392 lines
16 KiB
TypeScript
392 lines
16 KiB
TypeScript
/**
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* Copyright (c) 2018 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { allowRescaling, throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
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import { TextureAtlas } from 'browser/renderer/shared/TextureAtlas';
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import { IRasterizedGlyph, IRenderDimensions, ITextureAtlas } from 'browser/renderer/shared/Types';
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import { NULL_CELL_CODE } from 'common/buffer/Constants';
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import { Disposable, toDisposable } from 'common/Lifecycle';
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import { Terminal } from '@xterm/xterm';
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import { IRenderModel, IWebGL2RenderingContext, IWebGLVertexArrayObject } from './Types';
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import { createProgram, GLTexture, PROJECTION_MATRIX } from './WebglUtils';
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import type { IOptionsService } from 'common/services/Services';
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interface IVertices {
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attributes: Float32Array;
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/**
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* These buffers are the ones used to bind to WebGL, the reason there are
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* multiple is to allow double buffering to work as you cannot modify the
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* buffer while it's being used by the GPU. Having multiple lets us start
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* working on the next frame.
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*/
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attributesBuffers: Float32Array[];
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count: number;
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}
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const enum VertexAttribLocations {
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UNIT_QUAD = 0,
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CELL_POSITION = 1,
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OFFSET = 2,
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SIZE = 3,
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TEXPAGE = 4,
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TEXCOORD = 5,
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TEXSIZE = 6
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}
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const vertexShaderSource = `#version 300 es
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layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
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layout (location = ${VertexAttribLocations.CELL_POSITION}) in vec2 a_cellpos;
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layout (location = ${VertexAttribLocations.OFFSET}) in vec2 a_offset;
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layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
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layout (location = ${VertexAttribLocations.TEXPAGE}) in float a_texpage;
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layout (location = ${VertexAttribLocations.TEXCOORD}) in vec2 a_texcoord;
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layout (location = ${VertexAttribLocations.TEXSIZE}) in vec2 a_texsize;
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uniform mat4 u_projection;
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uniform vec2 u_resolution;
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out vec2 v_texcoord;
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flat out int v_texpage;
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void main() {
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vec2 zeroToOne = (a_offset / u_resolution) + a_cellpos + (a_unitquad * a_size);
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gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
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v_texpage = int(a_texpage);
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v_texcoord = a_texcoord + a_unitquad * a_texsize;
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}`;
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function createFragmentShaderSource(maxFragmentShaderTextureUnits: number): string {
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let textureConditionals = '';
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for (let i = 1; i < maxFragmentShaderTextureUnits; i++) {
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textureConditionals += ` else if (v_texpage == ${i}) { outColor = texture(u_texture[${i}], v_texcoord); }`;
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}
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return (`#version 300 es
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precision lowp float;
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in vec2 v_texcoord;
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flat in int v_texpage;
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uniform sampler2D u_texture[${maxFragmentShaderTextureUnits}];
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out vec4 outColor;
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void main() {
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if (v_texpage == 0) {
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outColor = texture(u_texture[0], v_texcoord);
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} ${textureConditionals}
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}`);
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}
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const INDICES_PER_CELL = 11;
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const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
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const CELL_POSITION_INDICES = 2;
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// Work variables to avoid garbage collection
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let $i = 0;
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let $glyph: IRasterizedGlyph | undefined = undefined;
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let $leftCellPadding = 0;
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let $clippedPixels = 0;
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export class GlyphRenderer extends Disposable {
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private readonly _program: WebGLProgram;
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private readonly _vertexArrayObject: IWebGLVertexArrayObject;
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private readonly _projectionLocation: WebGLUniformLocation;
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private readonly _resolutionLocation: WebGLUniformLocation;
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private readonly _textureLocation: WebGLUniformLocation;
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private readonly _atlasTextures: GLTexture[];
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private readonly _attributesBuffer: WebGLBuffer;
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private _atlas: ITextureAtlas | undefined;
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private _activeBuffer: number = 0;
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private readonly _vertices: IVertices = {
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count: 0,
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attributes: new Float32Array(0),
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attributesBuffers: [
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new Float32Array(0),
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new Float32Array(0)
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]
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};
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constructor(
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private readonly _terminal: Terminal,
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private readonly _gl: IWebGL2RenderingContext,
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private _dimensions: IRenderDimensions,
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private readonly _optionsService: IOptionsService
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) {
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super();
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const gl = this._gl;
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if (TextureAtlas.maxAtlasPages === undefined) {
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// Typically 8 or 16
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TextureAtlas.maxAtlasPages = Math.min(32, throwIfFalsy(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS) as number | null));
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// Almost all clients will support >= 4096
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TextureAtlas.maxTextureSize = throwIfFalsy(gl.getParameter(gl.MAX_TEXTURE_SIZE) as number | null);
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}
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this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, createFragmentShaderSource(TextureAtlas.maxAtlasPages)));
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this.register(toDisposable(() => gl.deleteProgram(this._program)));
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// Uniform locations
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this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
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this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
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this._textureLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_texture'));
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// Create and set the vertex array object
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this._vertexArrayObject = gl.createVertexArray();
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gl.bindVertexArray(this._vertexArrayObject);
