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https://github.com/lihop/godot-xterm.git
synced 2024-11-21 17:20:25 +01:00
Use shader include for fore/background shaders
The two shaders use a lot of common logic for co-ordinate and attribute look up, so it makes sense to use a common include shader for both. Adds support for the inverse and blink attributes to the foreground shader.
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a849423096
commit
8b320622f9
5 changed files with 95 additions and 49 deletions
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@ -332,14 +332,21 @@ void Terminal::update_sizes(bool force)
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attr_image = Image::create(std::max(cols, 1u), std::max(rows, 1u), false, Image::FORMAT_L8);
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attr_texture->set_image(attr_image);
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back_material->set_shader_parameter("cols", cols);
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back_material->set_shader_parameter("rows", rows);
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back_material->set_shader_parameter("size", size);
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back_material->set_shader_parameter("cell_size", cell_size);
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update_shader_parameters(back_material);
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update_shader_parameters(fore_material);
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refresh();
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}
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void Terminal::update_shader_parameters(Ref<ShaderMaterial> material)
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{
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material->set_shader_parameter("cols", cols);
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material->set_shader_parameter("rows", rows);
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material->set_shader_parameter("size", size);
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material->set_shader_parameter("cell_size", cell_size);
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material->set_shader_parameter("grid_size", Vector2(cols * cell_size.x, rows * cell_size.y));
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}
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void Terminal::initialize_rendering() {
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ResourceLoader* rl = ResourceLoader::get_singleton();
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@ -354,7 +361,7 @@ void Terminal::initialize_rendering() {
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back_material.instantiate();
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back_material->set_shader(back_shader);
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back_material->set_shader_parameter("cell_colors", back_texture);
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back_material->set_shader_parameter("background_colors", back_texture);
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back_material->set_shader_parameter("attributes", attr_texture);
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back_canvas_item = rs->canvas_item_create();
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@ -404,7 +411,7 @@ void Terminal::update_theme() {
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tsm_vte_color color = static_cast<tsm_vte_color>(i);
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palette[color] = get_theme_color(String(COLOR_NAMES[i]));
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}
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back_material->set_shader_parameter("background", palette[TSM_COLOR_BACKGROUND]);
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back_material->set_shader_parameter("background_color", palette[TSM_COLOR_BACKGROUND]);
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// TODO: Default to mono font and handle other styles.
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font = get_theme_font("normal_font");
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@ -97,6 +97,7 @@ namespace godot
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void initialize_rendering();
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void update_theme();
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void update_sizes(bool force = false);
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void update_shader_parameters(Ref<ShaderMaterial> material);
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void draw_screen();
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void refresh();
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void cleanup_rendering();
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@ -1,38 +1,5 @@
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// SPDX-FileCopyrightText: 2024 Leroy Hopson <godot-xterm@leroy.nix.nz>
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// SPDX-License-Identifier: MIT
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shader_type canvas_item;
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uniform int cols;
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uniform int rows;
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uniform vec2 size; // Total size of the Terminal control.
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uniform vec2 cell_size;
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uniform vec4 background;
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uniform sampler2D cell_colors; // Texture containing the cell colors, one pixel per cell.
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const int INVERSE_FLAG = 1 << 0;
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// Texture containing the cell attributes encoded using bit flags, one flag per cell in the R channel.
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uniform sampler2D attributes;
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void fragment() {
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// Grid means the part of the terminal that contains the cells.
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// Will vary depending on font size and the size of the control.
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vec2 grid_size = vec2(cell_size.x * float(cols), cell_size.y * float(rows));
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if (UV.x * size.x < grid_size.x && UV.y * size.y < grid_size.y) {
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vec2 grid_uv = UV * size / cell_size;
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int cell_x = int(grid_uv.x);
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int cell_y = int(grid_uv.y);
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vec2 sample_uv = (vec2(float(cell_x), float(cell_y)) + 0.5) / vec2(float(cols), float(rows));
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vec4 color = texture(cell_colors, sample_uv);
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int attr_flags = int(texture(attributes, sample_uv).r * 255.0 + 0.5);
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if ((attr_flags & INVERSE_FLAG) != 0) {
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color = vec4(1.0 - color.rgb, color.a);
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}
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COLOR = color;
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} else {
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// If outside the grid area, use the background color.
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COLOR = background;
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}
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}
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#define BACKGROUND
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#include "./common.gdshaderinc"
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73
addons/godot_xterm/shaders/common.gdshaderinc
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73
addons/godot_xterm/shaders/common.gdshaderinc
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@ -0,0 +1,73 @@
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// SPDX-FileCopyrightText: 2024 Leroy Hopson <godot-xterm@leroy.nix.nz>
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// SPDX-License-Identifier: MIT
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#define FLAG_INVERSE 1 << 0
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#define FLAG_BLINK 1 << 1
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#define transparent vec4(0)
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uniform int cols;
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uniform int rows;
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uniform vec2 size;
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uniform vec2 cell_size;
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uniform vec2 grid_size;
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uniform sampler2D attributes;
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#ifdef BACKGROUND
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uniform vec4 background_color;
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uniform sampler2D background_colors;
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#endif
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#ifdef FOREGROUND
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uniform float blink_off_time = 0.3;
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uniform float blink_on_time = 0.6;
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#endif
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bool has_attribute(vec2 uv, int flag) {
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int flags = int(texture(attributes, uv).r * 255.0 + 0.5);
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return (flags & flag) != 0;
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}
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void fragment() {
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// Check if we are inside the grid.
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if (UV.x * size.x < grid_size.x && UV.y * size.y < grid_size.y) {
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vec2 grid_uv = UV * size / cell_size;
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int cell_x = int(grid_uv.x);
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int cell_y = int(grid_uv.y);
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vec2 sample_uv = (vec2(float(cell_x), float(cell_y)) + 0.5) / vec2(float(cols), float(rows));
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vec4 color;
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#ifdef BACKGROUND
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color = texture(background_colors, sample_uv);
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#elif defined(FOREGROUND)
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color = texture(TEXTURE, UV);
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#endif
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if (has_attribute(sample_uv, FLAG_INVERSE)) {
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color = vec4(1.0 - color.rgb, color.a);
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}
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#ifdef FOREGROUND
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if (has_attribute(sample_uv, FLAG_BLINK)) {
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float blink_cycle = blink_on_time + blink_off_time;
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float current_time = mod(TIME, blink_cycle);
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if (current_time > blink_on_time) {
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color = transparent;
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}
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}
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#endif
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#if defined(FOREGROUND) || defined(BACKGROUND)
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COLOR = color;
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#endif
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} else { // Outside the grid.
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#ifdef BACKGROUND
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COLOR = background_color;
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#elif defined(FOREGROUND)
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COLOR = transparent;
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#endif
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}
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}
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@ -1,7 +1,5 @@
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// SPDX-FileCopyrightText: 2024 Leroy Hopson <godot-xterm@leroy.nix.nz>
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// SPDX-License-Identifier: MIT
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shader_type canvas_item;
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void fragment() {
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COLOR = texture(TEXTURE, UV);
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// TODO: Check blink attribute and hide/show using the below.
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//COLOR = vec4(0);
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}
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#define FOREGROUND
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#include "./common.gdshaderinc"
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