864 lines
34 KiB
TypeScript
864 lines
34 KiB
TypeScript
/**
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* Copyright (c) 2017 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { ICharAtlasConfig } from './Types';
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import { DIM_OPACITY, TEXT_BASELINE } from 'browser/renderer/Constants';
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import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from '../Types';
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import { DEFAULT_COLOR, Attributes, DEFAULT_EXT, UnderlineStyle } from 'common/buffer/Constants';
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import { throwIfFalsy } from '../WebglUtils';
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import { IColor } from 'common/Types';
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import { IDisposable } from 'xterm';
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import { AttributeData } from 'common/buffer/AttributeData';
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import { color, rgba } from 'common/Color';
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import { tryDrawCustomChar } from 'browser/renderer/CustomGlyphs';
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import { excludeFromContrastRatioDemands, isPowerlineGlyph, isRestrictedPowerlineGlyph } from 'browser/renderer/RendererUtils';
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import { IUnicodeService } from 'common/services/Services';
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// For debugging purposes, it can be useful to set this to a really tiny value,
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// to verify that LRU eviction works.
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const TEXTURE_WIDTH = 1024;
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const TEXTURE_HEIGHT = 1024;
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/**
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* The amount of the texture to be filled before throwing it away and starting
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* again. Since the throw away and individual glyph draws don't cost too much,
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* this prevent juggling multiple textures in the GL context.
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*/
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const TEXTURE_CAPACITY = Math.floor(TEXTURE_HEIGHT * 0.8);
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const TRANSPARENT_COLOR = {
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css: 'rgba(0, 0, 0, 0)',
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rgba: 0
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};
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/**
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* A shared object which is used to draw nothing for a particular cell.
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*/
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const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
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offset: { x: 0, y: 0 },
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texturePosition: { x: 0, y: 0 },
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texturePositionClipSpace: { x: 0, y: 0 },
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size: { x: 0, y: 0 },
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sizeClipSpace: { x: 0, y: 0 }
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};
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const TMP_CANVAS_GLYPH_PADDING = 2;
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interface ICharAtlasActiveRow {
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x: number;
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y: number;
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height: number;
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}
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export class WebglCharAtlas implements IDisposable {
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private _didWarmUp: boolean = false;
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private _cacheMap: { [code: number]: IRasterizedGlyphSet } = {};
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private _cacheMapCombined: { [chars: string]: IRasterizedGlyphSet } = {};
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// The texture that the atlas is drawn to
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public cacheCanvas: HTMLCanvasElement;
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private _cacheCtx: CanvasRenderingContext2D;
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private _tmpCanvas: HTMLCanvasElement;
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// A temporary context that glyphs are drawn to before being transfered to the atlas.
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private _tmpCtx: CanvasRenderingContext2D;
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// Texture atlas current positioning data. The texture packing strategy used is to fill from
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// left-to-right and top-to-bottom. When the glyph being written is less than half of the current
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// row's height, the following happens:
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//
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// - The current row becomes the fixed height row A
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// - A new fixed height row B the exact size of the glyph is created below the current row
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// - A new dynamic height current row is created below B
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//
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// This strategy does a good job preventing space being wasted for very short glyphs such as
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// underscores, hyphens etc. or those with underlines rendered.
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private _currentRow: ICharAtlasActiveRow = {
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x: 0,
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y: 0,
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height: 0
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};
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private readonly _fixedRows: ICharAtlasActiveRow[] = [];
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public hasCanvasChanged = false;
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private _workBoundingBox: IBoundingBox = { top: 0, left: 0, bottom: 0, right: 0 };
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private _workAttributeData: AttributeData = new AttributeData();
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constructor(
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document: Document,
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private readonly _config: ICharAtlasConfig,
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private readonly _unicodeService: IUnicodeService
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) {
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this.cacheCanvas = document.createElement('canvas');
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this.cacheCanvas.width = TEXTURE_WIDTH;
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this.cacheCanvas.height = TEXTURE_HEIGHT;
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// The canvas needs alpha because we use clearColor to convert the background color to alpha.
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// It might also contain some characters with transparent backgrounds if allowTransparency is
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// set.
