Initial webgl renderer implementation

This commit is contained in:
Daniel Imms
2018-11-16 14:34:12 -08:00
parent e4e5b966da
commit c97feab05c
14 changed files with 1683 additions and 13 deletions
+4 -4
View File
@@ -203,11 +203,11 @@ function initOptions(term: TerminalType): void {
bellSound: null,
bellStyle: ['none', 'sound'],
cursorStyle: ['block', 'underline', 'bar'],
experimentalCharAtlas: ['none', 'static', 'dynamic'],
experimentalCharAtlas: ['none', 'static', 'dynamic', 'webgl'],
fontFamily: null,
fontWeight: ['normal', 'bold', '100', '200', '300', '400', '500', '600', '700', '800', '900'],
fontWeightBold: ['normal', 'bold', '100', '200', '300', '400', '500', '600', '700', '800', '900'],
rendererType: ['dom', 'canvas'],
rendererType: ['dom', 'canvas', 'webgl'],
experimentalBufferLineImpl: ['JsArray', 'TypedArray']
};
const options = Object.keys((<any>term)._core.options);
@@ -235,7 +235,7 @@ function initOptions(term: TerminalType): void {
});
html += '</div><div class="option-group">';
numberOptions.forEach(o => {
html += `<div class="option"><label>${o} <input id="opt-${o}" type="number" value="${term.getOption(o)}"/></label></div>`;
html += `<div class="option"><label>${o} <input id="opt-${o}" type="number" value="${term.getOption(o)}" step="${o === 'lineHeight' ? '0.1' : '1'}"/></label></div>`;
});
html += '</div><div class="option-group">';
Object.keys(stringOptions).forEach(o => {
@@ -265,7 +265,7 @@ function initOptions(term: TerminalType): void {
if (o === 'cols' || o === 'rows') {
updateTerminalSize();
} else {
term.setOption(o, parseInt(input.value, 10));
term.setOption(o, o === 'lineHeight' ? parseFloat(input.value) : parseInt(input.value, 10));
}
});
});
+3
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@@ -52,6 +52,7 @@ import { DomRenderer } from './renderer/dom/DomRenderer';
import { IKeyboardEvent } from './common/Types';
import { evaluateKeyboardEvent } from './core/input/Keyboard';
import { KeyboardResultType, ICharset } from './core/Types';
import { WebglRenderer } from './renderer/webgl/WebglRenderer';
// Let it work inside Node.js for automated testing purposes.
const document = (typeof window !== 'undefined') ? window.document : null;
@@ -462,6 +463,7 @@ export class Terminal extends EventEmitter implements ITerminal, IDisposable, II
this.renderer.onResize(this.cols, this.rows);
this.refresh(0, this.rows - 1);
}
break;
case 'rendererType':
if (this.renderer) {
this.unregister(this.renderer);
@@ -761,6 +763,7 @@ export class Terminal extends EventEmitter implements ITerminal, IDisposable, II
switch (this.options.rendererType) {
case 'canvas': this.renderer = new Renderer(this, this.options.theme); break;
case 'dom': this.renderer = new DomRenderer(this, this.options.theme); break;
case 'webgl': this.renderer = new WebglRenderer(this, this.options.theme); break;
default: throw new Error(`Unrecognized rendererType "${this.options.rendererType}"`);
}
this.register(this.renderer);
+1
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@@ -311,6 +311,7 @@ export interface IBufferSet extends IEventEmitter {
export interface ISelectionManager {
selectionText: string;
hasSelection: boolean;
selectionStart: [number, number];
selectionEnd: [number, number];
+8 -3
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@@ -11,11 +11,13 @@ import BaseCharAtlas from './BaseCharAtlas';
import DynamicCharAtlas from './DynamicCharAtlas';
import NoneCharAtlas from './NoneCharAtlas';
import StaticCharAtlas from './StaticCharAtlas';
import WebglCharAtlas from '../webgl/WebglCharAtlas';
const charAtlasImplementations = {
'none': NoneCharAtlas,
'static': StaticCharAtlas,
'dynamic': DynamicCharAtlas
'dynamic': DynamicCharAtlas,
'webgl': WebglCharAtlas
};
interface ICharAtlasCacheEntry {
@@ -38,9 +40,10 @@ export function acquireCharAtlas(
terminal: ITerminal,
colors: IColorSet,
scaledCharWidth: number,
scaledCharHeight: number
scaledCharHeight: number,
devicePixelRatio?: number
): BaseCharAtlas {
const newConfig = generateConfig(scaledCharWidth, scaledCharHeight, terminal, colors);
const newConfig = generateConfig(scaledCharWidth, scaledCharHeight, terminal, colors, devicePixelRatio);
// TODO: Currently if a terminal changes configs it will not free the entry reference (until it's disposed)
@@ -54,6 +57,7 @@ export function acquireCharAtlas(
}
// The configs differ, release the terminal from the entry
if (entry.ownedBy.length === 1) {
entry.atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
entry.ownedBy.splice(ownedByIndex, 1);
@@ -94,6 +98,7 @@ export function removeTerminalFromCache(terminal: ITerminal): void {
if (index !== -1) {
if (charAtlasCache[i].ownedBy.length === 1) {
// Remove the cache entry if it's the only terminal
charAtlasCache[i].atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
// Remove the reference from the cache entry
+2 -2
View File
@@ -7,7 +7,7 @@ import { ITerminal } from '../../Types';
import { IColorSet } from '../Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: ITerminal, colors: IColorSet): ICharAtlasConfig {
export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: ITerminal, colors: IColorSet, devicePixelRatio: number = window.devicePixelRatio): ICharAtlasConfig {
// null out some fields that don't matter
const clonedColors = <IColorSet>{
foreground: colors.foreground,
@@ -21,7 +21,7 @@ export function generateConfig(scaledCharWidth: number, scaledCharHeight: number
};
return {
type: terminal.options.experimentalCharAtlas,
devicePixelRatio: window.devicePixelRatio,
devicePixelRatio,
scaledCharWidth,
scaledCharHeight,
fontFamily: terminal.options.fontFamily,
+343
View File
@@ -0,0 +1,343 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { createProgram, PROJECTION_MATRIX } from './WebglUtils';
import { IRenderDimensions } from '../Types';
import { ITerminal, IBufferLine } from '../../Types';
import { NULL_CELL_CODE, CHAR_DATA_CHAR_INDEX } from '../../Buffer';
import WebglCharAtlas from './WebglCharAtlas';
import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
import { INDICIES_PER_CELL } from './WebglRenderer';
import { COMBINED_CHAR_BIT_MASK } from './RenderModel';
interface IVertices {
attributes: Float32Array;
selectionAttributes: Float32Array;
cellPosition: Float32Array;
count: number;
}
const enum VertexAttribLocations {
UNIT_QUAD = 0,
CELL_POSITION = 1,
OFFSET = 2,
SIZE = 3,
TEXCOORD = 4,
TEXSIZE = 5
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
layout (location = ${VertexAttribLocations.CELL_POSITION}) in vec2 a_cellpos;
layout (location = ${VertexAttribLocations.OFFSET}) in vec2 a_offset;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.TEXCOORD}) in vec2 a_texcoord;
layout (location = ${VertexAttribLocations.TEXSIZE}) in vec2 a_texsize;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec2 v_texcoord;
void main() {
vec2 zeroToOne = (a_offset / u_resolution) + a_cellpos + (a_unitquad * a_size);
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_texcoord = a_texcoord + a_unitquad * a_texsize;
}`;
const fragmentShaderSource = `#version 300 es
precision mediump float;
in vec2 v_texcoord;
uniform sampler2D u_texture;
out vec4 outColor;
void main() {
outColor = texture(u_texture, v_texcoord);
}`;
const INDICES_PER_CELL = 8;
const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
export class GlyphRenderer {
private _atlas: WebglCharAtlas;
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _projectionLocation: WebGLUniformLocation;
private _resolutionLocation: WebGLUniformLocation;
private _textureLocation: WebGLUniformLocation;
private _atlasTexture: WebGLTexture;
private _attributesBuffer: WebGLBuffer;
private _cellPositionBuffer: WebGLBuffer;
