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https://github.com/ghostty-org/ghostty.git
synced 2026-06-04 19:04:53 +00:00
busted text rendering
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@@ -8,12 +8,15 @@ alloc: std.mem.Allocator,
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ft: ftc.FT_Library,
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face: ftc.FT_Face,
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chars: CharList,
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vao: gl.VertexArray = undefined,
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vbo: gl.Buffer = undefined,
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program: gl.Program = undefined,
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const CharList = std.ArrayListUnmanaged(Char);
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const Char = struct {
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tex: gl.Texture,
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size: @Vector(2, c_uint),
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bearing: @Vector(2, c_int),
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size: @Vector(2, f32),
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bearing: @Vector(2, f32),
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advance: c_uint,
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};
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@@ -82,22 +85,42 @@ pub fn init(alloc: std.mem.Allocator) !TextRenderer {
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chars.appendAssumeCapacity(.{
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.tex = tex,
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.size = .{
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face.*.glyph.*.bitmap.width,
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face.*.glyph.*.bitmap.rows,
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@intToFloat(f32, face.*.glyph.*.bitmap.width),
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@intToFloat(f32, face.*.glyph.*.bitmap.rows),
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},
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.bearing = .{
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face.*.glyph.*.bitmap_left,
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face.*.glyph.*.bitmap_top,
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@intToFloat(f32, face.*.glyph.*.bitmap_left),
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@intToFloat(f32, face.*.glyph.*.bitmap_top),
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},
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.advance = @intCast(c_uint, face.*.glyph.*.advance.x),
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});
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}
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// Configure VAO/VBO for glyph rendering
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const vao = try gl.VertexArray.create();
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const vbo = try gl.Buffer.create();
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try vao.bind();
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var binding = try vbo.bind(gl.c.GL_ARRAY_BUFFER);
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try binding.setDataType([6 * 4]f32, gl.c.GL_DYNAMIC_DRAW);
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try binding.enableVertexAttribArray(0);
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try binding.vertexAttribPointer(0, 4, gl.c.GL_FLOAT, false, 4 * @sizeOf(f32), null);
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binding.unbind();
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try gl.VertexArray.unbind();
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// Create our shader
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const program = try gl.Program.createVF(
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@embedFile("../shaders/text.v.glsl"),
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@embedFile("../shaders/text.f.glsl"),
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);
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return TextRenderer{
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.alloc = alloc,
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.ft = ft,
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.face = face,
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.chars = chars,
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.program = program,
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.vao = vao,
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.vbo = vbo,
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};
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}
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@@ -113,4 +136,59 @@ pub fn deinit(self: *TextRenderer) void {
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self.* = undefined;
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}
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pub fn render(
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self: TextRenderer,
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text: []const u8,
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x: f32,
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y: f32,
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scale: f32,
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color: @Vector(3, f32),
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) !void {
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try self.program.use();
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try self.program.setUniform("textColor", color);
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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try self.vao.bind();
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std.log.info("---", .{});
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var curx: f32 = x;
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for (text) |c| {
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const char = self.chars.items[c];
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const xpos = curx + (char.bearing[0] * scale);
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const ypos = y + (char.bearing[1] * scale);
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const w = char.size[0] * scale;
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const h = char.size[1] * scale;
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std.log.info("CHARACTER INFO ch={} xpos={} ypos={} w={} h={}", .{
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c,
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xpos,
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ypos,
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w,
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h,
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});
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const vert = [6][4]f32{
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.{ xpos, ypos + h, 0.0, 0.0 },
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.{ xpos, ypos, 0.0, 1.0 },
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.{ xpos + w, ypos, 1.0, 1.0 },
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.{ xpos, ypos + h, 0.0, 0.0 },
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.{ xpos + w, ypos, 1.0, 1.0 },
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.{ xpos + w, ypos + h, 1.0, 0.0 },
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};
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var texbind = try char.tex.bind(gl.c.GL_TEXTURE_2D);
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defer texbind.unbind();
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var bind = try self.vbo.bind(gl.c.GL_ARRAY_BUFFER);
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try bind.setSubData(0, vert);
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bind.unbind();
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try gl.drawArrays(gl.c.GL_TRIANGLES, 0, 6);
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curx += @intToFloat(f32, char.advance >> 6) * scale;
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}
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try gl.VertexArray.unbind();
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}
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const face_ttf = @embedFile("../fonts/Inconsolata-Regular.ttf");
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