Files
xterm.js/addons/xterm-addon-webgl/src/GlyphRenderer.ts
T
Daniel Imms 28d7eddcb4 Set glyph fg color based on original bg, not selection
This involves resolving the rgb channels of the original background
color and encoding them using the RGB color mode.

Fixes #2599
2019-12-26 14:04:50 +11:00

394 lines
16 KiB
TypeScript

/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { createProgram, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
import { COMBINED_CHAR_BIT_MASK, RENDER_MODEL_INDICIES_PER_CELL, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_BG_OFFSET } from './RenderModel';
import { fill } from 'common/TypedArrayUtils';
import { slice } from './TypedArray';
import { NULL_CELL_CODE, WHITESPACE_CELL_CODE, Attributes, FgFlags } from 'common/buffer/Constants';
import { Terminal, IBufferLine } from 'xterm';
import { IColorSet, IColor } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
import { AttributeData } from 'common/buffer/AttributeData';
interface IVertices {
attributes: Float32Array;
/**
* These buffers are the ones used to bind to WebGL, the reason there are
* multiple is to allow double buffering to work as you cannot modify the
* buffer while it's being used by the GPU. Having multiple lets us start
* working on the next frame.
*/
attributesBuffers: Float32Array[];
selectionAttributes: Float32Array;
count: number;
}
const enum VertexAttribLocations {
UNIT_QUAD = 0,
CELL_POSITION = 1,
OFFSET = 2,
SIZE = 3,
TEXCOORD = 4,
TEXSIZE = 5
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
layout (location = ${VertexAttribLocations.CELL_POSITION}) in vec2 a_cellpos;
layout (location = ${VertexAttribLocations.OFFSET}) in vec2 a_offset;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.TEXCOORD}) in vec2 a_texcoord;
layout (location = ${VertexAttribLocations.TEXSIZE}) in vec2 a_texsize;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec2 v_texcoord;
void main() {
vec2 zeroToOne = (a_offset / u_resolution) + a_cellpos + (a_unitquad * a_size);
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_texcoord = a_texcoord + a_unitquad * a_texsize;
}`;
const fragmentShaderSource = `#version 300 es
precision lowp float;
in vec2 v_texcoord;
uniform sampler2D u_texture;
out vec4 outColor;
void main() {
outColor = texture(u_texture, v_texcoord);
}`;
const INDICES_PER_CELL = 10;
const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
const CELL_POSITION_INDICES = 2;
export class GlyphRenderer {
private _atlas: WebglCharAtlas | undefined;
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _projectionLocation: WebGLUniformLocation;
private _resolutionLocation: WebGLUniformLocation;
private _textureLocation: WebGLUniformLocation;
private _atlasTexture: WebGLTexture;
private _attributesBuffer: WebGLBuffer;
private _activeBuffer: number = 0;
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(0),
attributesBuffers: [
new Float32Array(0),
new Float32Array(0)
],
selectionAttributes: new Float32Array(0)
};
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
const program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
this._program = program;
// Uniform locations
this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
this._textureLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_texture'));
// 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.OFFSET);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 6 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 8 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
// Setup empty texture atlas
this._atlasTexture = throwIfFalsy(gl.createTexture());
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Allow drawing of transparent texture
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Set viewport
this.onResize();
}
public beginFrame(): boolean {
return this._atlas ? this._atlas.beginFrame() : true;
}
public updateCell(x: number, y: number, code: number, bg: number, fg: number, chars: string): void {
this._updateCell(this._vertices.attributes, x, y, code, bg, fg, chars);
}
private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, bg: number, fg: number, chars?: string): void {
const terminal = this._terminal;
const i = (y * terminal.cols + x) * INDICES_PER_CELL;
// Exit early if this is a null/space character
if (code === NULL_CELL_CODE || code === WHITESPACE_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
fill(array, 0, i, i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
return;
}
let rasterizedGlyph: IRasterizedGlyph;
if (!this._atlas) {
return;
}
if (chars && chars.length > 1) {
rasterizedGlyph = this._atlas.getRasterizedGlyphCombinedChar(chars, bg, fg);
} else {
rasterizedGlyph = this._atlas.getRasterizedGlyph(code, bg, fg);
}
// Fill empty if no glyph was found
if (!rasterizedGlyph) {
fill(array, 0, i, i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
return;
}
// a_origin
array[i ] = -rasterizedGlyph.offset.x + this._dimensions.scaledCharLeft;
array[i + 1] = -rasterizedGlyph.offset.y + this._dimensions.scaledCharTop;
// a_size
array[i + 2] = rasterizedGlyph.size.x / this._dimensions.scaledCanvasWidth;
array[i + 3] = rasterizedGlyph.size.y / this._dimensions.scaledCanvasHeight;
// a_texcoord
array[i + 4] = rasterizedGlyph.texturePositionClipSpace.x;
array[i + 5] = rasterizedGlyph.texturePositionClipSpace.y;
// a_texsize
array[i + 6] = rasterizedGlyph.sizeClipSpace.x;
array[i + 7] = rasterizedGlyph.sizeClipSpace.y;
// a_cellpos only changes on resize
}
public updateSelection(model: IRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
this._vertices.selectionAttributes = slice(this._vertices.attributes, 0);
const bg = (this._colors.selectionOpaque.rgba >>> 8) | Attributes.CM_RGB;
if (columnSelectMode) {
const startCol = model.selection.startCol;
const width = model.selection.endCol - startCol;
const height = model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow + 1;