private _lineLengths: Int16Array = new Int16Array(0);
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(0),
selectionAttributes: new Float32Array(0),
cellPosition: new Float32Array(0)
};
constructor(
private _terminal: ITerminal,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
// Uniform locations
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._textureLocation = gl.getUniformLocation(this._program, 'u_texture');
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
gl.bindVertexArray(this._vertexArrayObject);
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
// Setup the unit quad element array buffer, this points to indices in
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup a_cellpos, this is separate as it rarely changed
this._cellPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._cellPositionBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, 0, 0);
gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 6 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
// Setup empty texture atlas
this._atlasTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Allow drawing of transparent texture
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Set viewport
this.onResize();
}
public beginFrame(): boolean {
return this._atlas.beginFrame();
}
public updateCell(x: number, y: number, code: number, attr: number, bg: number, fg: number, chars: string): void {
this._updateCell(this._vertices.attributes, x, y, code, attr, bg, fg, chars);
}
private _updateCell(array: Float32Array, x: number, y: number, code: number, attr: number, bg: number, fg: number, chars?: string): void {
const terminal = this._terminal;
const i = ((y * terminal.cols) + x) * INDICES_PER_CELL;
// Exit early if this is a null/space character
if (code === NULL_CELL_CODE) {
array.fill(0, i, i + INDICES_PER_CELL - 1);
return;
}
let rasterizedGlyph: IRasterizedGlyph;
if (chars && chars.length > 1) {
rasterizedGlyph = this._atlas.getRasterizedGlyphCombinedChar(chars, attr, bg, fg, this._terminal.options.enableBold);
} else {
rasterizedGlyph = this._atlas.getRasterizedGlyph(code, attr, bg, fg, this._terminal.options.enableBold);
}
// Fill empty if no glyph was found
if (!rasterizedGlyph) {
array.fill(0, i, i + INDICES_PER_CELL - 1);
return;
}
// a_origin
array[i ] = -rasterizedGlyph.offset.x + this._dimensions.scaledCharLeft;
array[i + 1] = -rasterizedGlyph.offset.y + this._dimensions.scaledCharTop;
// a_size
array[i + 2] = rasterizedGlyph.size.x / this._dimensions.scaledCanvasWidth;
array[i + 3] = rasterizedGlyph.size.y / this._dimensions.scaledCanvasHeight;
// a_texcoord
array[i + 4] = rasterizedGlyph.texturePositionClipSpace.x;
array[i + 5] = rasterizedGlyph.texturePositionClipSpace.y;
// a_texsize
array[i + 6] = rasterizedGlyph.sizeClipSpace.x;
array[i + 7] = rasterizedGlyph.sizeClipSpace.y;
}
public updateLineEnd(x: number, y: number): void {
// Clears all cells to the right of the line end
const i = (y * this._terminal.cols + x + 1) * INDICES_PER_CELL;
this._vertices.attributes.fill(0, i, i + (this._terminal.cols - this._lineLengths[y]) * INDICES_PER_CELL - 1);
}
public updateSelection(model: IRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
this._vertices.selectionAttributes = this._vertices.attributes.slice(0);
// TODO: Make fg and bg configurable, currently since the buffer doesn't
// support truecolor the char atlas cannot store it.
const fg = 0;
const bg = 7;
if (columnSelectMode) {
const startCol = model.selection.startCol;
const width = model.selection.endCol - startCol;
const height = model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow + 1;
for (let y = model.selection.viewportCappedStartRow; y < model.selection.viewportCappedStartRow + height; y++) {
this._updateSelectionRange(startCol, startCol + width, y, model, bg, fg);
}
} else {
// Draw first row
const startCol = model.selection.viewportStartRow === model.selection.viewportCappedStartRow ? model.selection.startCol : 0;
const startRowEndCol = model.selection.viewportCappedStartRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(startCol, startRowEndCol, model.selection.viewportCappedStartRow, model, bg, fg);
// Draw middle rows
const middleRowsCount = Math.max(model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow - 1, 0);
for (let y = (model.selection.viewportCappedStartRow + 1); y <= model.selection.viewportCappedStartRow + middleRowsCount; y++) {
this._updateSelectionRange(0, startRowEndCol, y, model, bg, fg);
}
// Draw final row
if (model.selection.viewportCappedStartRow !== model.selection.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.selection.viewportEndRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(0, endCol, model.selection.viewportCappedEndRow, model, bg, fg);
}
}
}
private _updateSelectionRange(startCol: number, endCol: number, y: number, model: IRenderModel, bg: number, fg: number): void {
const terminal = this._terminal;
const row = y + terminal.buffer.ydisp;
let line: IBufferLine;
for (let x = startCol; x < endCol; x++) {
const offset = (y * this._terminal.cols + x) * INDICIES_PER_CELL;
// Because the cache uses attr as a lookup key it needs to contain the selection colors as well
let attr = model.cells[offset + 1];
attr = attr & ~0x3ffff | bg << 9 | fg;
const code = model.cells[offset];
if (code & COMBINED_CHAR_BIT_MASK) {
if (!line) {
line = terminal.buffer.lines.get(row);
}
const charData = line.get(x);
const chars = charData[CHAR_DATA_CHAR_INDEX];
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg, chars);
} else {
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg);
}
}
}
public onResize(): void {
const terminal = this._terminal;
const gl = this._gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Update vertices
const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
if (this._vertices.count !== newCount) {
this._vertices.count = newCount;
this._vertices.attributes = new Float32Array(newCount);
this._lineLengths = new Int16Array(terminal.rows);
this._vertices.cellPosition = new Float32Array(terminal.cols * terminal.rows * 2);
let i = 0;
for (let y = 0; y < terminal.rows; y++) {
for (let x = 0; x < terminal.cols; x++) {
this._vertices.cellPosition[i++] = x / terminal.cols;
this._vertices.cellPosition[i++] = y / terminal.rows;
}
}
}
}
public onThemeChanged(): void {
}
public render(isSelectionVisible: boolean): void {
if (!this._atlas) {
return;
}
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
gl.bindBuffer(gl.ARRAY_BUFFER, this._cellPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.cellPosition, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, isSelectionVisible ? this._vertices.selectionAttributes : this._vertices.attributes, gl.DYNAMIC_DRAW);
// Bind the texture atlas if it's changed
if (this._atlas.hasCanvasChanged) {
this._atlas.hasCanvasChanged = false;
gl.uniform1i(this._textureLocation, 0);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
// Set uniforms
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Draw the viewport
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this._vertices.count / INDICES_PER_CELL);
}
public setAtlas(atlas: WebglCharAtlas): void {
const gl = this._gl;
this._atlas = atlas;
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
public setDimensions(dimensions: IRenderDimensions): void {
this._dimensions = dimensions;
}
}
+320
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@@ -0,0 +1,320 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ITerminal } from '../../Types';
import { IColorManager, IRenderDimensions } from '../Types';
import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