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// Setup a_unitquad, this defines the 4 vertices of a rectangle
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const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
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const unitQuadVerticesBuffer = gl.createBuffer();
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this.register(toDisposable(() => gl.deleteBuffer(unitQuadVerticesBuffer)));
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gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
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gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
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// Setup the unit quad element array buffer, this points to indices in
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// unitQuadVertices to allow is to draw 2 triangles from the vertices via a
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// triangle strip
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const unitQuadElementIndices = new Uint8Array([0, 1, 2, 3]);
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const elementIndicesBuffer = gl.createBuffer();
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this.register(toDisposable(() => gl.deleteBuffer(elementIndicesBuffer)));
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
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// Setup attributes
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this._attributesBuffer = throwIfFalsy(gl.createBuffer());
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this.register(toDisposable(() => gl.deleteBuffer(this._attributesBuffer)));
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
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gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
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gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
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gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXPAGE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXPAGE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
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gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
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gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
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// Setup static uniforms
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gl.useProgram(this._program);
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const textureUnits = new Int32Array(TextureAtlas.maxAtlasPages);
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for (let i = 0; i < TextureAtlas.maxAtlasPages; i++) {
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textureUnits[i] = i;
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}
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gl.uniform1iv(this._textureLocation, textureUnits);
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gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
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// Setup 1x1 red pixel textures for all potential atlas pages, if one of these invalid textures
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// is ever drawn it will show characters as red rectangles.
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this._atlasTextures = [];
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for (let i = 0; i < TextureAtlas.maxAtlasPages; i++) {
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const glTexture = new GLTexture(throwIfFalsy(gl.createTexture()));
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this.register(toDisposable(() => gl.deleteTexture(glTexture.texture)));
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
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this._atlasTextures[i] = glTexture;
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}
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// Allow drawing of transparent texture
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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// Set viewport
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this.handleResize();
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}
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public beginFrame(): boolean {
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return this._atlas ? this._atlas.beginFrame() : true;
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}
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public updateCell(x: number, y: number, code: number, bg: number, fg: number, ext: number, chars: string, width: number, lastBg: number): void {
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// Since this function is called for every cell (`rows*cols`), it must be very optimized. It
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// should not instantiate any variables unless a new glyph is drawn to the cache where the
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// slight slowdown is acceptable for the developer ergonomics provided as it's a once of for
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// each glyph.
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this._updateCell(this._vertices.attributes, x, y, code, bg, fg, ext, chars, width, lastBg);
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}
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private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, bg: number, fg: number, ext: number, chars: string, width: number, lastBg: number): void {
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$i = (y * this._terminal.cols + x) * INDICES_PER_CELL;
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// Exit early if this is a null character, allow space character to continue as it may have
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// underline/strikethrough styles
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if (code === NULL_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
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array.fill(0, $i, $i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
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return;
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}
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if (!this._atlas) {
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return;
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}
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// Get the glyph
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if (chars && chars.length > 1) {
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$glyph = this._atlas.getRasterizedGlyphCombinedChar(chars, bg, fg, ext, false);
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} else {
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$glyph = this._atlas.getRasterizedGlyph(code, bg, fg, ext, false);
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}
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$leftCellPadding = Math.floor((this._dimensions.device.cell.width - this._dimensions.device.char.width) / 2);
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if (bg !== lastBg && $glyph.offset.x > $leftCellPadding) {
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$clippedPixels = $glyph.offset.x - $leftCellPadding;
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// a_origin
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array[$i ] = -($glyph.offset.x - $clippedPixels) + this._dimensions.device.char.left;
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array[$i + 1] = -$glyph.offset.y + this._dimensions.device.char.top;
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// a_size
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array[$i + 2] = ($glyph.size.x - $clippedPixels) / this._dimensions.device.canvas.width;
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array[$i + 3] = $glyph.size.y / this._dimensions.device.canvas.height;
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// a_texpage
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array[$i + 4] = $glyph.texturePage;
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// a_texcoord
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array[$i + 5] = $glyph.texturePositionClipSpace.x + $clippedPixels / this._atlas.pages[$glyph.texturePage].canvas.width;
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array[$i + 6] = $glyph.texturePositionClipSpace.y;
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// a_texsize
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array[$i + 7] = $glyph.sizeClipSpace.x - $clippedPixels / this._atlas.pages[$glyph.texturePage].canvas.width;
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array[$i + 8] = $glyph.sizeClipSpace.y;
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} else {
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// a_origin
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array[$i ] = -$glyph.offset.x + this._dimensions.device.char.left;
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array[$i + 1] = -$glyph.offset.y + this._dimensions.device.char.top;
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// a_size
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array[$i + 2] = $glyph.size.x / this._dimensions.device.canvas.width;
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array[$i + 3] = $glyph.size.y / this._dimensions.device.canvas.height;
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// a_texpage
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array[$i + 4] = $glyph.texturePage;
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// a_texcoord
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array[$i + 5] = $glyph.texturePositionClipSpace.x;
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array[$i + 6] = $glyph.texturePositionClipSpace.y;
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// a_texsize
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array[$i + 7] = $glyph.sizeClipSpace.x;
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array[$i + 8] = $glyph.sizeClipSpace.y;
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}
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// a_cellpos only changes on resize
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// Reduce scale horizontally for wide glyphs printed in cells that would overlap with the
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// following cell (ie. the width is not 2).
