Use new render dimensions in webglrenderer

This commit is contained in:
Daniel Imms
2022-10-15 13:15:12 -07:00
parent ddc4e75583
commit 65f41a151e
2 changed files with 36 additions and 10 deletions
+30 -10
View File
@@ -10,7 +10,7 @@ import { observeDevicePixelDimensions } from 'browser/renderer/shared/DevicePixe
import { createRenderDimensions } from 'browser/renderer/shared/RendererUtils';
import { IRenderDimensions, IRenderer, IRequestRedrawEvent, ITextureAtlas } from 'browser/renderer/shared/Types';
import { ICharacterJoinerService, ICoreBrowserService, IThemeService } from 'browser/services/Services';
import { IColorSet, ITerminal, ReadonlyColorSet } from 'browser/Types';
import { ITerminal } from 'browser/Types';
import { AttributeData } from 'common/buffer/AttributeData';
import { CellData } from 'common/buffer/CellData';
import { Content, NULL_CELL_CHAR, NULL_CELL_CODE } from 'common/buffer/Constants';
@@ -41,7 +41,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
private _rectangleRenderer!: RectangleRenderer;
private _glyphRenderer!: GlyphRenderer;
public dimensions: IRenderDimensions;
public readonly dimensions: IRenderDimensions;
private _core: ITerminal;
private _isAttached: boolean;
@@ -165,14 +165,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
}
// Resize the canvas
this._canvas.width = this.dimensions.scaledCanvasWidth;
this._canvas.height = this.dimensions.scaledCanvasHeight;
this._canvas.style.width = `${this.dimensions.canvasWidth}px`;
this._canvas.style.height = `${this.dimensions.canvasHeight}px`;
this._canvas.width = this.dimensions.device.canvas.width;
this._canvas.height = this.dimensions.device.canvas.height;
this._canvas.style.width = `${this.dimensions.css.canvas.width}px`;
this._canvas.style.height = `${this.dimensions.css.canvas.height}px`;
// Resize the screen
this._core.screenElement!.style.width = `${this.dimensions.canvasWidth}px`;
this._core.screenElement!.style.height = `${this.dimensions.canvasHeight}px`;
this._core.screenElement!.style.width = `${this.dimensions.css.canvas.width}px`;
this._core.screenElement!.style.height = `${this.dimensions.css.canvas.height}px`;
this._rectangleRenderer.setDimensions(this.dimensions);
this._rectangleRenderer.handleResize();
@@ -244,13 +244,21 @@ export class WebglRenderer extends Disposable implements IRenderer {
* Refreshes the char atlas, aquiring a new one if necessary.
*/
private _refreshCharAtlas(): void {
if (this.dimensions.scaledCharWidth <= 0 && this.dimensions.scaledCharHeight <= 0) {
if (this.dimensions.device.char.width <= 0 && this.dimensions.device.char.height <= 0) {
// Mark as not attached so char atlas gets refreshed on next render
this._isAttached = false;
return;
}
const atlas = acquireTextureAtlas(this._terminal, this._themeService.colors, this.dimensions.scaledCellWidth, this.dimensions.scaledCellHeight, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight, this._coreBrowserService.dpr);
const atlas = acquireTextureAtlas(
this._terminal,
this._themeService.colors,
this.dimensions.device.cell.width,
this.dimensions.device.cell.width,
this.dimensions.device.char.width,
this.dimensions.device.char.height,
this._coreBrowserService.dpr
);
if (this._charAtlas !== atlas) {
this._onChangeTextureAtlas.fire(atlas.cacheCanvas);
}
@@ -442,32 +450,40 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Calculate the scaled character width. Width is floored as it must be drawn to an integer grid
// in order for the char atlas glyphs to not be blurry.
this.dimensions.scaledCharWidth = Math.floor((this._core as any)._charSizeService.width * this._devicePixelRatio);
this.dimensions.device.char.width = Math.floor((this._core as any)._charSizeService.width * this._devicePixelRatio);
// Calculate the scaled character height. Height is ceiled in case devicePixelRatio is a
// floating point number in order to ensure there is enough space to draw the character to the
// cell.
this.dimensions.scaledCharHeight = Math.ceil((this._core as any)._charSizeService.height * this._devicePixelRatio);
this.dimensions.device.char.height = Math.ceil((this._core as any)._charSizeService.height * this._devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is _not_ 1, the resulting value will be
// floored since lineHeight can never be lower then 1, this guarentees the scaled cell height
// will always be larger than scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
this.dimensions.device.cell.height = Math.floor(this.dimensions.device.char.height * this._terminal.options.lineHeight);
// Calculate the y offset within a cell that glyph should draw at in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
this.dimensions.device.char.top = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.device.cell.height - this.dimensions.device.char.height) / 2);
// Calculate the scaled cell width, taking the letterSpacing into account.
this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
this.dimensions.device.cell.width = this.dimensions.device.char.width + Math.round(this._terminal.options.letterSpacing);
// Calculate the x offset with a cell that text should draw from in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
this.dimensions.device.char.left = Math.floor(this._terminal.options.letterSpacing / 2);
// Recalculate the canvas dimensions, the scaled dimensions define the actual number of pixel in
// the canvas
this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
this.dimensions.device.canvas.height = this._terminal.rows * this.dimensions.device.cell.height;
this.dimensions.device.canvas.width = this._terminal.cols * this.dimensions.device.cell.width;
// The the size of the canvas on the page. It's important that this rounds to nearest integer
// and not ceils as browsers often have floating point precision issues where
@@ -476,6 +492,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
// large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / this._devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
this.dimensions.css.canvas.height = Math.round(this.dimensions.device.canvas.height / this._devicePixelRatio);
this.dimensions.css.canvas.width = Math.round(this.dimensions.device.canvas.width / this._devicePixelRatio);
// Get the CSS dimensions of an individual cell. This needs to be derived from the calculated
// device pixel canvas value above. CharMeasure.width/height by itself is insufficient when the
@@ -483,6 +501,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
// size on the canvas can differ.
this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
this.dimensions.css.cell.height = this.dimensions.device.cell.height / this._devicePixelRatio;
this.dimensions.css.cell.width = this.dimensions.device.cell.width / this._devicePixelRatio;
}
private _setCanvasDevicePixelDimensions(width: number, height: number): void {
+6
View File
@@ -38,10 +38,16 @@ export interface IOffset {
}
export interface IRenderDimensions {
/**
* Dimensions measured in CSS pixels (ie. device pixels / device pixel ratio).
*/
css: {
canvas: IDimensions;
cell: IDimensions;
};
/**
* Dimensions measured in actual pixels as rendered to the device.
*/
device: {
canvas: IDimensions;
cell: IDimensions;