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mirror of https://github.com/wez/wezterm.git synced 2024-12-25 14:22:37 +03:00

wezterm: add a linear scaling sampler for graphics

The fragment shader was set to use nearest texel sampling
because that made for sharper lines when rendering the
cursor bar or outlines.

This commit adds a supplemental sampler over the same
texture that is set to merge nearby texels.  We now
use this sampler for the background image and cells
marked as having full color textures (eg: emoji,
image protocol).

This makes the window background image look better
when it is scaled.  I'm not 100% sure about image
protocol cells, but I'm looking into that in general
at the moment.
This commit is contained in:
Wez Furlong 2020-10-24 10:01:10 -07:00
parent 7f82f333f1
commit b49b82ae89
2 changed files with 20 additions and 9 deletions

View File

@ -13,7 +13,8 @@ uniform mat4 projection;
uniform bool window_bg_layer;
uniform bool bg_and_line_layer;
uniform bool has_background_image;
uniform sampler2D glyph_tex;
uniform sampler2D atlas_nearest_sampler;
uniform sampler2D atlas_linear_sampler;
out vec4 color;
@ -63,7 +64,7 @@ void main() {
if (window_bg_layer) {
if (o_has_color == 2.0) {
// We're the window background image.
color = texture(glyph_tex, o_tex);
color = texture(atlas_linear_sampler, o_tex);
// Apply window_background_image_opacity to the background image
color.a = o_bg_color.a;
} else {
@ -85,7 +86,7 @@ void main() {
// Sample the underline glyph texture for this location.
// Note that the texture is whitespace in the case where this is
// no underline or strikethrough.
vec4 under_color = texture(glyph_tex, o_underline);
vec4 under_color = texture(atlas_nearest_sampler, o_underline);
if (under_color.a != 0.0) {
// if the underline glyph isn't transparent in this position then
// we take the text fg color, otherwise we'll leave the color
@ -97,7 +98,7 @@ void main() {
// in this location, we'll use the cursor color instead of the background.
// The cursor color overrides any underline color we might have picked
// in the section above.
vec4 cursor_outline = texture(glyph_tex, o_cursor);
vec4 cursor_outline = texture(atlas_nearest_sampler, o_cursor);
if (cursor_outline.a != 0.0) {
color = o_cursor_color;
}
@ -107,10 +108,12 @@ void main() {
// the window_bg_layer.
discard;
} else {
color = texture(glyph_tex, o_tex);
if (o_has_color == 0.0) {
// if it's not a color emoji, tint with the fg_color
color = texture(atlas_nearest_sampler, o_tex);
color.rgb = o_fg_color.rgb;
} else {
color = texture(atlas_linear_sampler, o_tex);
}
}
}

View File

@ -2566,11 +2566,16 @@ impl TermWindow {
// Clamp and use the nearest texel rather than interpolate.
// This prevents things like the box cursor outlines from
// being randomly doubled in width or height
let glyph_tex = Sampler::new(&*tex)
let atlas_nearest_sampler = Sampler::new(&*tex)
.wrap_function(SamplerWrapFunction::Clamp)
.magnify_filter(MagnifySamplerFilter::Nearest)
.minify_filter(MinifySamplerFilter::Nearest);
let atlas_linear_sampler = Sampler::new(&*tex)
.wrap_function(SamplerWrapFunction::Clamp)
.magnify_filter(MagnifySamplerFilter::Linear)
.minify_filter(MinifySamplerFilter::Linear);
let has_background_image = self.window_background.is_some();
// Pass 1: Draw backgrounds
@ -2580,7 +2585,8 @@ impl TermWindow {
&gl_state.program,
&uniform! {
projection: projection,
glyph_tex: glyph_tex,
atlas_nearest_sampler: atlas_nearest_sampler,
atlas_linear_sampler: atlas_linear_sampler,
window_bg_layer: true,
bg_and_line_layer: false,
has_background_image: has_background_image,
@ -2617,7 +2623,8 @@ impl TermWindow {
&gl_state.program,
&uniform! {
projection: projection,
glyph_tex: glyph_tex,
atlas_nearest_sampler: atlas_nearest_sampler,
atlas_linear_sampler: atlas_linear_sampler,
window_bg_layer: false,
bg_and_line_layer: true,
has_background_image: has_background_image,
@ -2632,7 +2639,8 @@ impl TermWindow {
&gl_state.program,
&uniform! {
projection: projection,
glyph_tex: glyph_tex,
atlas_nearest_sampler: atlas_nearest_sampler,
atlas_linear_sampler: atlas_linear_sampler,
window_bg_layer: false,
bg_and_line_layer: false,
has_background_image: has_background_image,