import { IColor } from '../../shared/Types';
import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
import { RENDER_INVERTED_DEFAULT_COLOR } from './RenderModel';
const enum VertexAttribLocations {
POSITION = 0,
SIZE = 1,
COLOR = 2,
UNIT_QUAD = 3
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.POSITION}) in vec2 a_position;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.COLOR}) in vec3 a_color;
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec3 v_color;
void main() {
vec2 zeroToOne = (a_position + (a_unitquad * a_size)) / u_resolution;
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_color = a_color;
}`;
const fragmentShaderSource = `#version 300 es
precision mediump float;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1);
}`;
interface IVertices {
attributes: Float32Array;
selection: Float32Array;
count: number;
}
const INDICES_PER_RECTANGLE = 8;
const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEMENT;
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
export class RectangleRenderer {
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _resolutionLocation: WebGLUniformLocation;
private _attributesBuffer: WebGLBuffer;
private _projectionLocation: WebGLUniformLocation;
private _bgFloat: Float32Array;
private _selectionFloat: Float32Array;
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(INITIAL_BUFFER_RECTANGLE_CAPACITY),
selection: new Float32Array(3 * INDICES_PER_RECTANGLE)
};
constructor(
private _terminal: ITerminal,
private _colorManager: IColorManager,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
// Uniform locations
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
gl.bindVertexArray(this._vertexArrayObject);
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
// Setup the unit quad element array buffer, this points to indices in
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
gl.vertexAttribDivisor(VertexAttribLocations.POSITION, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.COLOR);
gl.vertexAttribPointer(VertexAttribLocations.COLOR, 4, gl.FLOAT, false, BYTES_PER_RECTANGLE, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.COLOR, 1);
this._updateCachedColors();
}
public render(): void {
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Bind attributes buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.attributes, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this._vertices.count);
// Bind selection buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.selection, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 3);
}
public onResize(): void {
this._updateViewportRectangle();
}
public onThemeChanged(): void {
this._updateCachedColors();
this._updateViewportRectangle();
}
private _updateCachedColors(): void {
this._bgFloat = this._colorToFloat32Array(this._colorManager.colors.background);
this._selectionFloat = this._colorToFloat32Array(this._colorManager.colors.selection);
}
private _updateViewportRectangle(): void {
// Set first rectangle that clears the screen
this._addRectangleFloat(
this._vertices.attributes,
0,
0,
0,
this._terminal.cols * this._dimensions.scaledCellWidth,
this._terminal.rows * this._dimensions.scaledCellHeight,
this._bgFloat
);
}
public updateSelection(model: ISelectionRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
if (!model.hasSelection) {
this._vertices.selection.fill(0, 0);
return;
}
if (columnSelectMode) {
const startCol = model.startCol;
const width = model.endCol - startCol;
const height = model.viewportCappedEndRow - model.viewportCappedStartRow + 1;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
width * this._dimensions.scaledCellWidth,
height * this._dimensions.scaledCellHeight,
this._selectionFloat
);
this._vertices.selection.fill(0, INDICES_PER_RECTANGLE);
} else {
// Draw first row
const startCol = model.viewportStartRow === model.viewportCappedStartRow ? model.startCol : 0;
const startRowEndCol = model.viewportCappedStartRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
(startRowEndCol - startCol) * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw middle rows
const middleRowsCount = Math.max(model.viewportCappedEndRow - model.viewportCappedStartRow - 1, 0);
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE,
0,
(model.viewportCappedStartRow + 1) * this._dimensions.scaledCellHeight,
terminal.cols * this._dimensions.scaledCellWidth,
middleRowsCount * this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw final row
if (model.viewportCappedStartRow !== model.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.viewportEndRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE * 2,
0,
model.viewportCappedEndRow * this._dimensions.scaledCellHeight,
endCol * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
} else {
this._vertices.selection.fill(0, INDICES_PER_RECTANGLE * 2);
}
}
}
public updateBackgrounds(model: IRenderModel): void {
const terminal = this._terminal;
const vertices = this._vertices;
let rectangleCount = 1;
const DEFAULT_BACKGROUND_COLOR = 256;
for (let y = 0; y < terminal.rows; y++) {
let currentStartX = -1;
let currentBg = DEFAULT_BACKGROUND_COLOR;
for (let x = 0; x < terminal.cols; x++) {
const modelIndex = ((y * terminal.cols) + x) * 4;
const bg = model.cells[modelIndex + 2];
if (bg !== currentBg) {
// A rectangle needs to be drawn if going from non-default to another color
if (currentBg !== DEFAULT_BACKGROUND_COLOR) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentBg, currentStartX, x, y);
}
currentStartX = x;
currentBg = bg;
}
}
// Finish rectangle if it's still going
if (currentBg !== DEFAULT_BACKGROUND_COLOR) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentBg, currentStartX, terminal.cols, y);
}
}
vertices.count = rectangleCount;
}
private _updateRectangle(vertices: IVertices, offset: number, bg: number, startX: number, endX: number, y: number): void {
let color: IColor | null = null;
if (bg === RENDER_INVERTED_DEFAULT_COLOR) {
color = this._colorManager.colors.foreground;
} else if (bg < 256) {
color = this._colorManager.colors.ansi[bg];
}
if (vertices.attributes.length < offset + 4) {
vertices.attributes = expandFloat32Array(vertices.attributes, this._terminal.rows * this._terminal.cols * INDICES_PER_RECTANGLE);
}
const x1 = startX * this._dimensions.scaledCellWidth;
const y1 = y * this._dimensions.scaledCellHeight;
const r = ((color.rgba >> 24) & 0xFF) / 255;
const g = ((color.rgba >> 16) & 0xFF) / 255;
const b = ((color.rgba >> 8 ) & 0xFF) / 255;
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, 1);
}
private _addRectangle(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, r: number, g: number, b: number, a: number): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = r;
array[offset + 5] = g;
array[offset + 6] = b;
array[offset + 7] = a;
}
private _addRectangleFloat(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, color: Float32Array): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = color[0];
array[offset + 5] = color[1];
array[offset + 6] = color[2];
array[offset + 7] = color[3];
}
private _colorToFloat32Array(color: IColor): Float32Array {
return new Float32Array([
((color.rgba >> 24) & 0xFF) / 255,
((color.rgba >> 16) & 0xFF) / 255,
((color.rgba >> 8 ) & 0xFF) / 255,
((color.rgba ) & 0xFF) / 255
]);
}
}
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/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IRenderModel, ISelectionRenderModel } from './Types';
export const RENDER_MODEL_INDICIES_PER_CELL = 4;
// HACK: Cannot use INVERTED_DEFAULT_COLOR (-1) here because _model.cells is a
// Uint32Array. This should be changed when true color is introduced to whatever
// the mechanism is for the buffer.
