiguration, GlyphInfo, ftwrap}; use glium::{self, IndexBuffer, Surface, VertexBuffer}; +use glium::texture::SrgbTexture2d; use pty::MasterPty; use std::cell::RefCell; use std::collections::HashMap; @@ -78,6 +79,7 @@ struct Vertex { /// Count of how many underlines there are underline: f32, strikethrough: f32, + v_idx: f32, } implement_vertex!( @@ -89,7 +91,8 @@ implement_vertex!( bg_color, has_color, underline, - strikethrough + strikethrough, + v_idx, ); const VERTEX_SHADER: &str = r#" @@ -101,39 +104,74 @@ in vec4 fg_color; in vec4 bg_color; in float has_color; in float underline; -in float strikethrough; +in float v_idx; uniform mat4 projection; uniform mat4 translation; uniform bool bg_fill; +uniform bool underlining; out vec2 tex_coords; out vec4 o_fg_color; out vec4 o_bg_color; out float o_has_color; out float o_underline; -out float o_strikethrough; -vec4 cell_pos() { - if (bg_fill) { - return vec4(position, 0.0, 1.0); - } else { - return vec4(position + adjust, 0.0, 1.0); - } -} +// Offset from the RHS texture coordinate to the LHS. +// This is an underestimation to avoid the shader interpolating +// the underline gylph into its neighbor. +const float underline_offset = (1.0 / 5.0); void main() { - tex_coords = tex; o_fg_color = fg_color; o_bg_color = bg_color; o_has_color = has_color; o_underline = underline; - o_strikethrough = strikethrough; - gl_Position = projection * cell_pos(); + if (bg_fill || underlining) { + gl_Position = projection * vec4(position, 0.0, 1.0); + + if (underlining) { + // Populate the underline texture coordinates based on the + // v_idx (which tells us which corner of the cell we're + // looking at) and o_underline which corresponds to one + // of the U_XXX constants defined in the rust code below + // and which holds the RHS position in the texture coordinate + // space for the underline texture layer. + if (v_idx == 0.0) { // top left + tex_coords = vec2(o_underline - underline_offset, -1.0); + } else if (v_idx == 1.0) { // top right + tex_coords = vec2(o_underline, -1.0); + } else if (v_idx == 2.0) { // bot left + tex_coords = vec2(o_underline- underline_offset, 0.0); + } else { // bot right + tex_coords = vec2(o_underline, 0.0); + } + } + + } else { + gl_Position = projection * vec4(position + adjust, 0.0, 1.0); + tex_coords = tex; + } } "#; +/// How many columns the underline texture has +const U_COLS: f32 = 5.0; +/// The glyph has no underline or strikethrough +const U_NONE: f32 = 0.0; +/// The glyph has a single underline. This value is actually the texture +/// coordinate for the right hand side of the underline. +const U_ONE: f32 = 1.0 / U_COLS; +/// Texture coord for the RHS of the double underline glyph +const U_TWO: f32 = 2.0 / U_COLS; +/// Texture coord for the RHS of the strikethrough glyph +const U_STRIKE: f32 = 3.0 / U_COLS; +/// Texture coord for the RHS of the strikethrough + single underline glyph +const U_STRIKE_ONE: f32 = 4.0 / U_COLS; +/// Texture coord for the RHS of the strikethrough + double underline glyph +const U_STRIKE_TWO: f32 = 5.0 / U_COLS; + const FRAGMENT_SHADER: &str = r#" #version 300 es precision mediump float; @@ -142,16 +180,22 @@ in vec4 o_fg_color; in vec4 o_bg_color; in float o_has_color; in float o_underline; -in float o_strikethrough; out vec4 color; uniform sampler2D glyph_tex; -uniform bool has_color; +uniform sampler2D underline_tex; uniform bool bg_fill; +uniform bool underlining; void main() { if (bg_fill) { color = o_bg_color; + } else if (underlining) { + if (o_underline != 0.0) { + color = texture2D(underline_tex, tex_coords) * o_fg_color; + } else { + discard; + } } else { color = texture2D(glyph_tex, tex_coords); if (o_has_color == 0.0) { @@ -188,6 +232,7 @@ pub struct TerminalWindow<'a> { glyph_index_buffer: IndexBuffer, projection: Transform3D, atlas: RefCell, + underline_tex: SrgbTexture2d, } #[derive(Debug, Clone, PartialEq, Eq, Hash)] @@ -341,6 +386,77 @@ impl<'a> TerminalWindow<'a> { let cell_height = cell_height.ceil() as usize; let cell_width = cell_width.ceil() as usize; + // Create the texture atlas for the line decoration layer. + // This is a bitmap with columns to accomodate the U_XXX + // constants defined above. + let underline_tex = { + let width = 5 * cell_width; + let mut underline_data = Vec::with_capacity(width * cell_height * 4); + underline_data.resize(width * cell_height * 4, 0u8); + + let descender_row = (cell_height as isize + descender) as usize; + let strike_row = descender_row / 2; + + // First, the single underline. + // We place this as the descender position. + { + let col = 0; + let offset = ((width * 4) * descender_row) + (col * 4 * cell_width); + for i in 0..4 * cell_width { + underline_data[offset + i] = 0xff; + } + } + // Double underline, + // We place this just above and below the descender + { + let col = 1; + let offset_one = ((width * 4) * (descender_row - 1)) + (col * 4 * cell_width); + let offset_two = ((width * 4) * (descender_row + 1)) + (col * 4 * cell_width); + for i in 0..4 * cell_width { + underline_data[offset_one + i] = 0xff; + underline_data[offset_two + i] = 0xff; + } + } + // Strikethrough + { + let col = 2; + let offset = (width * 4) * strike_row + (col * 4 * cell_width); + for i in 0..4 * cell_width { + underline_data[offset + i] = 0xff; + } + } + // Strikethrough and single underline + { + let col = 3; + let offset_one = ((width * 4) * descender_row) + (col * 4 * cell_width); + let offset_two = ((width * 4) * strike_row) + (col * 4 * cell_width); + for i in 0..4 * cell_width { + underline_data[offset_one + i] = 0xff; + underline_data[offset_two + i] = 0xff; + } + } + // Strikethrough and double underline + { + let col = 4; + let offset_one = ((width * 4) * (descender_row - 1)) + (col * 4 * cell_width); + let offset_two = ((width * 4) * strike_row) + (col * 4 * cell_width); + let offset_three = ((width * 4) * (descender_row + 1)) + (col * 4 * cell_width); + for i in 0..4 * cell_width { + underline_data[offset_one + i] = 0xff; + underline_data[offset_two + i] = 0xff; + underline_data[offset_three + i] = 0xff; + } + } + + glium::texture::SrgbTexture2d::new( + &host.window, + glium::texture::RawImage2d::from_raw_rgba( + underline_data, + (width as u32, cell_height as u32), + ), + )? + }; + let ch = cell_height as f32; let cw = cell_width as f32; @@ -370,6 +486,7 @@ impl<'a> TerminalWindow<'a> { glyph_cache: RefCell::new(HashMap::new()), palette, projection: Self::compute_projection(width as f32, height as f32), + underline_tex, }) } @@ -399,21 +516,25 @@ impl<'a> TerminalWindow<'a> { verts.push(Vertex { // Top left position: Point::new(x_pos, y_pos), + v_idx: V_TOP_LEFT as f32, ..Default::default() }); verts.push(Vertex { // Top Right position: Point::new(x_pos + cell_width, y_pos), + v_idx: V_TOP_RIGHT as f32, ..Default::default() }); verts.push(Vertex { // Bottom Left position: Point::new(x_pos, y_pos + cell_height), + v_idx: V_BOT_LEFT as f32, ..Default::default() }); verts.push(Vertex { // Bottom Right position: Point::new(x_pos + cell_width, y_pos + cell_height), + v_idx: V_BOT_RIGHT as f32, ..Default::default() }); @@ -664,68 +785,6 @@ impl<'a> TerminalWindow<'a> { let mut font = font.borrow_mut(); font.shape(0, s) } - /* - /// Render a line strike through the glyph at the given coords. - fn render_strikethrough( - &self, - target: &mut glium::Frame, - x: isize, - cell_top: isize, - baseline: isize, - num_cells_wide: u8, - glyph_color: RgbColor, - ) -> Result<(), Error> { - self.draw_line( - target, - x, - cell_top + (baseline - cell_top) / 2, - num_cells_wide, - glyph_color, - )?; - Ok(()) - } - - /// Render a specific style of underline at the given coords. - fn render_underline( - &self, - target: &mut glium::Frame, - x: isize, - baseline: isize, - num_cells_wide: u8, - style: Underline, - glyph_color: RgbColor, - ) -> Result<(), Error> { - match style { - Underline::None => {} - Underline::Single => { - self.draw_line( - target, - x, - baseline + 2, - num_cells_wide, - glyph_color, - )?; - } - Underline::Double => { - self.draw_line( - target, - x, - baseline + 1, - num_cells_wide, - glyph_color, - )?; - self.draw_line( - target, - x, - baseline + 3, - num_cells_wide, - glyph_color, - )?; - } - } - Ok(()) - } -*/ fn render_screen_line( &self, @@ -811,21 +870,29 @@ impl<'a> TerminalWindow<'a> { let top = (self.cell_height as f32 + self.descender as f32) - (glyph.y_offset as f32 + glyph.bearing_y as f32); - // TODO: underline and strikethrough + // underline and strikethrough // Figure out what we're going to draw for the underline. // If the current cell is part of the current URL highlight // then we want to show the underline. - let underline: f32 = match (is_highlited_hyperlink, attrs.underline()) { - (true, Underline::None) => 1.0, - (true, Underline::Single) => 2.0, - (true, Underline::Double) => 1.0, - (false, Underline::None) => 0.0, - (false, Underline::Single) => 1.0, - (false, Underline::Double) => 2.0, + let underline: f32 = match ( + is_highlited_hyperlink, + attrs.strikethrough(), + attrs.underline(), + ) { + (true, false, Underline::None) => U_ONE, + (true, false, Underline::Single) => U_TWO, + (true, false, Underline::Double) => U_ONE, + (true, true, Underline::None) => U_STRIKE_ONE, + (true, true, Underline::Single) => U_STRIKE_TWO, + (true, true, Underline::Double) => U_STRIKE_ONE, + (false, false, Underline::None) => U_NONE, + (false, false, Underline::Single) => U_ONE, + (false, false, Underline::Double) => U_TWO, + (false, true, Underline::None) => U_STRIKE, + (false, true, Underline::Single) => U_STRIKE_ONE, + (false, true, Underline::Double) => U_STRIKE_TWO, }; - let strikethrough: f32 = if attrs.strikethrough() { 1.0 } else { 0.0 }; - // Iterate each cell that comprises this glyph. There is usually // a single cell per glyph but combining characters, ligatures // and emoji can be 2 or more cells wide. @@ -876,11 +943,6 @@ impl<'a> TerminalWindow<'a> { vert[V_BOT_LEFT].underline = underline; vert[V_BOT_RIGHT].underline = underline; - vert[V_TOP_LEFT].strikethrough = strikethrough; - vert[V_TOP_RIGHT].strikethrough = strikethrough; - vert[V_BOT_LEFT].strikethrough = strikethrough; - vert[V_BOT_RIGHT].strikethrough = strikethrough; - match &glyph.texture { &Some(ref texture) => { let slice = SpriteSlice { @@ -961,6 +1023,7 @@ impl<'a> TerminalWindow<'a> { let tex = self.atlas.borrow().texture(); + // Pass 1: Draw backgrounds target.draw( &*self.glyph_vertex_buffer.borrow(), &self.glyph_index_buffer, @@ -968,9 +1031,9 @@ impl<'a> TerminalWindow<'a> { &uniform! { projection: self.projection.to_column_arrays(), glyph_tex: &*tex, - //has_color: glyph.has_color, - //bg_color: bg_color.to_linear_tuple_rgba(), bg_fill: true, + underlining: false, + underline_tex: &self.underline_tex, }, &glium::DrawParameters { blend: glium::Blend::alpha_blending(), @@ -978,6 +1041,8 @@ impl<'a> TerminalWindow<'a> { ..Default::default() }, )?; + + // Pass 2: Draw glyphs target.draw( &*self.glyph_vertex_buffer.borrow(), &self.glyph_index_buffer, @@ -985,9 +1050,26 @@ impl<'a> TerminalWindow<'a> { &uniform! { projection: self.projection.to_column_arrays(), glyph_tex: &*tex, - //has_color: glyph.has_color, - //bg_color: bg_color.to_linear_tuple_rgba(), bg_fill: false, + underlining: false, + }, + &glium::DrawParameters { + blend: glium::Blend::alpha_blending(), + dithering: false, + ..Default::default() + }, + )?; + + // Pass 3: Draw underline/strikethrough + target.draw( + &*self.glyph_vertex_buffer.borrow(), + &self.glyph_index_buffer, + &self.program, + &uniform! { + projection: self.projection.to_column_arrays(), + glyph_tex: &*tex, + bg_fill: false, + underlining: true, }, &glium::DrawParameters { blend: glium::Blend::alpha_blending(),