From 8d2eb280dbad06790a207edf5ca8f5305aafe678 Mon Sep 17 00:00:00 2001 From: ClearAspect Date: Thu, 20 Nov 2025 15:47:56 -0500 Subject: [PATCH] custom shaders: add colorscheme information to shader uniforms Adds palette and color scheme uniforms to custom shaders, allowing custom shaders to access terminal color information: - iPalette[256]: Full 256-color terminal palette (RGB) - iBackgroundColor, iForegroundColor: Terminal colors (RGB) - iCursorColor, iCursorText: Cursor colors (RGB) - iSelectionBackgroundColor, iSelectionForegroundColor: Selection colors (RGB) Colors are normalized to [0.0, 1.0] range and update when the palette changes via OSC sequences or configuration changes. The palette_dirty flag tracks when colors need to be refreshed, initialized to true to ensure correct colors on new surfaces. --- src/config/Config.zig | 18 ++++ src/renderer/generic.zig | 100 ++++++++++++++++++++- src/renderer/shaders/shadertoy_prefix.glsl | 7 ++ src/renderer/shadertoy.zig | 7 ++ 4 files changed, 131 insertions(+), 1 deletion(-) diff --git a/src/config/Config.zig b/src/config/Config.zig index 6a846b17f..8ca64efe9 100644 --- a/src/config/Config.zig +++ b/src/config/Config.zig @@ -2883,6 +2883,24 @@ keybind: Keybinds = .{}, /// (e.g., modifier key presses, link hover events in unfocused split panes). /// Check `iFocus > 0` to determine if the surface is currently focused. /// +/// * `vec3 iPalette[256]` - The 256-color terminal palette. +/// +/// RGB values for all 256 colors in the terminal palette, normalized +/// to [0.0, 1.0]. Index 0-15 are the ANSI colors, 16-231 are the 6x6x6 +/// color cube, and 232-255 are the grayscale colors. +/// +/// * `vec3 iBackgroundColor` - Terminal background color (RGB). +/// +/// * `vec3 iForegroundColor` - Terminal foreground color (RGB). +/// +/// * `vec3 iCursorColor` - Terminal cursor color (RGB). +/// +/// * `vec3 iCursorText` - Terminal cursor text color (RGB). +/// +/// * `vec3 iSelectionBackgroundColor` - Selection background color (RGB). +/// +/// * `vec3 iSelectionForegroundColor` - Selection foreground color (RGB). +/// /// If the shader fails to compile, the shader will be ignored. Any errors /// related to shader compilation will not show up as configuration errors /// and only show up in the log, since shader compilation happens after diff --git a/src/renderer/generic.zig b/src/renderer/generic.zig index 4181badc3..b70dca364 100644 --- a/src/renderer/generic.zig +++ b/src/renderer/generic.zig @@ -227,11 +227,17 @@ pub fn Renderer(comptime GraphicsAPI: type) type { /// a large screen. terminal_state_frame_count: usize = 0, + /// Captured dirty for reference after updateFrame() clears the flag + /// To be used for shader uniforms. + /// + /// Initialized to true because we need to get the correct palette even on + /// a new Surface. Otherwise we end up with it initialized to 0's + palette_dirty: bool = true, + const HighlightTag = enum(u8) { search_match, search_match_selected, }; - /// Swap chain which maintains multiple copies of the state needed to /// render a frame, so that we can start building the next frame while /// the previous frame is still being processed on the GPU. @@ -752,6 +758,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type { .cursor_change_time = 0, .time_focus = 0, .focus = 1, // assume focused initially + .palette = @splat(@splat(0)), + .background_color = @splat(0), + .foreground_color = @splat(0), + .cursor_color = @splat(0), + .cursor_text = @splat(0), + .selection_background_color = @splat(0), + .selection_foreground_color = @splat(0), }, .bg_image_buffer = undefined, @@ -1209,6 +1222,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type { }; }; + self.palette_dirty |= state.terminal.flags.dirty.palette; + break :critical .