Refine the colorization logic to make it more of a blending operation.
Previously, we were relying on opengl to carry out blending between
layers on our behalf, but that wasn't perfect.
This commit is inspired by this post:
https://www.puredevsoftware.com/blog/2019/01/22/sub-pixel-gamma-correct-font-rendering/
and factors in the background color when computing the colorized
glyph.
This appears to reduce the dark fringes/edges that we were seeing
before, without noticeably changing the brightness of the result.
refs: #491
https://learnopengl.com/Advanced-Lighting/Gamma-Correction suggests
some good practices:
* Only enable SRGB output on the final draw call, so that all prior
stages can operate on linear values and avoid converting to/from
linear multiple times.
* The SRGBA textures automatically linearize when sampled, but:
* The RGB data must be SRGB (non-linear)
* The A channel is assumed to be linear!
This commit nudges us closer to that by:
* Converting the freetype coverage map from its linear value to
non-linear when rasterizing.
* Splitting the shader files into one per stage (background, lines,
glyphs) and only setting outputs_srgb for the glyph stage
refs: #491
In the earlier times wezterm supported different font rasterizers,
and the configuration was a bit vague and generic to accomodate
differences in how the rasterizers worked.
Since then, we've standardized on freetype.
One of the things that's been bothering me for a while is that
we have some fiddly logic to transform from the config to the freetype
flags.
This commit does away with the transformation and simply exposes
the two sets of freetype options.
The main thing that I expect people to play with is
`freetype_load_target` which can have one of the following values:
```
pub enum FreeTypeLoadTarget {
/// This corresponds to the default hinting algorithm, optimized
for standard gray-level rendering.
Normal,
/// A lighter hinting algorithm for non-monochrome modes. Many
generated glyphs are more fuzzy but better resemble its original
shape. A bit like rendering on Mac OS X. This target implies
FT_LOAD_FORCE_AUTOHINT.
Light,
/// Strong hinting algorithm that should only be used for
monochrome output. The result is probably unpleasant if the glyph
is rendered in non-monochrome modes.
Mono,
/// A variant of Normal optimized for horizontally decimated LCD displays.
HorizontalLcd,
/// A variant of Normal optimized for vertically decimated LCD displays.
VerticalLcd,
}
```
I expect most people will want to set this to one of `Normal`, `Light`
or `HorizontalLcd`. `HorizontalLcd` is what `font_antialias=Subpixel`
used to select.
refs: #491
This allows explicitly manipulating the hue, saturation, brightness
of the text rendered in the terminal, allowing users to dial in
the accidental effect that was introduced by
d886de8300
For example, this will punch up the brightness:
```
foreground_text_hsb = {
hue = 1.0,
saturation = 1.0,
brightness = 1.5,
},
```
refs: https://github.com/wez/wezterm/issues/491
```
echo -e "\033]777;notify;This is the notification title;This is the notification text\a"
```
Now pops up a notification in a similar manner to OSC 9, except
that this form allows setting both the title and the body separately.
refs: https://github.com/wez/wezterm/issues/489
This commit first delivers SIGHUP, then follows up with a regular
kill after a grace period. This should allow processes an opportunity
to clean up when eg: the terminal window is closed.
Co-authored-by: Wez Furlong <wez@wezfurlong.org>
closes: #490
Replaces notify-rust with directly calling into the zbus crate.
This provides a pure rust interface to DBUS and provides more
flexible control over notification handling.
closes: #485
This commit:
* Fixes up the alpha blending draw parameters as discussed in
https://github.com/glium/glium/issues/1844 and
https://github.com/PistonDevelopers/conrod/issues/1347
* Introduces `colorize` and `colorize_hsv` functions to the shader.
comments in the code explain those functions in detail.
As of this commit, `colorize_hsv` is what is used now. To my
eye on this mac, it produces blended glyphs with less noticeable
dark antialiasing fringes.
refs: #470
A couple of times today while debugging things on wayland, I lost
keyboard input to wezterm.
I don't know if that is strictly a wezterm bug, or just a general
wayland bug (not long after, the whole mutter session hung, and
somehow wedged all processes with my uid).
So, this is a quick stab in that direction.
Is it *right*? Hard to say, but it looks better than
the behavior I see with master at the moment.
This is a partial revert of #413, but respins it to
try to get a better alpha value for glyphs.
refs: #413
refs: #470
This fixes a longstanding issue under mutter where client side
decorations are in use. The decorations were being drawn too
early in the initialization of the window which could leave them
off-screen and weird. This was masked by a couple of mutter
related bugs with client side decorations.
With these changes I now get sane decorations under mutter,
and the toggle fullscreen action is now enabled as well!
closes: #224
We weren't didn't treat the "No existing hyperlink, No new hyperlink"
case as no change in hyperlink, and were invalidating the window on
every mouse except for those over text with a hyperlink.
However, I'm not able to create wayland windows any more on my nvidia
system (either with or without this change).
I don't know if this is specific to my nvidia drivers or something else
:-/
refs: https://github.com/wez/wezterm/issues/476
Pasting a lot of text could cause a deadlock between writing
to the input side of the pty and consuming the output side.
Making the writer/input side non-blocking resolves this.