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this._cacheCtx = throwIfFalsy(this.cacheCanvas.getContext('2d', { alpha: true }));
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this._tmpCanvas = document.createElement('canvas');
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this._tmpCanvas.width = this._config.scaledCellWidth * 4 + TMP_CANVAS_GLYPH_PADDING * 2;
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this._tmpCanvas.height = this._config.scaledCellHeight + TMP_CANVAS_GLYPH_PADDING * 2;
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this._tmpCtx = throwIfFalsy(this._tmpCanvas.getContext('2d', { alpha: this._config.allowTransparency }));
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}
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public dispose(): void {
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if (this.cacheCanvas.parentElement) {
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this.cacheCanvas.parentElement.removeChild(this.cacheCanvas);
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}
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}
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public warmUp(): void {
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if (!this._didWarmUp) {
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this._doWarmUp();
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this._didWarmUp = true;
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}
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}
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private _doWarmUp(): void {
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// Pre-fill with ASCII 33-126
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for (let i = 33; i < 126; i++) {
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const rasterizedGlyph = this._drawToCache(i, DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_EXT);
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this._cacheMap[i] = {
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[DEFAULT_COLOR]: {
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[DEFAULT_COLOR]: {
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[DEFAULT_EXT]: rasterizedGlyph
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}
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}
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};
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}
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}
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public beginFrame(): boolean {
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if (this._currentRow.y > TEXTURE_CAPACITY) {
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this.clearTexture();
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this.warmUp();
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return true;
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}
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return false;
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}
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public clearTexture(): void {
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if (this._currentRow.x === 0 && this._currentRow.y === 0) {
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return;
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}
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this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
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this._cacheMap = {};
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this._cacheMapCombined = {};
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this._currentRow.x = 0;
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this._currentRow.y = 0;
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this._currentRow.height = 0;
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this._fixedRows.length = 0;
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this._didWarmUp = false;
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}
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public getRasterizedGlyphCombinedChar(chars: string, bg: number, fg: number, ext: number): IRasterizedGlyph {
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return this._getFromCacheMap(this._cacheMapCombined, chars, bg, fg, ext);
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}
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public getRasterizedGlyph(code: number, bg: number, fg: number, ext: number): IRasterizedGlyph {
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return this._getFromCacheMap(this._cacheMap, code, bg, fg, ext);
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}
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/**
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* Gets the glyphs texture coords, drawing the texture if it's not already
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*/
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private _getFromCacheMap(
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cacheMap: { [key: string | number]: IRasterizedGlyphSet },
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key: string | number,
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bg: number,
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fg: number,
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ext: number
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): IRasterizedGlyph {
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let rasterizedGlyphSet = cacheMap[key];
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if (!rasterizedGlyphSet) {
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rasterizedGlyphSet = {};
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cacheMap[key] = rasterizedGlyphSet;
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}
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let rasterizedGlyphSetBg = rasterizedGlyphSet[bg];
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if (!rasterizedGlyphSetBg) {
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rasterizedGlyphSetBg = {};
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rasterizedGlyphSet[bg] = rasterizedGlyphSetBg;
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}
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let rasterizedGlyph: IRasterizedGlyph | undefined;
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let rasterizedGlyphSetFg = rasterizedGlyphSetBg[fg];
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if (!rasterizedGlyphSetFg) {
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rasterizedGlyphSetFg = {};
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rasterizedGlyphSetBg[fg] = rasterizedGlyphSetFg;
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} else {
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rasterizedGlyph = rasterizedGlyphSetFg[ext];
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}
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if (!rasterizedGlyph) {
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rasterizedGlyph = this._drawToCache(key, bg, fg, ext);
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rasterizedGlyphSetFg[ext] = rasterizedGlyph;
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}
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return rasterizedGlyph;
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}
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private _getColorFromAnsiIndex(idx: number): IColor {
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if (idx >= this._config.colors.ansi.length) {
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throw new Error('No color found for idx ' + idx);
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}
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return this._config.colors.ansi[idx];
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}
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private _getBackgroundColor(bgColorMode: number, bgColor: number, inverse: boolean, dim: boolean): IColor {
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if (this._config.allowTransparency) {
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// The background color might have some transparency, so we need to render it as fully
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// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
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// around the anti-aliased edges of the glyph, and it would look too dark.
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return TRANSPARENT_COLOR;
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}
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let result: IColor;
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switch (bgColorMode) {
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case Attributes.CM_P16:
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case Attributes.CM_P256:
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result = this._getColorFromAnsiIndex(bgColor);
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break;
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case Attributes.CM_RGB:
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const arr = AttributeData.toColorRGB(bgColor);
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// TODO: This object creation is slow
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result = rgba.toColor(arr[0], arr[1], arr[2]);
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break;
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case Attributes.CM_DEFAULT:
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default:
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if (inverse) {
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result = this._config.colors.foreground;
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} else {
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result = this._config.colors.background;
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}
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break;
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}
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if (dim) {
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// Blend here instead of using opacity because transparent colors mess with clipping the
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// glyph's bounding box
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result = color.blend(this._config.colors.background, color.multiplyOpacity(result, DIM_OPACITY));
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}
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return result;
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}
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private _getForegroundColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, dim: boolean, bold: boolean, excludeFromContrastRatioDemands: boolean): IColor {
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// TODO: Pass dim along to get min contrast?