{ .links = links, .mouse = state.mouse, @@ -2300,6 +2315,89 @@ pub fn Renderer(comptime GraphicsAPI: type) type { 0, }; + // Renderer state required for getting the colors + const state: *renderer.State = &self.surface_mailbox.surface.renderer_state; + + // (Updates on OSC sequence changes and configuration changes) + if (self.palette_dirty) { + + // 256-color palette + for (state.terminal.colors.palette.current, 0..) |color, i| { + self.custom_shader_uniforms.palette[i] = .{ + @as(f32, @floatFromInt(color.r)) / 255.0, + @as(f32, @floatFromInt(color.g)) / 255.0, + @as(f32, @floatFromInt(color.b)) / 255.0, + 1.0, + }; + } + + // Background color + if (state.terminal.colors.background.get()) |bg| { + self.custom_shader_uniforms.background_color = .{ + @as(f32, @floatFromInt(bg.r)) / 255.0, + @as(f32, @floatFromInt(bg.g)) / 255.0, + @as(f32, @floatFromInt(bg.b)) / 255.0, + 1.0, + }; + } + + // Foreground color + if (state.terminal.colors.foreground.get()) |fg| { + self.custom_shader_uniforms.foreground_color = .{ + @as(f32, @floatFromInt(fg.r)) / 255.0, + @as(f32, @floatFromInt(fg.g)) / 255.0, + @as(f32, @floatFromInt(fg.b)) / 255.0, + 1.0, + }; + } + + // Cursor color + if (state.terminal.colors.cursor.get()) |cursor_color| { + self.custom_shader_uniforms.cursor_color = .{ + @as(f32, @floatFromInt(cursor_color.r)) / 255.0, + @as(f32, @floatFromInt(cursor_color.g)) / 255.0, + @as(f32, @floatFromInt(cursor_color.b)) / 255.0, + 1.0, + }; + } + + // NOTE: the following could be optimized to follow a change in + // config for a slight optimization however this is only 12 bytes + // each being updated and likely isn't a cause for concern + + // Cursor text color + if (self.config.cursor_text) |cursor_text| { + self.custom_shader_uniforms.cursor_text = .{ + @as(f32, @floatFromInt(cursor_text.color.r)) / 255.0, + @as(f32, @floatFromInt(cursor_text.color.g)) / 255.0, + @as(f32, @floatFromInt(cursor_text.color.b)) / 255.0, + 1.0, + }; + } + + // Selection background color + if (self.config.selection_background) |seletion_bg| { + self.custom_shader_uniforms.selection_background_color = .{ + @as(f32, @floatFromInt(seletion_bg.color.r)) / 255.0, + @as(f32, @floatFromInt(seletion_bg.color.g)) / 255.0, + @as(f32, @floatFromInt(seletion_bg.color.b)) / 255.0, + 1.0, + }; + } + + // Selection foreground color + if (self.config.selection_foreground) |selection_fg| { + self.custom_shader_uniforms.selection_foreground_color = .{ + @as(f32, @floatFromInt(selection_fg.color.r)) / 255.0, + @as(f32, @floatFromInt(selection_fg.color.g)) / 255.0, + @as(f32, @floatFromInt(selection_fg.color.b)) / 255.0, + 1.0, + }; + } + + self.palette_dirty = false; + } + // Update custom cursor uniforms, if we have a cursor. if (self.cells.getCursorGlyph()) |cursor| { const cursor_width: f32 = @floatFromInt(cursor.glyph_size[0]); diff --git a/src/renderer/shaders/shadertoy_prefix.glsl b/src/renderer/shaders/shadertoy_prefix.glsl index c984334f4..661bd233d 100644 --- a/src/renderer/shaders/shadertoy_prefix.glsl +++ b/src/renderer/shaders/shadertoy_prefix.glsl @@ -18,6 +18,13 @@ layout(binding = 1, std140) uniform Globals { uniform float iTimeCursorChange; uniform float iTimeFocus; uniform int iFocus; + uniform vec3 iPalette[256]; + uniform vec3 iBackgroundColor; + uniform vec3 iForegroundColor; + uniform vec3 iCursorColor; + uniform vec3 iCursorText; + uniform vec3 iSelectionForegroundColor; + uniform vec3 iSelectionBackgroundColor; }; layout(binding = 0) uniform sampler2D iChannel0; diff --git a/src/renderer/shadertoy.zig b/src/renderer/shadertoy.zig index f71200610..7d0ad4b0a 100644 --- a/src/renderer/shadertoy.zig +++ b/src/renderer/shadertoy.zig @@ -27,6 +27,13 @@ pub const Uniforms = extern struct { cursor_change_time: f32 align(4), time_focus: f32 align(4), focus: i32 align(4), + palette: [256][4]f32 align(16), + background_color: [4]f32 align(16), + foreground_color: [4]f32 align(16), + cursor_color: [4]f32 align(16), + cursor_text: [4]f32 align(16), + selection_background_color: [4]f32 align(16), + selection_foreground_color: [4]f32 align(16), }; /// The target to load shaders for.