export const RENDER_INVERTED_DEFAULT_COLOR = 258;
export const COMBINED_CHAR_BIT_MASK = 0x80000000;
export class RenderModel implements IRenderModel {
public cells: Uint32Array;
public lineLengths: Uint32Array;
public selection: ISelectionRenderModel;
constructor() {
this.cells = new Uint32Array(0);
this.lineLengths = new Uint32Array(0);
this.selection = {
hasSelection: false,
viewportStartRow: 0,
viewportEndRow: 0,
viewportCappedStartRow: 0,
viewportCappedEndRow: 0,
startCol: 0,
endCol: 0
};
}
public resize(cols: number, rows: number): void {
const indexCount = cols * rows * RENDER_MODEL_INDICIES_PER_CELL;
if (indexCount !== this.cells.length) {
this.cells = new Uint32Array(indexCount);
this.lineLengths = new Uint32Array(rows);
}
}
public clear(): void {
this.cells.fill(0, 0);
this.lineLengths.fill(0, 0);
this.clearSelection();
}
public clearSelection(): void {
this.selection.hasSelection = false;
this.selection.viewportStartRow = 0;
this.selection.viewportEndRow = 0;
this.selection.viewportCappedStartRow = 0;
this.selection.viewportCappedEndRow = 0;
this.selection.startCol = 0;
this.selection.endCol = 0;
}
}
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/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
export interface IRasterizedGlyphSet {
[flags: number]: IRasterizedGlyph;
}
/**
* Represents a rasterized glyph within a texture atlas. Some numbers are
* tracked in CSS pixels as well in order to reduce calculations during the
* render loop.
*/
export interface IRasterizedGlyph {
/**
* The x and y offset between the glyph's top/left and the top/left of a cell
* in pixels.
*/
offset: IVector;
/**
* the x and y position of the glyph in the texture in pixels.
*/
texturePosition: IVector;
/**
* the x and y position of the glyph in the texture in clip space coordinates.
*/
texturePositionClipSpace: IVector;
/**
* The width and height of the glyph in the texture in pixels.
*/
size: IVector;
/**
* The width and height of the glyph in the texture in clip space coordinates.
*/
sizeClipSpace: IVector;
}
export interface IVector {
x: number;
y: number;
}
export interface IBoundingBox {
top: number;
left: number;
right: number;
bottom: number;
}
export interface IRenderModel {
cells: Uint32Array;
lineLengths: Uint32Array;
selection: ISelectionRenderModel;
}
export interface ISelectionRenderModel {
hasSelection: boolean;
viewportStartRow: number;
viewportEndRow: number;
viewportCappedStartRow: number;
viewportCappedEndRow: number;
startCol: number;
endCol: number;
}
export interface IWebGL2RenderingContext extends WebGLRenderingContext {
vertexAttribDivisor(index: number, divisor: number): void;
createVertexArray(): IWebGLVertexArrayObject;
bindVertexArray(vao: IWebGLVertexArrayObject): void;
drawElementsInstanced(mode: number, count: number, type: number, offset: number, instanceCount: number): void;
}
export interface IWebGLVertexArrayObject {
}
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/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { DIM_OPACITY, IGlyphIdentifier } from '../atlas/Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
import { IColor } from '../../shared/Types';
import BaseCharAtlas from '../atlas/BaseCharAtlas';
import { DEFAULT_ANSI_COLORS } from '../ColorManager';
import { clearColor } from '../../shared/atlas/CharAtlasGenerator';
import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from './Types';
import { DEFAULT_ATTR } from '../../Buffer';
import { FLAGS } from '../Types';
import { RENDER_INVERTED_DEFAULT_COLOR } from './RenderModel';
// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
const TEXTURE_WIDTH = 1024;
const TEXTURE_HEIGHT = 1024;
/**
* The amount of the texture to be filled before throwing it away and starting
* again. Since the throw away and individual glyph draws don't cost too much,
* this prevent juggling multiple textures in the GL context.
*/
const TEXTURE_CAPACITY = Math.floor(TEXTURE_HEIGHT * 0.8);
const TRANSPARENT_COLOR = {
css: 'rgba(0, 0, 0, 0)',
rgba: 0
};
/**
* A shared object which is used to draw nothing for a particular cell.
*/
const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
offset: { x: 0, y: 0 },
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
size: { x: 0, y: 0 },
sizeClipSpace: { x: 0, y: 0 }
};
const TMP_CANVAS_GLYPH_PADDING = 2;
export default class WebglCharAtlas extends BaseCharAtlas {
private _cacheMap: { [code: number]: IRasterizedGlyphSet } = {};
private _cacheMapCombined: { [chars: string]: IRasterizedGlyphSet } = {};
// The texture that the atlas is drawn to
public cacheCanvas: HTMLCanvasElement;
private _cacheCtx: CanvasRenderingContext2D;
private _tmpCanvas: HTMLCanvasElement;
// A temporary context that glyphs are drawn to before being transfered to the atlas.
private _tmpCtx: CanvasRenderingContext2D;
// Since glyphs are expected to be around the same height, the packing
// strategy used it to fill a row with glyphs while keeping track of the
// tallest glyph in the row. Once the row is full a new row is started at
// (0,lastRow+lastRowTallestGlyph).
private _currentRowY: number = 0;
private _currentRowX: number = 0;
private _currentRowHeight: number = 0;
public hasCanvasChanged = false;
private _workBoundingBox: IBoundingBox = { top: 0, left: 0, bottom: 0, right: 0 };
constructor(document: Document, private _config: ICharAtlasConfig) {
super();
this.cacheCanvas = document.createElement('canvas');
this.cacheCanvas.width = TEXTURE_WIDTH;
this.cacheCanvas.height = TEXTURE_HEIGHT;
// The canvas needs alpha because we use clearColor to convert the background color to alpha.