for (let y = model.selection.viewportCappedStartRow; y < model.selection.viewportCappedStartRow + height; y++) {
this._updateSelectionRange(startCol, startCol + width, y, model, bg);
}
} else {
// Draw first row
const startCol = model.selection.viewportStartRow === model.selection.viewportCappedStartRow ? model.selection.startCol : 0;
const startRowEndCol = model.selection.viewportCappedStartRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(startCol, startRowEndCol, model.selection.viewportCappedStartRow, model, bg);
// Draw middle rows
const middleRowsCount = Math.max(model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow - 1, 0);
for (let y = model.selection.viewportCappedStartRow + 1; y <= model.selection.viewportCappedStartRow + middleRowsCount; y++) {
this._updateSelectionRange(0, startRowEndCol, y, model, bg);
}
// Draw final row
if (model.selection.viewportCappedStartRow !== model.selection.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.selection.viewportEndRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(0, endCol, model.selection.viewportCappedEndRow, model, bg);
}
}
}
private _updateSelectionRange(startCol: number, endCol: number, y: number, model: IRenderModel, bg: number): void {
const terminal = this._terminal;
const row = y + terminal.buffer.viewportY;
let line: IBufferLine | undefined;
for (let x = startCol; x < endCol; x++) {
const offset = (y * this._terminal.cols + x) * RENDER_MODEL_INDICIES_PER_CELL;
const code = model.cells[offset];
let fg = model.cells[offset + RENDER_MODEL_FG_OFFSET];
if (fg & FgFlags.INVERSE) {
const workCell = new AttributeData();
workCell.fg = fg;
workCell.bg = model.cells[offset + RENDER_MODEL_BG_OFFSET];
// Get attributes from fg (excluding inverse) and resolve inverse by pullibng rgb colors
// from bg. This is needed since the inverse fg color should be based on the original bg
// color, not on the selection color
fg = (fg & ~(Attributes.CM_MASK | Attributes.RGB_MASK | FgFlags.INVERSE));
switch (workCell.getBgColorMode()) {
case Attributes.CM_P16:
case Attributes.CM_P256:
const c = this._getColorFromAnsiIndex(workCell.getBgColor()).rgba;
fg |= (c >> 8) & Attributes.RED_MASK | (c >> 8) & Attributes.GREEN_MASK | (c >> 8) & Attributes.BLUE_MASK;
case Attributes.CM_RGB:
const arr = AttributeData.toColorRGB(workCell.getBgColor());
fg |= arr[0] << Attributes.RED_SHIFT | arr[1] << Attributes.GREEN_SHIFT | arr[2] << Attributes.BLUE_SHIFT;
case Attributes.CM_DEFAULT:
default:
const c2 = this._colors.background.rgba;
fg |= (c2 >> 8) & Attributes.RED_MASK | (c2 >> 8) & Attributes.GREEN_MASK | (c2 >> 8) & Attributes.BLUE_MASK;
}
fg |= Attributes.CM_RGB;
}
if (code & COMBINED_CHAR_BIT_MASK) {
if (!line) {
line = terminal.buffer.getLine(row);
}
const chars = line!.getCell(x)!.char;
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], bg, fg, chars);
} else {
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], bg, fg);
}
}
}
private _getColorFromAnsiIndex(idx: number): IColor {
if (idx >= this._colors.ansi.length) {
throw new Error('No color found for idx ' + idx);
}
return this._colors.ansi[idx];
}
public onResize(): void {
const terminal = this._terminal;
const gl = this._gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Update vertices
const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
if (this._vertices.count !== newCount) {
this._vertices.count = newCount;
this._vertices.attributes = new Float32Array(newCount);
for (let i = 0; i < this._vertices.attributesBuffers.length; i++) {
this._vertices.attributesBuffers[i] = new Float32Array(newCount);
}
let i = 0;
for (let y = 0; y < terminal.rows; y++) {
for (let x = 0; x < terminal.cols; x++) {
this._vertices.attributes[i + 8] = x / terminal.cols;
this._vertices.attributes[i + 9] = y / terminal.rows;
i += INDICES_PER_CELL;
}
}
}
}
public setColors(): void {
}
public render(renderModel: IRenderModel, isSelectionVisible: boolean): void {
if (!this._atlas) {
return;
}
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
// Alternate buffers each frame as the active buffer gets locked while it's in use by the GPU
this._activeBuffer = (this._activeBuffer + 1) % 2;
const activeBuffer = this._vertices.attributesBuffers[this._activeBuffer];
// Copy data for each cell of each line up to its line length (the last non-whitespace cell)
// from the attributes buffer into activeBuffer, which is the one that gets bound to the GPU.
// The reasons for this are as follows:
// - So the active buffer can be alternated so we don't get blocked on rendering finishing
// - To copy either the normal attributes buffer or the selection attributes buffer when there
// is a selection
// - So we don't send vertices for all the line-ending whitespace to the GPU
let bufferLength = 0;
for (let y = 0; y < renderModel.lineLengths.length; y++) {
const si = y * this._terminal.cols * INDICES_PER_CELL;
const sub = (isSelectionVisible ? this._vertices.selectionAttributes : this._vertices.attributes).subarray(si, si + renderModel.lineLengths[y] * INDICES_PER_CELL);
activeBuffer.set(sub, bufferLength);
bufferLength += sub.length;
}
// Bind the attributes buffer
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, activeBuffer.subarray(0, bufferLength), gl.STREAM_DRAW);
// Bind the texture atlas if it's changed
if (this._atlas.hasCanvasChanged) {
this._atlas.hasCanvasChanged = false;
gl.uniform1i(this._textureLocation, 0);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
// Set uniforms
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Draw the viewport
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, bufferLength / INDICES_PER_CELL);
}
public setAtlas(atlas: WebglCharAtlas): void {
const gl = this._gl;
this._atlas = atlas;
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
public setDimensions(dimensions: IRenderDimensions): void {
this._dimensions = dimensions;
}
}