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const minimumContrastColor = this._getMinimumContrastColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, false, bold, excludeFromContrastRatioDemands);
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if (minimumContrastColor) {
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return minimumContrastColor;
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}
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let result: IColor;
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switch (fgColorMode) {
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case Attributes.CM_P16:
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case Attributes.CM_P256:
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if (this._config.drawBoldTextInBrightColors && bold && fgColor < 8) {
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fgColor += 8;
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}
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result = this._getColorFromAnsiIndex(fgColor);
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break;
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case Attributes.CM_RGB:
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const arr = AttributeData.toColorRGB(fgColor);
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result = rgba.toColor(arr[0], arr[1], arr[2]);
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break;
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case Attributes.CM_DEFAULT:
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default:
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if (inverse) {
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result = this._config.colors.background;
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} else {
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result = this._config.colors.foreground;
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}
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}
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// Always use an opaque color regardless of allowTransparency
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if (this._config.allowTransparency) {
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result = color.opaque(result);
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}
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// Apply dim to the color, opacity is fine to use for the foreground color
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if (dim) {
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result = color.multiplyOpacity(result, DIM_OPACITY);
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}
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return result;
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}
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private _resolveBackgroundRgba(bgColorMode: number, bgColor: number, inverse: boolean): number {
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switch (bgColorMode) {
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case Attributes.CM_P16:
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case Attributes.CM_P256:
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return this._getColorFromAnsiIndex(bgColor).rgba;
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case Attributes.CM_RGB:
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return bgColor << 8;
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case Attributes.CM_DEFAULT:
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default:
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if (inverse) {
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return this._config.colors.foreground.rgba;
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}
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return this._config.colors.background.rgba;
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}
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}
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private _resolveForegroundRgba(fgColorMode: number, fgColor: number, inverse: boolean, bold: boolean): number {
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switch (fgColorMode) {
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case Attributes.CM_P16:
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case Attributes.CM_P256:
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if (this._config.drawBoldTextInBrightColors && bold && fgColor < 8) {
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fgColor += 8;
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}
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return this._getColorFromAnsiIndex(fgColor).rgba;
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case Attributes.CM_RGB:
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return fgColor << 8;
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case Attributes.CM_DEFAULT:
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default:
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if (inverse) {
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return this._config.colors.background.rgba;
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}
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return this._config.colors.foreground.rgba;
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}
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}
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private _getMinimumContrastColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, bold: boolean, excludeFromContrastRatioDemands: boolean): IColor | undefined {
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if (this._config.minimumContrastRatio === 1 || excludeFromContrastRatioDemands) {
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return undefined;
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}
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// Try get from cache first
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const adjustedColor = this._config.colors.contrastCache.getColor(bg, fg);
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if (adjustedColor !== undefined) {
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return adjustedColor || undefined;
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}
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const bgRgba = this._resolveBackgroundRgba(bgColorMode, bgColor, inverse);
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const fgRgba = this._resolveForegroundRgba(fgColorMode, fgColor, inverse, bold);
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const result = rgba.ensureContrastRatio(bgRgba, fgRgba, this._config.minimumContrastRatio);
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if (!result) {
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this._config.colors.contrastCache.setColor(bg, fg, null);
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return undefined;
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}
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const color = rgba.toColor(
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(result >> 24) & 0xFF,
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(result >> 16) & 0xFF,
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(result >> 8) & 0xFF
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);
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this._config.colors.contrastCache.setColor(bg, fg, color);
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return color;
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}
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private _drawToCache(codeOrChars: number | string, bg: number, fg: number, ext: number): IRasterizedGlyph {
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const chars = typeof codeOrChars === 'number' ? String.fromCharCode(codeOrChars) : codeOrChars;
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this.hasCanvasChanged = true;
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// Allow 1 cell width per character, with a minimum of 2 (CJK), plus some padding. This is used
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// to draw the glyph to the canvas as well as to restrict the bounding box search to ensure
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// giant ligatures (eg. =====>) don't impact overall performance.