// It might also contain some characters with transparent backgrounds if allowTransparency is
// set.
this._cacheCtx = this.cacheCanvas.getContext('2d', {alpha: true});
this._tmpCanvas = document.createElement('canvas');
this._tmpCanvas.width = this._config.scaledCharWidth * 2 + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCanvas.height = this._config.scaledCharHeight + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCtx = this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency});
// This is useful for debugging
document.body.appendChild(this.cacheCanvas);
}
public dispose(): void {
if (this.cacheCanvas.parentElement) {
this.cacheCanvas.parentElement.removeChild(this.cacheCanvas);
}
}
protected _doWarmUp(): void {
// Pre-fill with ASCII 33-126
for (let i = 33; i < 126; i++) {
const rasterizedGlyph = this._drawToCache(i, DEFAULT_ATTR, 256, 257, true);
this._cacheMap[i] = {
[DEFAULT_ATTR]: rasterizedGlyph
};
}
}
public beginFrame(): boolean {
if (this._currentRowY > TEXTURE_CAPACITY) {
this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
this._cacheMap = {};
this._currentRowHeight = 0;
this._currentRowX = 0;
this._currentRowY = 0;
this._doWarmUp();
return true;
}
return false;
}
public getRasterizedGlyphCombinedChar(chars: string, attr: number, bg: number, fg: number, enableBold: boolean): IRasterizedGlyph {
let rasterizedGlyphSet = this._cacheMapCombined[chars];
if (!rasterizedGlyphSet) {
rasterizedGlyphSet = {};
this._cacheMapCombined[chars] = rasterizedGlyphSet;
}
let rasterizedGlyph = rasterizedGlyphSet[attr];
if (!rasterizedGlyph) {
rasterizedGlyph = this._drawToCache(chars, attr, bg, fg, enableBold);
rasterizedGlyphSet[attr] = rasterizedGlyph;
}
return rasterizedGlyph;
}
/**
* Gets the glyphs texture coords, drawing the texture if it's not already
*/
public getRasterizedGlyph(code: number, attr: number, bg: number, fg: number, enableBold: boolean): IRasterizedGlyph {
// Space is always an empty cell, special case this as it's so common
if (code === 32) {
return;
}
let rasterizedGlyphSet = this._cacheMap[code];
if (!rasterizedGlyphSet) {
rasterizedGlyphSet = {};
this._cacheMap[code] = rasterizedGlyphSet;
}
let rasterizedGlyph = rasterizedGlyphSet[attr];
if (!rasterizedGlyph) {
rasterizedGlyph = this._drawToCache(code, attr, bg, fg, enableBold);
rasterizedGlyphSet[attr] = rasterizedGlyph;
}
return rasterizedGlyph;
}
public draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number
): boolean {
throw new Error('WebglCharAtlas is only compatible with the webgl renderer');
}
private _getColorFromAnsiIndex(idx: number): IColor {
if (idx < this._config.colors.ansi.length) {
return this._config.colors.ansi[idx];
}
return DEFAULT_ANSI_COLORS[idx];
}
private _getBackgroundColor(bg: number): IColor {
if (this._config.allowTransparency) {
// The background color might have some transparency, so we need to render it as fully
// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
// around the anti-aliased edges of the glyph, and it would look too dark.
return TRANSPARENT_COLOR;
} else if (bg === RENDER_INVERTED_DEFAULT_COLOR) {
return this._config.colors.foreground;
} else if (bg < 256) {
return this._getColorFromAnsiIndex(bg);
}
return this._config.colors.background;
}
private _getForegroundColor(fg: number): IColor {
if (fg === RENDER_INVERTED_DEFAULT_COLOR) {
return this._config.colors.background;
} else if (fg < 256) {
// 256 color support
return this._getColorFromAnsiIndex(fg);
}
return this._config.colors.foreground;
}
private _drawToCache(code: number, attr: number, bg: number, fg: number, enableBold: boolean): IRasterizedGlyph;
private _drawToCache(chars: string, attr: number, bg: number, fg: number, enableBold: boolean): IRasterizedGlyph;
private _drawToCache(codeOrChars: number | string, attr: number, bg: number, fg: number, enableBold: boolean): IRasterizedGlyph {
const chars = typeof codeOrChars === 'number' ? String.fromCharCode(codeOrChars) : codeOrChars;
this.hasCanvasChanged = true;
const flags = attr >> 18;
const bold = !!(flags & FLAGS.BOLD) && enableBold;
const dim = !!(flags & FLAGS.DIM);
const italic = !!(flags & FLAGS.ITALIC);
this._tmpCtx.save();
// draw the background
const backgroundColor = this._getBackgroundColor(bg);
// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
// transparency in backgroundColor
this._tmpCtx.globalCompositeOperation = 'copy';
this._tmpCtx.fillStyle = backgroundColor.css;
this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
this._tmpCtx.globalCompositeOperation = 'source-over';
// draw the foreground/glyph
const fontWeight = bold ? this._config.fontWeightBold : this._config.fontWeight;
const fontStyle = italic ? 'italic' : '';
this._tmpCtx.font =
`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
this._tmpCtx.textBaseline = 'top';
this._tmpCtx.fillStyle = this._getForegroundColor(fg).css;
// Apply alpha to dim the character
if (dim) {
this._tmpCtx.globalAlpha = DIM_OPACITY;
}
// Draw the character
this._tmpCtx.fillText(chars, TMP_CANVAS_GLYPH_PADDING, TMP_CANVAS_GLYPH_PADDING);
this._tmpCtx.restore();
// clear the background from the character to avoid issues with drawing over the previous
// character if it extends past it's bounds
const imageData = this._tmpCtx.getImageData(
0, 0, this._tmpCanvas.width, this._tmpCanvas.height
);
// TODO: Support transparency
// let isEmpty = false;
// if (!this._config.allowTransparency) {
// isEmpty = clearColor(imageData, backgroundColor);
// }
// Clear out the background color and determine if the glyph is empty.
