mirror of
https://github.com/kovidgoyal/kitty
synced 2026-06-06 01:05:48 +02:00
Start work on using instanced rendering for cells
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@@ -11,32 +11,98 @@ from kitty.fonts import set_font_family, cell_size
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textured_shaders = (
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'''\
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in vec2 vertex;
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in vec3 texture_position;
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out vec3 texture_position_for_fs;
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uniform uvec2 dimensions; // xnum, ynum
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uniform vec4 steps; // xstart, ystart, dx, dy
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out vec4 color;
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const uvec2 pos_map[] = uvec2[6](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(1, 0), // right, top,
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uvec2(0, 1), // left, bottom,
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uvec2(0, 0) // left, top
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);
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void main() {
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gl_Position = vec4(vertex, 0, 1);
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texture_position_for_fs = texture_position;
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uint r = uint(gl_InstanceID) / dimensions[0];
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uint c = uint(gl_InstanceID) - r * dimensions[0];
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float left = steps[0] + c * steps[2];
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float top = steps[1] - r * steps[3];
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vec2 xpos = vec2(left, left + steps[2]);
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vec2 ypos = vec2(top, top - steps[3]);
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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color = vec4(mod(gl_InstanceID, 2), 1, 1, 1);
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}
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''',
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'''\
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uniform sampler2DArray sprites;
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uniform vec3 sprite_scale;
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in vec3 texture_position_for_fs;
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in vec4 color;
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out vec4 final_color;
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const vec3 background = vec3(0, 0, 1);
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const vec3 foreground = vec3(0, 1, 0);
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void main() {
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float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
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vec3 color = background * (1 - alpha) + foreground * alpha;
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final_color = vec4(color, 1);
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// float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
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// vec3 color = background * (1 - alpha) + foreground * alpha;
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// final_color = vec4(color, 1);
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final_color = color;
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}
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''')
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def rectangle_uv(left=0, top=0, right=1, bottom=1):
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return (
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right, top,
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right, bottom,
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left, bottom,
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right, top,
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left, bottom,
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left, top,
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)
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def calculate_vertices(cell_width, cell_height, screen_width, screen_height):
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xnum = screen_width // cell_width
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ynum = screen_height // cell_height
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dx, dy = 2 * cell_width / screen_width, 2 * cell_height / screen_height
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xmargin = (screen_width - (xnum * cell_width)) / screen_width
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ymargin = (screen_height - (ynum * cell_height)) / screen_height
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xstart = -1 + xmargin
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ystart = 1 - ymargin
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return xnum, ynum, xstart, ystart, dx, dy
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class Renderer:
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def __init__(self, w, h):
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self.w, self.h = w, h
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self.program = ShaderProgram(*textured_shaders)
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self.sprites = Sprites()
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self.do_layout()
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def on_resize(self, window, w, h):
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gl.glViewport(0, 0, w, h)
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self.w, self.h = w, h
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self.do_layout()
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def do_layout(self):
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# Divide into cells
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cell_width, cell_height = cell_size()
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self.xnum, self.ynum, self.xstart, self.ystart, self.dx, self.dy = calculate_vertices(cell_width, cell_height, self.w, self.h)
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def render(self):
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with self.program:
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gl.glUniform2ui(self.program.uniform_location('dimensions'), self.xnum, self.ynum)
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gl.glUniform4f(self.program.uniform_location('steps'), self.xstart, self.ystart, self.dx, self.dy)
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gl.glDrawArraysInstanced(gl.GL_TRIANGLES, 0, 6, self.xnum * self.ynum)
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# window setup {{{
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def key_callback(key, action):
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""" Sample keyboard callback function """
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print('Key: %s Action: %s pressed' % (key, action))
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@@ -52,67 +118,6 @@ def gl_get_unicode(k):
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return ans
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def calculate_vertices(cell_width, cell_height, screen_width, screen_height):
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xnum = screen_width // cell_width
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ynum = screen_height // cell_height
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vertices = (gl.GLfloat * (xnum * ynum * 12))()
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dx, dy = 2 * cell_width / screen_width, 2 * cell_height / screen_height
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xmargin = (screen_width - (xnum * cell_width)) / screen_width
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ymargin = (screen_height - (ynum * cell_height)) / screen_height
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xstart = -1 + xmargin
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ystart = 1 - ymargin
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vmap = {}
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for r in range(ynum):
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aoff = r * xnum * 12
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top = ystart - r * dy
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for c in range(xnum):
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left = xstart + c * dx
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off = aoff + c * 12
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vertices[off:off + 12] = vmap[(r, c)] = rectangle_vertices(left=left, top=top, right=left + dx, bottom=top - dy)
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return vertices, xnum, ynum, vmap
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class Renderer:
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def __init__(self, w, h):
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self.w, self.h = w, h
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self.program = ShaderProgram(*textured_shaders)
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self.sprites = Sprites()
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chars = '0123456789'
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sprite_vecs = (s[0] for s in self.sprites.positions_for(((x, False, False) for x in chars)))
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self.sprite_map = {i: v for i, v in enumerate(sprite_vecs)}
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self.do_layout()
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def on_resize(self, window, w, h):
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gl.glViewport(0, 0, w, h)
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self.w, self.h = w, h
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self.do_layout()
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def do_layout(self):
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# Divide into cells
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cell_width, cell_height = cell_size()
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vertices, xnum, ynum = calculate_vertices(cell_width, cell_height, self.w, self.h)[:3]
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uv = (gl.GLfloat * (xnum * ynum * 18))()
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num = 0
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for r in range(ynum):
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uoff = r * xnum * 18
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for c in range(xnum):
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sprite_pos = self.sprite_map[num % 10]
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off = uoff + c * 18
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uv[off:off + 18] = rectangle_uv(*sprite_pos)
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num += 1
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with self.program:
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self.program.set_attribute_data('vertex', vertices)
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self.program.set_attribute_data('texture_position', uv, items_per_attribute_value=3)
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self.num_vertices = len(vertices) // 2
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def render(self):
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with self.program, self.sprites:
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gl.glUniform1i(self.program.uniform_location('sprites'), self.sprites.sampler_num)
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gl.glUniform3f(self.program.uniform_location('sprite_scale'), self.sprites.xnum, self.sprites.ynum, 1)
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.num_vertices)
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def _main():
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# These Window hints are used to specify
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# which opengl version to use and other details
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@@ -150,28 +155,6 @@ def _main():
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glfw.glfwDestroyWindow(window)
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def rectangle_vertices(left=0, top=0, right=1, bottom=1):
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return (
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right, top,
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right, bottom,
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left, bottom,
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right, top,
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left, bottom,
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left, top
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)
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def rectangle_uv(left=0., top=1., right=1., bottom=0., z=0.):
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return (
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right, top, z,
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right, bottom, z,
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left, bottom, z,
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right, top, z,
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left, bottom, z,
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left, top, z
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)
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def on_error(code, msg):
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if isinstance(msg, bytes):
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try:
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@@ -190,3 +173,4 @@ def main():
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_main()
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finally:
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glfw.glfwTerminate()
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# }}}
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