369 lines
15 KiB
TypeScript
369 lines
15 KiB
TypeScript
/**
|
|
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
|
|
* @license MIT
|
|
*/
|
|
|
|
import { createProgram, PROJECTION_MATRIX } from './WebglUtils';
|
|
import { IRenderDimensions } from '../Types';
|
|
import { ITerminal } from '../../Types';
|
|
import WebglCharAtlas from './WebglCharAtlas';
|
|
import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
|
|
import { INDICIES_PER_CELL } from './WebglRenderer';
|
|
import { COMBINED_CHAR_BIT_MASK } from './RenderModel';
|
|
import { fill, slice } from '../../common/TypedArrayUtils';
|
|
import { NULL_CELL_CODE, WHITESPACE_CELL_CODE, CHAR_DATA_CHAR_INDEX } from '../../core/buffer/BufferLine';
|
|
import { IBufferLine } from '../../core/Types';
|
|
import { IColorSet } from '../../ui/Types';
|
|
import { getLuminance } from './ColorUtils';
|
|
|
|
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;
|
|
|
|
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: ITerminal,
|
|
private _colors: IColorSet,
|
|
private _gl: IWebGL2RenderingContext,
|
|
private _dimensions: IRenderDimensions
|
|
) {
|
|
const gl = this._gl;
|
|
|
|
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
|
|
|
|
// Uniform locations
|
|
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
|
|
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
|
|
this._textureLocation = 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 = 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 = 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.beginFrame();
|
|
}
|
|
|
|
public updateCell(x: number, y: number, code: number, attr: number, bg: number, fg: number, chars: string): void {
|
|
this._updateCell(this._vertices.attributes, x, y, code, attr, bg, fg, chars);
|
|
}
|
|
|
|
private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, attr: number, 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 (chars && chars.length > 1) {
|
|
rasterizedGlyph = this._atlas.getRasterizedGlyphCombinedChar(chars, attr, bg, fg, this._terminal.options.enableBold);
|
|
} else {
|
|
rasterizedGlyph = this._atlas.getRasterizedGlyph(code, attr, bg, fg, this._terminal.options.enableBold);
|
|
}
|
|
|
|
// 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);
|
|
|
|
// TODO: Make fg and bg configurable, currently since the buffer doesn't
|
|
// support truecolor the char atlas cannot store it.
|
|
const lumi = getLuminance(this._colors.background);
|
|
const fg = lumi > 0.5 ? 7 : 0;
|
|
const bg = lumi > 0.5 ? 0 : 7;
|
|
|
|
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, fg);
|
|
}
|
|
} 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, fg);
|
|
|
|
// 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, fg);
|
|
}
|
|
|
|
// 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, fg);
|
|
}
|
|
}
|
|
}
|
|
|
|
private _updateSelectionRange(startCol: number, endCol: number, y: number, model: IRenderModel, bg: number, fg: number): void {
|
|
const terminal = this._terminal;
|
|
const row = y + terminal.buffer.ydisp;
|
|
let line: IBufferLine;
|
|
for (let x = startCol; x < endCol; x++) {
|
|
const offset = (y * this._terminal.cols + x) * INDICIES_PER_CELL;
|
|
// Because the cache uses attr as a lookup key it needs to contain the selection colors as well
|
|
let attr = model.cells[offset + 1];
|
|
attr = attr & ~0x3ffff | bg << 9 | fg;
|
|
const code = model.cells[offset];
|
|
if (code & COMBINED_CHAR_BIT_MASK) {
|
|
if (!line) {
|
|
line = terminal.buffer.lines.get(row);
|
|
}
|
|
const charData = line.get(x);
|
|
const chars = charData[CHAR_DATA_CHAR_INDEX];
|
|
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg, chars);
|
|
} else {
|
|
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|