mirror of
https://github.com/ghostty-org/ghostty.git
synced 2026-01-22 12:50:46 +00:00
184 lines
4.9 KiB
Zig
184 lines
4.9 KiB
Zig
/// The OpenGL program for rendering terminal cells.
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const CellProgram = @This();
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const std = @import("std");
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const gl = @import("opengl");
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program: gl.Program,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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vbo: gl.Buffer,
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/// The raw structure that maps directly to the buffer sent to the vertex shader.
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/// This must be "extern" so that the field order is not reordered by the
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/// Zig compiler.
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const Cell = extern struct {
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/// vec2 grid_coord
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grid_col: u16,
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grid_row: u16,
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/// vec2 glyph_pos
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glyph_x: u32 = 0,
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glyph_y: u32 = 0,
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/// vec2 glyph_size
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glyph_width: u32 = 0,
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glyph_height: u32 = 0,
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/// vec2 glyph_size
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glyph_offset_x: i32 = 0,
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glyph_offset_y: i32 = 0,
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/// vec4 fg_color_in
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fg_r: u8,
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fg_g: u8,
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fg_b: u8,
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fg_a: u8,
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/// vec4 bg_color_in
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bg_r: u8,
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bg_g: u8,
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bg_b: u8,
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bg_a: u8,
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/// uint mode
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mode: CellMode,
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/// The width in grid cells that a rendering takes.
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grid_width: u8,
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};
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const CellMode = enum(u8) {
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bg = 1,
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fg = 2,
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fg_color = 7,
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strikethrough = 8,
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// Non-exhaustive because masks change it
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_,
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/// Apply a mask to the mode.
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pub fn mask(self: CellMode, m: CellMode) CellMode {
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return @enumFromInt(@intFromEnum(self) | @intFromEnum(m));
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}
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};
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pub fn init() !CellProgram {
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// Load and compile our shaders.
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const program = try gl.Program.createVF(
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@embedFile("../shaders/cell.v.glsl"),
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@embedFile("../shaders/cell.f.glsl"),
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);
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// Set our cell dimensions
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const pbind = try program.use();
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defer pbind.unbind();
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// Set all of our texture indexes
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try program.setUniform("text", 0);
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try program.setUniform("text_color", 1);
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// Setup our VAO
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const vao = try gl.VertexArray.create();
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errdefer vao.destroy();
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const vaobind = try vao.bind();
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defer vaobind.unbind();
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// Element buffer (EBO)
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const ebo = try gl.Buffer.create();
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errdefer ebo.destroy();
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var ebobind = try ebo.bind(.ElementArrayBuffer);
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defer ebobind.unbind();
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try ebobind.setData([6]u8{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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}, .StaticDraw);
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// Vertex buffer (VBO)
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const vbo = try gl.Buffer.create();
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errdefer vbo.destroy();
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var vbobind = try vbo.bind(.ArrayBuffer);
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defer vbobind.unbind();
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var offset: usize = 0;
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try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(Cell), offset);
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offset += 2 * @sizeOf(u16);
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try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Cell), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(2, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Cell), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(3, 2, gl.c.GL_INT, false, @sizeOf(Cell), offset);
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offset += 2 * @sizeOf(i32);
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try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeAdvanced(5, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(Cell), offset);
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offset += 4 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
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offset += 1 * @sizeOf(u8);
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try vbobind.attributeIAdvanced(7, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(Cell), offset);
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try vbobind.enableAttribArray(0);
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try vbobind.enableAttribArray(1);
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try vbobind.enableAttribArray(2);
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try vbobind.enableAttribArray(3);
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try vbobind.enableAttribArray(4);
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try vbobind.enableAttribArray(5);
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try vbobind.enableAttribArray(6);
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try vbobind.enableAttribArray(7);
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try vbobind.attributeDivisor(0, 1);
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try vbobind.attributeDivisor(1, 1);
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try vbobind.attributeDivisor(2, 1);
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try vbobind.attributeDivisor(3, 1);
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try vbobind.attributeDivisor(4, 1);
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try vbobind.attributeDivisor(5, 1);
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try vbobind.attributeDivisor(6, 1);
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try vbobind.attributeDivisor(7, 1);
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn bind(self: CellProgram) !Binding {
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const program = try self.program.use();
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errdefer program.unbind();
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const vao = try self.vao.bind();
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errdefer vao.unbind();
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const ebo = try self.ebo.bind(.ElementArrayBuffer);
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errdefer ebo.unbind();
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const vbo = try self.vbo.bind(.ArrayBuffer);
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errdefer vbo.unbind();
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn deinit(self: CellProgram) void {
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self.vbo.destroy();
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self.ebo.destroy();
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self.vao.destroy();
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self.program.destroy();
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}
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pub const Binding = struct {
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program: gl.Program.Binding,
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vao: gl.VertexArray.Binding,
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ebo: gl.Buffer.Binding,
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vbo: gl.Buffer.Binding,
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pub fn unbind(self: Binding) void {
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self.vbo.unbind();
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self.ebo.unbind();
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self.vao.unbind();
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self.program.unbind();
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}
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};
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