Files
xterm.js/addons/xterm-addon-webgl/src/RectangleRenderer.ts
T
Daniel Imms 24dc87af2c Only enter updateBackgounds condition if cell changed
We want to check when the background changed or when the foreground
changed (and either the old or new value was inverse)
2019-11-14 19:46:24 -08:00

351 lines
13 KiB
TypeScript

/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { createProgram, expandFloat32Array, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
import { fill } from 'common/TypedArrayUtils';
import { Attributes, FgFlags } from 'common/buffer/Constants';
import { Terminal } from 'xterm';
import { IColorSet, IColor } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
import { RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
const enum VertexAttribLocations {
POSITION = 0,
SIZE = 1,
COLOR = 2,
UNIT_QUAD = 3
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.POSITION}) in vec2 a_position;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.COLOR}) in vec3 a_color;
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec3 v_color;
void main() {
vec2 zeroToOne = (a_position + (a_unitquad * a_size)) / u_resolution;
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_color = a_color;
}`;
const fragmentShaderSource = `#version 300 es
precision lowp float;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1);
}`;
interface IVertices {
attributes: Float32Array;
selection: Float32Array;
count: number;
}
const INDICES_PER_RECTANGLE = 8;
const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEMENT;
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
export class RectangleRenderer {
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _resolutionLocation: WebGLUniformLocation;
private _attributesBuffer: WebGLBuffer;
private _projectionLocation: WebGLUniformLocation;
private _bgFloat!: Float32Array;
private _selectionFloat!: Float32Array;
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(INITIAL_BUFFER_RECTANGLE_CAPACITY),
selection: new Float32Array(3 * INDICES_PER_RECTANGLE)
};
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
// Uniform locations
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
gl.bindVertexArray(this._vertexArrayObject);
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
// Setup the unit quad element array buffer, this points to indices in
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = throwIfFalsy(gl.createBuffer());
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
gl.vertexAttribDivisor(VertexAttribLocations.POSITION, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.COLOR);
gl.vertexAttribPointer(VertexAttribLocations.COLOR, 4, gl.FLOAT, false, BYTES_PER_RECTANGLE, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.COLOR, 1);
this._updateCachedColors();
}
public render(): void {
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Bind attributes buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.attributes, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this._vertices.count);
// Bind selection buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.selection, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 3);
}
public onResize(): void {
this._updateViewportRectangle();
}
public setColors(): void {
this._updateCachedColors();
this._updateViewportRectangle();
}
private _updateCachedColors(): void {
this._bgFloat = this._colorToFloat32Array(this._colors.background);
this._selectionFloat = this._colorToFloat32Array(this._colors.selectionOpaque);
}
private _updateViewportRectangle(): void {
// Set first rectangle that clears the screen
this._addRectangleFloat(
this._vertices.attributes,
0,
0,
0,
this._terminal.cols * this._dimensions.scaledCellWidth,
this._terminal.rows * this._dimensions.scaledCellHeight,
this._bgFloat
);
}
public updateSelection(model: ISelectionRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
if (!model.hasSelection) {
fill(this._vertices.selection, 0, 0);
return;
}
if (columnSelectMode) {
const startCol = model.startCol;
const width = model.endCol - startCol;
const height = model.viewportCappedEndRow - model.viewportCappedStartRow + 1;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
width * this._dimensions.scaledCellWidth,
height * this._dimensions.scaledCellHeight,
this._selectionFloat
);
fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE);
} else {
// Draw first row
const startCol = model.viewportStartRow === model.viewportCappedStartRow ? model.startCol : 0;
const startRowEndCol = model.viewportCappedStartRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
(startRowEndCol - startCol) * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw middle rows
const middleRowsCount = Math.max(model.viewportCappedEndRow - model.viewportCappedStartRow - 1, 0);
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE,
0,
(model.viewportCappedStartRow + 1) * this._dimensions.scaledCellHeight,
terminal.cols * this._dimensions.scaledCellWidth,
middleRowsCount * this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw final row
if (model.viewportCappedStartRow !== model.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.viewportEndRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE * 2,
0,
model.viewportCappedEndRow * this._dimensions.scaledCellHeight,
endCol * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
} else {
fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE * 2);
}
}
}
public updateBackgrounds(model: IRenderModel): void {
const terminal = this._terminal;
const vertices = this._vertices;
let rectangleCount = 1;
for (let y = 0; y < terminal.rows; y++) {
let currentStartX = -1;
let currentBg = 0;
let currentFg = 0;
let currentInverse = false;
for (let x = 0; x < terminal.cols; x++) {
const modelIndex = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
const bg = model.cells[modelIndex + RENDER_MODEL_BG_OFFSET];
const fg = model.cells[modelIndex + RENDER_MODEL_FG_OFFSET];
const inverse = !!(fg & FgFlags.INVERSE);
if (bg !== currentBg || (fg !== currentFg && (currentInverse || inverse))) {
// A rectangle needs to be drawn if going from non-default to another color
if (currentBg !== 0 || (currentInverse && currentFg !== 0)) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentFg, currentBg, currentStartX, x, y);
}
currentStartX = x;
currentBg = bg;
currentFg = fg;
currentInverse = inverse;
}
}
// Finish rectangle if it's still going
if (currentBg !== 0 || (currentInverse && currentFg !== 0)) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentFg, currentBg, currentStartX, terminal.cols, y);
}
}
vertices.count = rectangleCount;
}
private _updateRectangle(vertices: IVertices, offset: number, fg: number, bg: number, startX: number, endX: number, y: number): void {
let rgba: number | undefined;
if (fg & FgFlags.INVERSE) {
switch (fg & Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[fg & Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (fg & Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.foreground.rgba;
}
} else {
switch (bg & Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[bg & Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (bg & Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.background.rgba;
}
}
if (vertices.attributes.length < offset + 4) {
vertices.attributes = expandFloat32Array(vertices.attributes, this._terminal.rows * this._terminal.cols * INDICES_PER_RECTANGLE);
}
const x1 = startX * this._dimensions.scaledCellWidth;
const y1 = y * this._dimensions.scaledCellHeight;
const r = ((rgba >> 24) & 0xFF) / 255;
const g = ((rgba >> 16) & 0xFF) / 255;
const b = ((rgba >> 8 ) & 0xFF) / 255;
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, 1);
}
private _addRectangle(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, r: number, g: number, b: number, a: number): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = r;
array[offset + 5] = g;
array[offset + 6] = b;
array[offset + 7] = a;
}
private _addRectangleFloat(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, color: Float32Array): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = color[0];
array[offset + 5] = color[1];
array[offset + 6] = color[2];
array[offset + 7] = color[3];
}
private _colorToFloat32Array(color: IColor): Float32Array {
return new Float32Array([
((color.rgba >> 24) & 0xFF) / 255,
((color.rgba >> 16) & 0xFF) / 255,
((color.rgba >> 8 ) & 0xFF) / 255,
((color.rgba ) & 0xFF) / 255
]);
}
}