const isEmpty = clearColor(imageData, backgroundColor);
// Handle empty glyphs
if (isEmpty) {
return NULL_RASTERIZED_GLYPH;
}
const rasterizedGlyph = this._findGlyphBoundingBox(imageData, this._workBoundingBox);
const clippedImageData = this._clipImageData(imageData, this._workBoundingBox);
// Check if there is enough room in the current row and go to next if needed
if (this._currentRowX + this._config.scaledCharWidth > TEXTURE_WIDTH) {
this._currentRowX = 0;
this._currentRowY += this._currentRowHeight;
this._currentRowHeight = 0;
}
// Record texture position
rasterizedGlyph.texturePosition.x = this._currentRowX;
rasterizedGlyph.texturePosition.y = this._currentRowY;
rasterizedGlyph.texturePositionClipSpace.x = this._currentRowX / TEXTURE_WIDTH;
rasterizedGlyph.texturePositionClipSpace.y = this._currentRowY / TEXTURE_HEIGHT;
// Update atlas current row
this._currentRowHeight = Math.max(this._currentRowHeight, rasterizedGlyph.size.y);
this._currentRowX += rasterizedGlyph.size.x;
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
this._cacheCtx.putImageData(clippedImageData, rasterizedGlyph.texturePosition.x, rasterizedGlyph.texturePosition.y);
return rasterizedGlyph;
}
/**
* Given an ImageData object, find the bounding box of the non-transparent
* portion of the texture and return an IRasterizedGlyph with these
* dimensions.
* @param imageData The image data to read.
* @param boundingBox An IBoundingBox to put the clipped bounding box values.
*/
private _findGlyphBoundingBox(imageData: ImageData, boundingBox: IBoundingBox): IRasterizedGlyph {
boundingBox.top = 0;
let found = false;
for (let y = 0; y < this._tmpCanvas.height; y++) {
for (let x = 0; x < this._tmpCanvas.width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.top = y;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.left = 0;
found = false;
for (let x = 0; x < this._tmpCanvas.width; x++) {
for (let y = 0; y < this._tmpCanvas.height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.left = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.right = this._tmpCanvas.width;
found = false;
for (let x = this._tmpCanvas.width - 1; x >= 0; x--) {
for (let y = 0; y < this._tmpCanvas.height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.right = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.bottom = this._tmpCanvas.height;
found = false;
for (let y = this._tmpCanvas.height - 1; y >= 0; y--) {
for (let x = 0; x < this._tmpCanvas.width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.bottom = y;
found = true;
break;
}
}
if (found) {
break;
}
}
return {
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
size: {
x: boundingBox.right - boundingBox.left + 1,
y: boundingBox.bottom - boundingBox.top + 1
},
sizeClipSpace: {
x: (boundingBox.right - boundingBox.left + 1) / TEXTURE_WIDTH,
y: (boundingBox.bottom - boundingBox.top + 1) / TEXTURE_HEIGHT
},
offset: {
x: -boundingBox.left + TMP_CANVAS_GLYPH_PADDING,
y: -boundingBox.top + TMP_CANVAS_GLYPH_PADDING
}
};
}
private _clipImageData(imageData: ImageData, boundingBox: IBoundingBox): ImageData {
const width = boundingBox.right - boundingBox.left + 1;
const height = boundingBox.bottom - boundingBox.top + 1;
const clippedData = new Uint8ClampedArray(width * height * 4);
for (let y = boundingBox.top; y <= boundingBox.bottom; y++) {
for (let x = boundingBox.left; x <= boundingBox.right; x++) {
const oldOffset = y * this._tmpCanvas.width * 4 + x * 4;
const newOffset = (y - boundingBox.top) * width * 4 + (x - boundingBox.left) * 4;
clippedData[newOffset] = imageData.data[oldOffset];
clippedData[newOffset + 1] = imageData.data[oldOffset + 1];
clippedData[newOffset + 2] = imageData.data[oldOffset + 2];
clippedData[newOffset + 3] = imageData.data[oldOffset + 3];
}
}
return new ImageData(clippedData, width, height);
}
}
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/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { EventEmitter } from '../../common/EventEmitter';
import { IRenderer, IRenderDimensions, IColorSet, IRenderLayer, FLAGS } from '../Types';
import { ITheme } from 'xterm';
import { CharacterJoinerHandler, ITerminal } from '../../Types';
import { ColorManager } from '../ColorManager';
import { RenderDebouncer } from '../../ui/RenderDebouncer';
import { GlyphRenderer } from './GlyphRenderer';
import { LinkRenderLayer } from '../LinkRenderLayer';
import { CursorRenderLayer } from '../CursorRenderLayer';
import { acquireCharAtlas } from '../atlas/CharAtlasCache';
import WebglCharAtlas from './WebglCharAtlas';
import { ScreenDprMonitor } from '../../ui/ScreenDprMonitor';
import { RectangleRenderer } from './RectangleRenderer';
import { CHAR_DATA_ATTR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_CHAR_INDEX } from '../../Buffer';
import { IWebGL2RenderingContext } from './Types';
import { INVERTED_DEFAULT_COLOR } from '../atlas/Types';
import { RenderModel, RENDER_INVERTED_DEFAULT_COLOR, COMBINED_CHAR_BIT_MASK } from './RenderModel';
export const INDICIES_PER_CELL = 4;
export class WebglRenderer extends EventEmitter implements IRenderer {
private _renderDebouncer: RenderDebouncer;
private _renderLayers: IRenderLayer[];
private _charAtlas: WebglCharAtlas;
private _screenDprMonitor: ScreenDprMonitor;
private _devicePixelRatio: number;
private _model: RenderModel = new RenderModel();
private _canvas: HTMLCanvasElement;
private _gl: IWebGL2RenderingContext;
private _rectangleRenderer: RectangleRenderer;
private _glyphRenderer: GlyphRenderer;
private _isPaused: boolean = false;
private _needsFullRefresh: boolean = false;
public dimensions: IRenderDimensions;
public colorManager: ColorManager;
constructor(
private _terminal: ITerminal,
theme: ITheme
) {
super();
const allowTransparency = this._terminal.options.allowTransparency;
this.colorManager = new ColorManager(document, allowTransparency);
this._renderLayers = [
new LinkRenderLayer(this._terminal.screenElement, 2, this.colorManager.colors, this._terminal),
new CursorRenderLayer(this._terminal.screenElement, 3, this.colorManager.colors)
];
this.dimensions = {
scaledCharWidth: null,
scaledCharHeight: null,
scaledCellWidth: null,
scaledCellHeight: null,
scaledCharLeft: null,
scaledCharTop: null,
scaledCanvasWidth: null,
scaledCanvasHeight: null,
canvasWidth: null,
canvasHeight: null,
actualCellWidth: null,
actualCellHeight: null
};
this._devicePixelRatio = window.devicePixelRatio;
this._updateDimensions();
this._screenDprMonitor = new ScreenDprMonitor();
this._screenDprMonitor.setListener(() => this.onWindowResize(window.devicePixelRatio));