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const allowedWidth = this._config.scaledCellWidth * Math.max(chars.length, 2) + TMP_CANVAS_GLYPH_PADDING * 2;
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if (this._tmpCanvas.width < allowedWidth) {
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this._tmpCanvas.width = allowedWidth;
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}
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// Include line height when drawing glyphs
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const allowedHeight = this._config.scaledCellHeight + TMP_CANVAS_GLYPH_PADDING * 4;
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if (this._tmpCanvas.height < allowedHeight) {
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this._tmpCanvas.height = allowedHeight;
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}
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this._tmpCtx.save();
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this._workAttributeData.fg = fg;
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this._workAttributeData.bg = bg;
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this._workAttributeData.extended.ext = ext;
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const invisible = !!this._workAttributeData.isInvisible();
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if (invisible) {
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return NULL_RASTERIZED_GLYPH;
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}
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const bold = !!this._workAttributeData.isBold();
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const inverse = !!this._workAttributeData.isInverse();
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const dim = !!this._workAttributeData.isDim();
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const italic = !!this._workAttributeData.isItalic();
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const underline = !!this._workAttributeData.isUnderline();
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const strikethrough = !!this._workAttributeData.isStrikethrough();
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let fgColor = this._workAttributeData.getFgColor();
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let fgColorMode = this._workAttributeData.getFgColorMode();
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let bgColor = this._workAttributeData.getBgColor();
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let bgColorMode = this._workAttributeData.getBgColorMode();
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if (inverse) {
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const temp = fgColor;
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fgColor = bgColor;
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bgColor = temp;
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const temp2 = fgColorMode;
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fgColorMode = bgColorMode;
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bgColorMode = temp2;
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}
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// draw the background
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const backgroundColor = this._getBackgroundColor(bgColorMode, bgColor, inverse, dim);
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// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
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// transparency in backgroundColor
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this._tmpCtx.globalCompositeOperation = 'copy';
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this._tmpCtx.fillStyle = backgroundColor.css;
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this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
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this._tmpCtx.globalCompositeOperation = 'source-over';
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// draw the foreground/glyph
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const fontWeight = bold ? this._config.fontWeightBold : this._config.fontWeight;
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const fontStyle = italic ? 'italic' : '';
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this._tmpCtx.font =
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`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
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this._tmpCtx.textBaseline = TEXT_BASELINE;
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const powerlineGlyph = chars.length === 1 && isPowerlineGlyph(chars.charCodeAt(0));
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const restrictedPowerlineGlyph = chars.length === 1 && isRestrictedPowerlineGlyph(chars.charCodeAt(0));
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const foregroundColor = this._getForegroundColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, dim, bold, excludeFromContrastRatioDemands(chars.charCodeAt(0)));
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this._tmpCtx.fillStyle = foregroundColor.css;
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// For powerline glyphs left/top padding is excluded (https://github.com/microsoft/vscode/issues/120129)
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const padding = powerlineGlyph ? 0 : TMP_CANVAS_GLYPH_PADDING * 2;
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// Draw custom characters if applicable
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let customGlyph = false;
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if (this._config.customGlyphs !== false) {
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customGlyph = tryDrawCustomChar(this._tmpCtx, chars, padding, padding, this._config.scaledCellWidth, this._config.scaledCellHeight, this._config.fontSize);
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}
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// Whether to clear pixels based on a threshold difference between the glyph color and the
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// background color. This should be disabled when the glyph contains multiple colors such as
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// underline colors to prevent important colors could get cleared.
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let enableClearThresholdCheck = !powerlineGlyph;
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let chWidth: number;
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if (typeof codeOrChars === 'number') {
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chWidth = this._unicodeService.wcwidth(codeOrChars);
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} else {
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chWidth = this._unicodeService.getStringCellWidth(codeOrChars);
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}
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// Draw underline
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if (underline) {
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this._tmpCtx.save();
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const lineWidth = Math.max(1, Math.floor(this._config.fontSize * window.devicePixelRatio / 15));
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// When the line width is odd, draw at a 0.5 position
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const yOffset = lineWidth % 2 === 1 ? 0.5 : 0;
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this._tmpCtx.lineWidth = lineWidth;
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// Underline color
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if (this._workAttributeData.isUnderlineColorDefault()) {
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this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
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} else if (this._workAttributeData.isUnderlineColorRGB()) {
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enableClearThresholdCheck = false;
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this._tmpCtx.strokeStyle = `rgb(${AttributeData.toColorRGB(this._workAttributeData.getUnderlineColor()).join(',')})`;
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} else {
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enableClearThresholdCheck = false;
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let fg = this._workAttributeData.getUnderlineColor();
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if (this._config.drawBoldTextInBrightColors && this._workAttributeData.isBold() && fg < 8) {
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fg += 8;
|
|
}
|
|
this._tmpCtx.strokeStyle = this._getColorFromAnsiIndex(fg).css;
|
|
}
|
|
|
|
// Underline style/stroke
|
|
this._tmpCtx.beginPath();
|
|
const xLeft = padding;
|
|
const xRight = padding + this._config.scaledCellWidth * chWidth;
|
|
const yTop = Math.ceil(padding + this._config.scaledCharHeight) - yOffset;
|
|
const yMid = padding + this._config.scaledCharHeight + lineWidth - yOffset;
|
|
const yBot = Math.ceil(padding + this._config.scaledCharHeight + lineWidth * 2) - yOffset;
|
|
|
|
for (let i = 0; i < chWidth; i++) {
|
|
this._tmpCtx.save();
|
|
const xChLeft = xLeft + i * this._config.scaledCellWidth;
|
|
const xChRight = xLeft + (i + 1) * this._config.scaledCellWidth;
|
|
const xChMid = xChLeft + this._config.scaledCellWidth / 2;
|
|
switch (this._workAttributeData.extended.underlineStyle) {
|
|
case UnderlineStyle.DOUBLE:
|
|
this._tmpCtx.moveTo(xChLeft, yTop);
|
|
this._tmpCtx.lineTo(xChRight, yTop);
|
|
this._tmpCtx.moveTo(xChLeft, yBot);
|
|
this._tmpCtx.lineTo(xChRight, yBot);
|
|
break;
|
|
case UnderlineStyle.CURLY:
|
|
// Choose the bezier top and bottom based on the device pixel ratio, the curly line is
|
|
// made taller when the line width is as otherwise it's not very clear otherwise.
