Fix inverse dim for webgl

Fixes #3534
This commit is contained in:
Daniel Imms
2022-07-24 13:13:26 -07:00
parent f4ffb13ece
commit ee2e54487d
3 changed files with 46 additions and 64 deletions
@@ -5,7 +5,7 @@
import { createProgram, expandFloat32Array, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext } from './Types';
import { Attributes, FgFlags } from 'common/buffer/Constants';
import { Attributes, BgFlags, FgFlags } from 'common/buffer/Constants';
import { Terminal } from 'xterm';
import { IColor } from 'common/Types';
import { IColorSet } from 'browser/Types';
@@ -244,8 +244,9 @@ export class RectangleRenderer extends Disposable {
const r = ((rgba >> 24) & 0xFF) / 255;
const g = ((rgba >> 16) & 0xFF) / 255;
const b = ((rgba >> 8 ) & 0xFF) / 255;
const a = bg & BgFlags.DIM ? 0.5 : 1;
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, 1);
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, a);
}
private _addRectangle(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, r: number, g: number, b: number, a: number): void {
@@ -419,46 +419,6 @@ export class WebglRenderer extends Disposable implements IRenderer {
}
}
// Apply dim if there is no override yet as it's the default color, this requires resolving the
// attribute color ahead of time because it's a derivative of it
if (this._workColors.bg & BgFlags.DIM) {
// TODO: Share logic
let rgba: number | undefined;
if (this._workColors.fg & FgFlags.INVERSE) {
switch (this._workColors.fg & Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[this._workColors.fg & Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (this._workColors.fg & Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.foreground.rgba;
}
} else {
switch (this._workColors.bg& Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[this._workColors.bg& Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (this._workColors.bg& Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.background.rgba;
}
}
bgOverride = color.blend(this._colors.background, rgbaNs.toColor(
(rgba >> 24) & 0xFF,
(rgba >> 16) & 0xFF,
(rgba >> 8) & 0xFF,
0x80 // 50% opacity
)).rgba >> 8 & 0xFFFFFF;
}
// Convert any overrides from rgba to the fg/bg packed format. This resolves the inverse flag
// ahead of time in order to use the correct cache key
if (bgOverride !== undefined) {
@@ -189,7 +189,7 @@ export class WebglCharAtlas implements IDisposable {
return this._config.colors.ansi[idx];
}
private _getBackgroundColor(bgColorMode: number, bgColor: number, inverse: boolean): IColor {
private _getBackgroundColor(bgColorMode: number, bgColor: number, inverse: boolean, dim: boolean): 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
@@ -197,50 +197,76 @@ export class WebglCharAtlas implements IDisposable {
return TRANSPARENT_COLOR;
}
let result: IColor;
switch (bgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
return this._getColorFromAnsiIndex(bgColor);
result = this._getColorFromAnsiIndex(bgColor);
break;
case Attributes.CM_RGB:
const arr = AttributeData.toColorRGB(bgColor);
// TODO: This object creation is slow
return {
rgba: bgColor << 8,
css: `#${toPaddedHex(arr[0])}${toPaddedHex(arr[1])}${toPaddedHex(arr[2])}`
};
result = rgba.toColor(arr[0], arr[1], arr[2]);
break;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
return this._config.colors.foreground;
result = this._config.colors.foreground;
} else {
result = this._config.colors.background;
}
return this._config.colors.background;
break;
}
if (dim) {
// Blend here instead of using opacity because transparent colors mess with clipping the
// glyph's bounding box
result = color.blend(this._config.colors.background, color.multiplyOpacity(result, 0.5));
}
return result;
}
private _getForegroundColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, bold: boolean, excludeFromContrastRatioDemands: boolean): IColor {
const minimumContrastColor = this._getMinimumContrastColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, bold, excludeFromContrastRatioDemands);
private _getForegroundColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, dim: boolean, bold: boolean, excludeFromContrastRatioDemands: boolean): IColor {
// TODO: Pass dim along to get min contrast?
const minimumContrastColor = this._getMinimumContrastColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, false, bold, excludeFromContrastRatioDemands);
if (minimumContrastColor) {
return minimumContrastColor;
}
let result: IColor;
switch (fgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
if (this._config.drawBoldTextInBrightColors && bold && fgColor < 8) {
fgColor += 8;
}
return this._getColorFromAnsiIndex(fgColor);
result = this._getColorFromAnsiIndex(fgColor);
break;
case Attributes.CM_RGB:
const arr = AttributeData.toColorRGB(fgColor);
return rgba.toColor(arr[0], arr[1], arr[2]);
result = rgba.toColor(arr[0], arr[1], arr[2]);
break;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
// Inverse should always been opaque, even when transparency is used
return color.opaque(this._config.colors.background);
result = this._config.colors.background;
} else {
result = this._config.colors.foreground;
}
return this._config.colors.foreground;
}
// Always use an opaque color regardless of allowTransparency
if (this._config.allowTransparency) {
result = color.opaque(result);
}
// Apply dim to the color, opacity is fine to use for the foreground color
if (dim) {
result = color.multiplyOpacity(result, 0.5);
}
return result;
}
private _resolveBackgroundRgba(bgColorMode: number, bgColor: number, inverse: boolean): number {
@@ -357,7 +383,7 @@ export class WebglCharAtlas implements IDisposable {
}
// draw the background
const backgroundColor = this._getBackgroundColor(bgColorMode, bgColor, inverse);
const backgroundColor = this._getBackgroundColor(bgColorMode, bgColor, inverse, dim);
// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
// transparency in backgroundColor
this._tmpCtx.globalCompositeOperation = 'copy';
@@ -373,14 +399,9 @@ export class WebglCharAtlas implements IDisposable {
this._tmpCtx.textBaseline = TEXT_BASELINE;
const powerLineGlyph = chars.length === 1 && isPowerlineGlyph(chars.charCodeAt(0));
const foregroundColor = this._getForegroundColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, bold, excludeFromContrastRatioDemands(chars.charCodeAt(0)));
const foregroundColor = this._getForegroundColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, dim, bold, excludeFromContrastRatioDemands(chars.charCodeAt(0)));
this._tmpCtx.fillStyle = foregroundColor.css;
// Apply alpha to dim the character
if (dim) {
this._tmpCtx.globalAlpha = DIM_OPACITY;
}
// For powerline glyphs left/top padding is excluded (https://github.com/microsoft/vscode/issues/120129)
const padding = powerLineGlyph ? 0 : TMP_CANVAS_GLYPH_PADDING;