this.register(this._screenDprMonitor);
this._renderDebouncer = new RenderDebouncer(this._terminal, this._renderRows.bind(this));
this._canvas = document.createElement('canvas');
this._gl = this._canvas.getContext('webgl2') as IWebGL2RenderingContext;
if (!this._gl) {
throw new Error('WebGL2 not supported');
}
this._terminal.screenElement.appendChild(this._canvas);
this._rectangleRenderer = new RectangleRenderer(this._terminal, this.colorManager, this._gl, this.dimensions);
this._glyphRenderer = new GlyphRenderer(this._terminal, this._gl, this.dimensions);
// Detect whether IntersectionObserver is detected and enable renderer pause
// and resume based on terminal visibility if so
if ('IntersectionObserver' in window) {
const observer = new IntersectionObserver(e => this.onIntersectionChange(e[0]), { threshold: 0 });
observer.observe(this._terminal.element);
this.register({ dispose: () => observer.disconnect() });
}
}
public dispose(): void {
this._renderLayers.forEach(l => l.dispose());
this._terminal.screenElement.removeChild(this._canvas);
}
public onIntersectionChange(entry: IntersectionObserverEntry): void {
this._isPaused = entry.intersectionRatio === 0;
if (!this._isPaused && this._needsFullRefresh) {
this._terminal.refresh(0, this._terminal.rows - 1);
}
}
private _refreshViewport(): void {
// Force a refresh
this._model.clear();
if (this._isPaused) {
this._needsFullRefresh = true;
} else {
this._terminal.refresh(0, this._terminal.rows - 1);
}
}
public setTheme(theme: ITheme | undefined): IColorSet {
if (theme) {
this.colorManager.setTheme(theme);
}
// Clear layers and force a full render
this._renderLayers.forEach(l => {
l.onThemeChanged(this._terminal, this.colorManager.colors);
l.reset(this._terminal);
});
this._rectangleRenderer.onThemeChanged();
this._glyphRenderer.onThemeChanged();
this._refreshCharAtlas();
this._refreshViewport();
return this.colorManager.colors;
}
public onWindowResize(devicePixelRatio: number): void {
// If the device pixel ratio changed, the char atlas needs to be regenerated
// and the terminal needs to refreshed
if (this._devicePixelRatio !== devicePixelRatio) {
this._devicePixelRatio = devicePixelRatio;
this.onResize(this._terminal.cols, this._terminal.rows, devicePixelRatio);
}
}
public onResize(cols: number, rows: number, devicePixelRatio: number = window.devicePixelRatio): void {
// Update character and canvas dimensions
this._updateDimensions(devicePixelRatio);
this._model.resize(this._terminal.cols, this._terminal.rows);
this._rectangleRenderer.onResize();
// Resize all render layers
this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions));
// 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 = `${this.dimensions.canvasHeight}px`;
// Resize the screen
this._terminal.screenElement.style.width = `${this.dimensions.canvasWidth}px`;
this._terminal.screenElement.style.height = `${this.dimensions.canvasHeight}px`;
this._glyphRenderer.setDimensions(this.dimensions);
this._glyphRenderer.onResize();
this._refreshCharAtlas(devicePixelRatio);
this._refreshViewport();
this.emit('resize', {
width: this.dimensions.canvasWidth,
height: this.dimensions.canvasHeight
});
}
public onCharSizeChanged(): void {
this.onResize(this._terminal.cols, this._terminal.rows);
}
public onBlur(): void {
this._renderLayers.forEach(l => l.onBlur(this._terminal));
}
public onFocus(): void {
this._renderLayers.forEach(l => l.onFocus(this._terminal));
}
public onSelectionChanged(start: [number, number], end: [number, number], columnSelectMode: boolean): void {
this._renderLayers.forEach(l => l.onSelectionChanged(this._terminal, start, end, columnSelectMode));
this._updateSelectionModel(start, end);
this._rectangleRenderer.updateSelection(this._model.selection, columnSelectMode);
this._glyphRenderer.updateSelection(this._model, columnSelectMode);
this.refreshRows(0, this._terminal.rows - 1);
}
public onCursorMove(): void {
this._renderLayers.forEach(l => l.onCursorMove(this._terminal));
}
public onOptionsChanged(): void {
this._renderLayers.forEach(l => l.onOptionsChanged(this._terminal));
this._updateDimensions();
this._refreshCharAtlas();
}
/**
* Refreshes the char atlas, aquiring a new one if necessary.
* @param terminal The terminal.
* @param colorSet The color set to use for the char atlas.
*/
private _refreshCharAtlas(devicePixelRatio: number = window.devicePixelRatio): void {
if (this.dimensions.scaledCharWidth <= 0 && this.dimensions.scaledCharHeight <= 0) {
return;
}
const atlas = acquireCharAtlas(this._terminal, this.colorManager.colors, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight, devicePixelRatio);
if (!('getRasterizedGlyph' in atlas)) {
throw new Error('The webgl renderer only works with the webgl char atlas');
}
this._charAtlas = atlas as WebglCharAtlas;
this._charAtlas.warmUp();
this._glyphRenderer.setAtlas(this._charAtlas);
}
public clear(): void {
this._renderLayers.forEach(l => l.reset(this._terminal));
}
public refreshRows(start: number, end: number): void {
if (this._isPaused) {
this._needsFullRefresh = true;
return;
}
this._renderDebouncer.refresh(start, end);
}
public registerCharacterJoiner(handler: CharacterJoinerHandler): number {
return -1;
}
public deregisterCharacterJoiner(joinerId: number): boolean {
return false;
}
private _renderRows(start: number, end: number): void {
// Update render layers
this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
// Tell renderer the frame is beginning
if (this._glyphRenderer.beginFrame()) {
this._model.clear();
}
// Update model to reflect what's drawn
this._updateModel(start, end);
// Render
this._rectangleRenderer.render();
this._glyphRenderer.render(this._model.selection.hasSelection);
// Emit event
this._terminal.emit('refresh', { start, end });
}
private _updateModel(start: number, end: number): void {
const terminal = this._terminal;
for (let y = start; y <= end; y++) {
const row = y + terminal.buffer.ydisp;
const line = terminal.buffer.lines.get(row);
this._model.lineLengths[y] = 0;
for (let x = 0; x < terminal.cols; x++) {
const charData = line.get(x);
const chars = charData[CHAR_DATA_CHAR_INDEX];
let code = charData[CHAR_DATA_CODE_INDEX];
const attr = charData[CHAR_DATA_ATTR_INDEX];
const i = ((y * terminal.cols) + x) * INDICIES_PER_CELL;
// Nothing has changed, no updates needed
if (this._model.cells[i] === code && this._model.cells[i + 1] === attr) {
continue;
}
// Resolve bg and fg and cache in the model
const flags = attr >> 18;
let bg = attr & 0x1ff;
let fg = (attr >> 9) & 0x1ff;
// If inverse flag is on, the foreground should become the background.