|
|
const yCurlyBot = lineWidth <= 1 ? yBot : Math.ceil(padding + this._config.scaledCharHeight - lineWidth / 2) - yOffset;
|
|
const yCurlyTop = lineWidth <= 1 ? yTop : Math.ceil(padding + this._config.scaledCharHeight + lineWidth / 2) - yOffset;
|
|
// Clip the left and right edges of the underline such that it can be drawn just outside
|
|
// the edge of the cell to ensure a continuous stroke when there are multiple underlined
|
|
// glyphs adjacent to one another.
|
|
const clipRegion = new Path2D();
|
|
clipRegion.rect(xChLeft, yTop, this._config.scaledCellWidth, yBot - yTop);
|
|
this._tmpCtx.clip(clipRegion);
|
|
// Start 1/2 cell before and end 1/2 cells after to ensure a smooth curve with other cells
|
|
this._tmpCtx.moveTo(xChLeft - this._config.scaledCellWidth / 2, yMid);
|
|
this._tmpCtx.bezierCurveTo(
|
|
xChLeft - this._config.scaledCellWidth / 2, yCurlyTop,
|
|
xChLeft, yCurlyTop,
|
|
xChLeft, yMid
|
|
);
|
|
this._tmpCtx.bezierCurveTo(
|
|
xChLeft, yCurlyBot,
|
|
xChMid, yCurlyBot,
|
|
xChMid, yMid
|
|
);
|
|
this._tmpCtx.bezierCurveTo(
|
|
xChMid, yCurlyTop,
|
|
xChRight, yCurlyTop,
|
|
xChRight, yMid
|
|
);
|
|
this._tmpCtx.bezierCurveTo(
|
|
xChRight, yCurlyBot,
|
|
xChRight + this._config.scaledCellWidth / 2, yCurlyBot,
|
|
xChRight + this._config.scaledCellWidth / 2, yMid
|
|
);
|
|
break;
|
|
case UnderlineStyle.DOTTED:
|
|
this._tmpCtx.setLineDash([window.devicePixelRatio * 2, window.devicePixelRatio]);
|
|
this._tmpCtx.moveTo(xChLeft, yTop);
|
|
this._tmpCtx.lineTo(xChRight, yTop);
|
|
break;
|
|
case UnderlineStyle.DASHED:
|
|
this._tmpCtx.setLineDash([window.devicePixelRatio * 4, window.devicePixelRatio * 3]);
|
|
this._tmpCtx.moveTo(xChLeft, yTop);
|
|
this._tmpCtx.lineTo(xChRight, yTop);
|
|
break;
|
|
case UnderlineStyle.SINGLE:
|
|
default:
|
|
this._tmpCtx.moveTo(xChLeft, yTop);
|
|
this._tmpCtx.lineTo(xChRight, yTop);
|
|
break;
|
|
}
|
|
this._tmpCtx.stroke();
|
|
this._tmpCtx.restore();
|
|
}
|
|
this._tmpCtx.restore();
|
|
|
|
// Draw stroke in the background color for non custom characters in order to give an outline
|
|
// between the text and the underline. Only do this when font size is >= 12 as the underline
|
|
// looks odd when the font size is too small
|
|
if (!customGlyph && this._config.fontSize >= 12) {
|
|
// This only works when transparency is disabled because it's not clear how to clear stroked
|
|
// text
|
|
if (!this._config.allowTransparency && chars !== ' ') {
|
|
// Measure the text, only draw the stroke if there is a descent beyond an alphabetic text
|
|
// baseline
|
|
this._tmpCtx.save();
|
|
this._tmpCtx.textBaseline = 'alphabetic';
|
|
const metrics = this._tmpCtx.measureText(chars);
|
|
this._tmpCtx.restore();
|
|
if ('actualBoundingBoxDescent' in metrics && metrics.actualBoundingBoxDescent > 0) {
|
|
// This translates to 1/2 the line width in either direction
|
|
this._tmpCtx.save();
|
|
