Files
xterm.js/addons/xterm-addon-webgl/src/RectangleRenderer.ts
T
Daniel e72ee3c58d Move webgl drawing over from compat
Still need to tackle glyph key
2019-11-09 22:28:59 -08:00

333 lines
12 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 { INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
import { is256Color } from './atlas/CharAtlasUtils';
import { DEFAULT_COLOR, Attributes, FgFlags } from 'common/buffer/Constants';
import { Terminal } from 'xterm';
import { IColorSet, IColor } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
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.selection);
}
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 = DEFAULT_COLOR;
let currentFg = DEFAULT_COLOR;
for (let x = 0; x < terminal.cols; x++) {
const modelIndex = ((y * terminal.cols) + x) * 4;
const bg = model.cells[modelIndex + 2];
const fg = model.cells[modelIndex + 1];
if (bg !== currentBg) {
// A rectangle needs to be drawn if going from non-default to another color
// TODO: DEFAULT_COLOR probably isn't right anymore?
if (currentBg !== DEFAULT_COLOR) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentFg, currentBg, currentStartX, x, y);
}
currentStartX = x;
currentBg = bg;
currentFg = fg;
}
}
// Finish rectangle if it's still going
if (currentBg !== DEFAULT_COLOR) {
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 color: IColor | null = null;
if (fg & FgFlags.INVERSE) {
// Inverted color
color = this._colors.foreground;
} else if ((bg & Attributes.CM_MASK) === Attributes.CM_P16 || (bg & Attributes.CM_MASK) === Attributes.CM_P256) {
// 256 palette
color = this._colors.ansi[bg & Attributes.PCOLOR_MASK];
} else {
// TODO: Support true color
// Default color
color = this._colors.background;
}
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 = ((color.rgba >> 24) & 0xFF) / 255;
const g = ((color.rgba >> 16) & 0xFF) / 255;
const b = ((color.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
]);
}
}