if (flags & FLAGS.INVERSE) {
const temp = bg;
bg = fg;
fg = temp;
if (fg === 256) {
fg = RENDER_INVERTED_DEFAULT_COLOR;
}
if (bg === 257) {
bg = RENDER_INVERTED_DEFAULT_COLOR;
}
}
const drawInBrightColor = terminal.options.drawBoldTextInBrightColors && !!(flags & FLAGS.BOLD) && fg < 8 && fg !== INVERTED_DEFAULT_COLOR;
fg += drawInBrightColor ? 8 : 0;
// Flag combined chars with a bit mask so they're easily identifiable
if (chars.length > 1) {
code = code | COMBINED_CHAR_BIT_MASK;
}
this._model.cells[i ] = code;
this._model.cells[i + 1] = attr;
this._model.cells[i + 2] = bg;
this._model.cells[i + 3] = fg;
this._glyphRenderer.updateCell(x, y, code, attr, bg, fg, chars);
}
}
this._rectangleRenderer.updateBackgrounds(this._model);
}
private _updateSelectionModel(start: [number, number], end: [number, number]): void {
const terminal = this._terminal;
// Selection does not exist
if (!start || !end || (start[0] === end[0] && start[1] === end[1])) {
this._model.clearSelection();
return;
}
// Translate from buffer position to viewport position
const viewportStartRow = start[1] - terminal.buffer.ydisp;
const viewportEndRow = end[1] - terminal.buffer.ydisp;
const viewportCappedStartRow = Math.max(viewportStartRow, 0);
const viewportCappedEndRow = Math.min(viewportEndRow, terminal.rows - 1);
// No need to draw the selection
if (viewportCappedStartRow >= terminal.rows || viewportCappedEndRow < 0) {
this._model.clearSelection();
return;
}
this._model.selection.hasSelection = true;
this._model.selection.viewportStartRow = viewportStartRow;
this._model.selection.viewportEndRow = viewportEndRow;
this._model.selection.viewportCappedStartRow = viewportCappedStartRow;
this._model.selection.viewportCappedEndRow = viewportCappedEndRow;
this._model.selection.startCol = start[0];
this._model.selection.endCol = end[0];
}
/**
* Recalculates the character and canvas dimensions.
*/
private _updateDimensions(devicePixelRatio: number = window.devicePixelRatio): void {
// Perform a new measure if the CharMeasure dimensions are not yet available
if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
return;
}
// Calculate the scaled character width. Width is floored as it must be
// drawn to an integer grid in order for the CharAtlas "stamps" to not be
// blurry. When text is drawn to the grid not using the CharAtlas, it is
// clipped to ensure there is no overlap with the next cell.
// NOTE: ceil fixes sometime, floor does others :s
this.dimensions.scaledCharWidth = Math.floor(this._terminal.charMeasure.width * 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._terminal.charMeasure.height * devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is not 1 then the value
// will be floored because since lineHeight can never be lower then 1, there
// is a guarentee that the scaled line height will always be larger than
// scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
// Calculate the y coordinate within a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
// Calculate the scaled cell width, taking the letterSpacing into account.
this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
// Calculate the x coordinate with a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
// Recalculate the canvas dimensions; scaled* 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;
// The the size of the canvas on the page. It's very important that this
// rounds to nearest integer and not ceils as browsers often set
// window.devicePixelRatio as something like 1.100000023841858, when it's
// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
// pixel too large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / devicePixelRatio);
// this.dimensions.scaledCanvasHeight = this.dimensions.canvasHeight * devicePixelRatio;
// this.dimensions.scaledCanvasWidth = this.dimensions.canvasWidth * devicePixelRatio;
// Get the _actual_ dimensions of an individual cell. This needs to be
// derived from the canvasWidth/Height calculated above which takes into
// account window.devicePixelRatio. CharMeasure.width/height by itself is
// insufficient when the page is not at 100% zoom level as CharMeasure is
// measured in CSS pixels, but the actual char size on the canvas can
// differ.
// this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
// this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
// This fixes 110% and 125%, not 150% or 175% though
this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / devicePixelRatio;
this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / devicePixelRatio;
}
}
+51
View File
@@ -0,0 +1,51 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
/**
* A matrix that when multiplies will translate 0-1 coordinates (left to right,
* top to bottom) to clip space.
*/
export const PROJECTION_MATRIX = new Float32Array([
2, 0, 0, 0,
0, -2, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1
]);
export function createProgram(gl: WebGLRenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram | undefined {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
export function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | undefined {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
export function expandFloat32Array(source: Float32Array, max: number): Float32Array {
const newLength = Math.min(source.length * 2, max);
const newArray = new Float32Array(newLength);
for (let i = 0; i < source.length; i++) {
newArray[i] = source[i];
}
return newArray;
}
+1 -1
View File
@@ -9,7 +9,7 @@ import { IColorSet } from '../Types';
export const CHAR_ATLAS_CELL_SPACING = 1;
export interface ICharAtlasConfig {
type: 'none' | 'static' | 'dynamic';
type: 'none' | 'static' | 'dynamic' | 'webgl';
devicePixelRatio: number;
fontSize: number;
fontFamily: string;
+3 -3
View File
@@ -18,7 +18,7 @@ declare module 'xterm' {
/**
* A string representing a renderer type.
*/
export type RendererType = 'dom' | 'canvas';
export type RendererType = 'dom' | 'canvas' | 'webgl';
/**
* An object containing start up options for the terminal.
@@ -99,7 +99,7 @@ declare module 'xterm' {
* Currently defaults to 'static'. This option may be removed in the future. If it is, passed
* parameters will be ignored.
*/
experimentalCharAtlas?: 'none' | 'static' | 'dynamic';
experimentalCharAtlas?: 'none' | 'static' | 'dynamic' | 'webgl';
/**
* (EXPERIMENTAL) Defines which implementation to use for buffer lines.
@@ -213,7 +213,7 @@ declare module 'xterm' {
cursor?: string,
/** The accent color of the cursor (used as the foreground color for a block cursor) */
cursorAccent?: string,
/** The selection color (can be transparent) */
/** The selection background color (can be transparent) */
selection?: string,
/** ANSI black (eg. `\x1b[30m`) */
black?: string,