// Clip the region to only draw in valid pixels near the underline to avoid a slight
|
|
// outline around the whole glyph, as well as additional pixels in the glyph at the top
|
|
// which would increase GPU memory demands
|
|
const clipRegion = new Path2D();
|
|
clipRegion.rect(xLeft, yTop - Math.ceil(lineWidth / 2), this._config.scaledCellWidth, yBot - yTop + Math.ceil(lineWidth / 2));
|
|
this._tmpCtx.clip(clipRegion);
|
|
this._tmpCtx.lineWidth = window.devicePixelRatio * 3;
|
|
this._tmpCtx.strokeStyle = backgroundColor.css;
|
|
this._tmpCtx.strokeText(chars, padding, padding + this._config.scaledCharHeight);
|
|
this._tmpCtx.restore();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the character
|
|
if (!customGlyph) {
|
|
this._tmpCtx.fillText(chars, padding, padding + this._config.scaledCharHeight);
|
|
}
|
|
|
|
// If this charcater is underscore and beyond the cell bounds, shift it up until it is visible
|
|
// even on the bottom row, try for a maximum of 5 pixels.
|
|
if (chars === '_' && !this._config.allowTransparency) {
|
|
let isBeyondCellBounds = clearColor(this._tmpCtx.getImageData(padding, padding, this._config.scaledCellWidth, this._config.scaledCellHeight), backgroundColor, foregroundColor, enableClearThresholdCheck);
|
|
if (isBeyondCellBounds) {
|
|
for (let offset = 1; offset <= 5; offset++) {
|
|
this._tmpCtx.save();
|
|
this._tmpCtx.fillStyle = backgroundColor.css;
|
|
this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
|
|
this._tmpCtx.restore();
|
|
this._tmpCtx.fillText(chars, padding, padding + this._config.scaledCharHeight - offset);
|
|
isBeyondCellBounds = clearColor(this._tmpCtx.getImageData(padding, padding, this._config.scaledCellWidth, this._config.scaledCellHeight), backgroundColor, foregroundColor, enableClearThresholdCheck);
|
|
if (!isBeyondCellBounds) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw strokethrough
|
|
if (strikethrough) {
|
|
const lineWidth = Math.max(1, Math.floor(this._config.fontSize * window.devicePixelRatio / 10));
|
|
const yOffset = this._tmpCtx.lineWidth % 2 === 1 ? 0.5 : 0; // When the width is odd, draw at 0.5 position
|
|
this._tmpCtx.lineWidth = lineWidth;
|
|
this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
|
|
this._tmpCtx.beginPath();
|
|
this._tmpCtx.moveTo(padding, padding + Math.floor(this._config.scaledCharHeight / 2) - yOffset);
|
|
this._tmpCtx.lineTo(padding + this._config.scaledCharWidth * chWidth, padding + Math.floor(this._config.scaledCharHeight / 2) - yOffset);
|
|
this._tmpCtx.stroke();
|
|
}
|
|
|
|
this._tmpCtx.restore();
|
|
|
|
// clear the background from the character to avoid issues with drawing over the previous
|
|
// character if it extends past it's bounds
|
|
const imageData = this._tmpCtx.getImageData(
|
|
0, 0, this._tmpCanvas.width, this._tmpCanvas.height
|
|
);
|
|
|
|
// Clear out the background color and determine if the glyph is empty.