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if (this._optionsService.rawOptions.rescaleOverlappingGlyphs) {
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if (allowRescaling(code, width, $glyph.size.x, this._dimensions.device.cell.width)) {
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array[$i + 2] = (this._dimensions.device.cell.width - 1) / this._dimensions.device.canvas.width; // - 1 to improve readability
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}
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}
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}
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public clear(): void {
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const terminal = this._terminal;
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const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
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// Clear vertices
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if (this._vertices.count !== newCount) {
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this._vertices.attributes = new Float32Array(newCount);
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} else {
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this._vertices.attributes.fill(0);
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}
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let i = 0;
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for (; i < this._vertices.attributesBuffers.length; i++) {
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if (this._vertices.count !== newCount) {
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this._vertices.attributesBuffers[i] = new Float32Array(newCount);
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} else {
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this._vertices.attributesBuffers[i].fill(0);
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}
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}
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this._vertices.count = newCount;
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i = 0;
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for (let y = 0; y < terminal.rows; y++) {
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for (let x = 0; x < terminal.cols; x++) {
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this._vertices.attributes[i + 9] = x / terminal.cols;
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this._vertices.attributes[i + 10] = y / terminal.rows;
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i += INDICES_PER_CELL;
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}
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}
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}
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public handleResize(): void {
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const gl = this._gl;
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gl.useProgram(this._program);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
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this.clear();
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}
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public render(renderModel: IRenderModel): void {
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if (!this._atlas) {
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return;
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}
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const gl = this._gl;
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gl.useProgram(this._program);
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gl.bindVertexArray(this._vertexArrayObject);
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// Alternate buffers each frame as the active buffer gets locked while it's in use by the GPU
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this._activeBuffer = (this._activeBuffer + 1) % 2;
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const activeBuffer = this._vertices.attributesBuffers[this._activeBuffer];
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// Copy data for each cell of each line up to its line length (the last non-whitespace cell)
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// from the attributes buffer into activeBuffer, which is the one that gets bound to the GPU.
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// The reasons for this are as follows:
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// - So the active buffer can be alternated so we don't get blocked on rendering finishing
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// - To copy either the normal attributes buffer or the selection attributes buffer when there
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// is a selection
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// - So we don't send vertices for all the line-ending whitespace to the GPU
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let bufferLength = 0;
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for (let y = 0; y < renderModel.lineLengths.length; y++) {
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const si = y * this._terminal.cols * INDICES_PER_CELL;
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const sub = this._vertices.attributes.subarray(si, si + renderModel.lineLengths[y] * INDICES_PER_CELL);
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activeBuffer.set(sub, bufferLength);
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bufferLength += sub.length;
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}
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// Bind the attributes buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, activeBuffer.subarray(0, bufferLength), gl.STREAM_DRAW);
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// Bind the atlas page texture if they have changed
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for (let i = 0; i < this._atlas.pages.length; i++) {
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if (this._atlas.pages[i].version !== this._atlasTextures[i].version) {
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this._bindAtlasPageTexture(gl, this._atlas, i);
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}
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}
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// Draw the viewport
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gl.drawElementsInstanced(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_BYTE, 0, bufferLength / INDICES_PER_CELL);
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}
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public setAtlas(atlas: ITextureAtlas): void {
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this._atlas = atlas;
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for (const glTexture of this._atlasTextures) {
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glTexture.version = -1;
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}
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}
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private _bindAtlasPageTexture(gl: IWebGL2RenderingContext, atlas: ITextureAtlas, i: number): void {
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, this._atlasTextures[i].texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, atlas.pages[i].canvas);
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gl.generateMipmap(gl.TEXTURE_2D);
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this._atlasTextures[i].version = atlas.pages[i].version;
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}
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public setDimensions(dimensions: IRenderDimensions): void {
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this._dimensions = dimensions;
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}
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}
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