|
|
let isEmpty: boolean;
|
|
if (!this._config.allowTransparency) {
|
|
isEmpty = clearColor(imageData, backgroundColor, foregroundColor, enableClearThresholdCheck);
|
|
} else {
|
|
isEmpty = checkCompletelyTransparent(imageData);
|
|
}
|
|
|
|
// Handle empty glyphs
|
|
if (isEmpty) {
|
|
return NULL_RASTERIZED_GLYPH;
|
|
}
|
|
|
|
const rasterizedGlyph = this._findGlyphBoundingBox(imageData, this._workBoundingBox, allowedWidth, restrictedPowerlineGlyph, customGlyph, padding);
|
|
const clippedImageData = this._clipImageData(imageData, this._workBoundingBox);
|
|
|
|
// Find the best atlas row to use
|
|
let activeRow: ICharAtlasActiveRow;
|
|
while (true) {
|
|
// Select the ideal existing row, preferring fixed rows over the current row
|
|
activeRow = this._currentRow;
|
|
for (const row of this._fixedRows) {
|
|
if ((activeRow === this._currentRow || row.height < activeRow.height) && rasterizedGlyph.size.y <= row.height) {
|
|
activeRow = row;
|
|
}
|
|
}
|
|
|
|
// Create a new one if vertical space would be wasted, fixing the previously active row in the
|
|
// process as it now has a fixed height
|
|
if (activeRow.height > rasterizedGlyph.size.y * 2) {
|
|
// Fix the current row as the new row is being added below
|
|
if (this._currentRow.height > 0) {
|
|
this._fixedRows.push(this._currentRow);
|
|
}
|
|
|
|
// Create the new fixed height row
|
|
activeRow = {
|
|
x: 0,
|
|
y: this._currentRow.y + this._currentRow.height,
|
|
height: rasterizedGlyph.size.y
|
|
};
|
|
this._fixedRows.push(activeRow);
|
|
|
|
// Create the new current row below the new fixed height row
|
|
this._currentRow = {
|
|
x: 0,
|
|
y: activeRow.y + activeRow.height,
|
|
height: 0
|
|
};
|
|
}
|
|
|
|
// Exit the loop if there is enough room in the row
|
|
if (activeRow.x + rasterizedGlyph.size.x <= TEXTURE_WIDTH) {
|
|
break;
|
|
}
|
|
|
|
// If there is enough room in the current row, finish it and try again
|
|
if (activeRow === this._currentRow) {
|
|
activeRow.x = 0;
|
|
activeRow.y += activeRow.height;
|
|
activeRow.height = 0;
|
|
} else {
|
|
this._fixedRows.splice(this._fixedRows.indexOf(activeRow), 1);
|
|
}
|
|
}
|
|
|
|
// Record texture position
|
|
rasterizedGlyph.texturePosition.x = activeRow.x;
|
|
rasterizedGlyph.texturePosition.y = activeRow.y;
|
|
rasterizedGlyph.texturePositionClipSpace.x = activeRow.x / TEXTURE_WIDTH;
|
|
rasterizedGlyph.texturePositionClipSpace.y = activeRow.y / TEXTURE_HEIGHT;
|
|
|
|
// Update atlas current row, for fixed rows the glyph height will never be larger than the row
|
|
// height
|
|
activeRow.height = Math.max(activeRow.height, rasterizedGlyph.size.y);
|
|
activeRow.x += rasterizedGlyph.size.x;
|
|
|
|
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
|
|
this._cacheCtx.putImageData(clippedImageData, rasterizedGlyph.texturePosition.x, rasterizedGlyph.texturePosition.y);
|
|
|
|
return rasterizedGlyph;
|
|
}
|
|
|
|
/**
|
|
* Given an ImageData object, find the bounding box of the non-transparent
|
|
* portion of the texture and return an IRasterizedGlyph with these
|
|
* dimensions.
|
|
* @param imageData The image data to read.
|
|
* @param boundingBox An IBoundingBox to put the clipped bounding box values.
|
|
*/
|
|
private _findGlyphBoundingBox(imageData: ImageData, boundingBox: IBoundingBox, allowedWidth: number, restrictedGlyph: boolean, customGlyph: boolean, padding: number): IRasterizedGlyph {
|
|
boundingBox.top = 0;
|
|
const height = restrictedGlyph ? this._config.scaledCellHeight : this._tmpCanvas.height;
|
|
const width = restrictedGlyph ? this._config.scaledCellWidth : allowedWidth;
|
|
let found = false;
|
|
for (let y = 0; y < height; y++) {
|
|
for (let x = 0; x < width; x++) {
|
|
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
|
|
if (imageData.data[alphaOffset] !== 0) {
|
|
boundingBox.top = y;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found) {
|
|
break;
|
|
}
|
|
}
|
|
boundingBox.left = 0;
|
|
found = false;
|
|
for (let x = 0; x < width; x++) {
|
|
for (let y = 0; y < height; y++) {
|
|
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
|
|
if (imageData.data[alphaOffset] !== 0) {
|
|
boundingBox.left = x;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found) {
|
|
break;
|
|
}
|
|
}
|
|
boundingBox.right = width;
|
|
found = false;
|
|
for (let x = width - 1; x >= 0; x--) {
|
|
for (let y = 0; y < height; y++) {
|
|
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
|
|
if (imageData.data[alphaOffset] !== 0) {
|
|
boundingBox.right = x;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found) {
|
|
break;
|
|
}
|
|
}
|
|
boundingBox.bottom = height;
|
|
found = false;
|
|
for (let y = height - 1; y >= 0; y--) {
|
|
for (let x = 0; x < width; x++) {
|
|
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
|
|
if (imageData.data[alphaOffset] !== 0) {
|
|
boundingBox.bottom = y;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found) {
|
|
break;
|
|
}
|
|
}
|
|
return {
|
|
texturePosition: { x: 0, y: 0 },
|
|
texturePositionClipSpace: { x: 0, y: 0 },
|
|
size: {
|
|
x: boundingBox.right - boundingBox.left + 1,
|
|
y: boundingBox.bottom - boundingBox.top + 1
|
|
},
|
|
sizeClipSpace: {
|
|
x: (boundingBox.right - boundingBox.left + 1) / TEXTURE_WIDTH,
|
|
y: (boundingBox.bottom - boundingBox.top + 1) / TEXTURE_HEIGHT
|
|
},
|
|
offset: {
|
|
x: -boundingBox.left + padding + ((restrictedGlyph || customGlyph) ? Math.floor((this._config.scaledCellWidth - this._config.scaledCharWidth) / 2) : 0),
|
|
y: -boundingBox.top + padding + ((restrictedGlyph || customGlyph) ? this._config.lineHeight === 1 ? 0 : Math.round((this._config.scaledCellHeight - this._config.scaledCharHeight) / 2) : 0)
|
|
}
|
|
};
|
|
}
|
|
|
|
private _clipImageData(imageData: ImageData, boundingBox: IBoundingBox): ImageData {
|
|
const width = boundingBox.right - boundingBox.left + 1;
|
|
const height = boundingBox.bottom - boundingBox.top + 1;
|
|
const clippedData = new Uint8ClampedArray(width * height * 4);
|
|
for (let y = boundingBox.top; y <= boundingBox.bottom; y++) {
|
|
for (let x = boundingBox.left; x <= boundingBox.right; x++) {
|
|
const oldOffset = y * this._tmpCanvas.width * 4 + x * 4;
|
|
const newOffset = (y - boundingBox.top) * width * 4 + (x - boundingBox.left) * 4;
|
|
clippedData[newOffset] = imageData.data[oldOffset];
|
|
clippedData[newOffset + 1] = imageData.data[oldOffset + 1];
|
|
clippedData[newOffset + 2] = imageData.data[oldOffset + 2];
|
|
clippedData[newOffset + 3] = imageData.data[oldOffset + 3];
|
|
}
|
|
}
|
|
return new ImageData(clippedData, width, height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Makes a particular rgb color and colors that are nearly the same in an ImageData completely
|
|
* transparent.
|
|
* @returns True if the result is "empty", meaning all pixels are fully transparent.
|
|
*/
|
|
function clearColor(imageData: ImageData, bg: IColor, fg: IColor, enableThresholdCheck: boolean): boolean {
|
|
// Get color channels
|
|
const r = bg.rgba >>> 24;
|
|
const g = bg.rgba >>> 16 & 0xFF;
|
|
const b = bg.rgba >>> 8 & 0xFF;
|
|
const fgR = fg.rgba >>> 24;
|
|
const fgG = fg.rgba >>> 16 & 0xFF;
|
|
const fgB = fg.rgba >>> 8 & 0xFF;
|
|
|
|
// Calculate a threshold that when below a color will be treated as transpart when the sum of
|
|
// channel value differs. This helps improve rendering when glyphs overlap with others. This
|
|
// threshold is calculated relative to the difference between the background and foreground to
|
|
// ensure important details of the glyph are always shown, even when the contrast ratio is low.
|
|
// The number 12 is largely arbitrary to ensure the pixels that escape the cell in the test case
|
|
// were covered (fg=#8ae234, bg=#c4a000).
|
|
const threshold = Math.floor((Math.abs(r - fgR) + Math.abs(g - fgG) + Math.abs(b - fgB)) / 12);
|
|
|
|
// Set alpha channel of relevent pixels to 0
|
|
let isEmpty = true;
|
|
for (let offset = 0; offset < imageData.data.length; offset += 4) {
|
|
// Check exact match
|
|
if (imageData.data[offset] === r &&
|
|
imageData.data[offset + 1] === g &&
|
|
imageData.data[offset + 2] === b) {
|
|
imageData.data[offset + 3] = 0;
|
|
} else {
|
|
// Check the threshold based difference
|
|
if (enableThresholdCheck &&
|
|
(Math.abs(imageData.data[offset] - r) +
|
|
Math.abs(imageData.data[offset + 1] - g) +
|
|
Math.abs(imageData.data[offset + 2] - b)) < threshold) {
|
|
imageData.data[offset + 3] = 0;
|
|
} else {
|
|
isEmpty = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return isEmpty;
|
|
}
|
|
|
|
function checkCompletelyTransparent(imageData: ImageData): boolean {
|
|
for (let offset = 0; offset < imageData.data.length; offset += 4) {
|
|
if (imageData.data[offset + 3] > 0) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|