switch to a monochrome texture for the font rendering

This commit is contained in:
Jonathan Marler 2025-01-13 22:15:11 -07:00
parent 5b83619f7a
commit 27f256a7c5
3 changed files with 22 additions and 28 deletions

View file

@ -49,7 +49,7 @@ const StagingTexture = struct {
.Height = size.y,
.MipLevels = 1,
.ArraySize = 1,
.Format = .B8G8R8A8_UNORM,
.Format = .A8_UNORM,
.SampleDesc = .{ .Count = 1, .Quality = 0 },
.Usage = .DEFAULT,
.BindFlags = .{ .RENDER_TARGET = 1 },
@ -70,7 +70,7 @@ const StagingTexture = struct {
const props = win32.D2D1_RENDER_TARGET_PROPERTIES{
.type = .DEFAULT,
.pixelFormat = .{
.format = .B8G8R8A8_UNORM,
.format = .A8_UNORM,
.alphaMode = .PREMULTIPLIED,
},
.dpiX = 0,

View file

@ -678,7 +678,7 @@ const GlyphTexture = struct {
.Height = size.y,
.MipLevels = 1,
.ArraySize = 1,
.Format = .B8G8R8A8_UNORM,
.Format = .A8_UNORM,
.SampleDesc = .{ .Count = 1, .Quality = 0 },
.Usage = .DEFAULT,
.BindFlags = .{ .SHADER_RESOURCE = 1 },

View file

@ -8,8 +8,8 @@ cbuffer GridConfig : register(b0)
struct Cell
{
uint glyph_index;
uint background;
uint foreground;
uint bg;
uint fg;
// todo: underline flags, single/double/curly/dotted/dashed
// todo: underline color
};
@ -35,40 +35,31 @@ float4 UnpackRgba(uint packed)
return unpacked;
}
float3 Pixel(float2 pos, float4 bg, float4 fg, float glyph_texel)
{
return lerp(bg.rgb, fg.rgb, fg.a * glyph_texel);
}
float4 PixelMain(float4 sv_pos : SV_POSITION) : SV_TARGET {
uint2 grid_pos = sv_pos.xy / cell_size;
uint index = grid_pos.y * col_count + grid_pos.x;
uint col = sv_pos.x / cell_size.x;
uint row = sv_pos.y / cell_size.y;
uint cell_index = row * col_count + col;
const uint DEBUG_MODE_NONE = 0;
const uint DEBUG_MODE_CHECKERBOARD = 1;
const uint DEBUG_MODE_GLYPH_TEXTURE = 2;
const uint DEBUG_MODE = DEBUG_MODE_NONE;
//const uint DEBUG_MODE = DEBUG_MODE_CHECKERBOARD;
//const uint DEBUG_MODE = DEBUG_MODE_GLYPH_TEXTURE;
// const uint DEBUG_MODE = DEBUG_MODE_GLYPH_TEXTURE;
if (DEBUG_MODE == DEBUG_MODE_CHECKERBOARD) {
uint cell_count = col_count * row_count;
float strength = float(index) / float(cell_count);
uint checker = (grid_pos.x + grid_pos.y) % 2;
if (checker == 0) {
float shade = 1.0 - strength;
return float4(shade,shade,shade,1);
}
return float4(0,0,0,1);
}
Cell cell = cells[index];
float4 bg_color = UnpackRgba(cell.background);
float4 fg_color = UnpackRgba(cell.foreground);
Cell cell = cells[cell_index];
float4 bg = UnpackRgba(cell.bg);
float4 fg = UnpackRgba(cell.fg);
if (DEBUG_MODE == DEBUG_MODE_GLYPH_TEXTURE) {
float4 glyph_texel = glyph_texture.Load(int3(sv_pos.xy, 0));
return lerp(bg_color, fg_color, glyph_texel);
return lerp(bg, fg, glyph_texel.a);
}
uint2 cell_pixel = uint2(sv_pos.xy) % cell_size;
uint texture_width, texture_height;
glyph_texture.GetDimensions(texture_width, texture_height);
uint2 texture_size = uint2(texture_width, texture_height);
@ -78,7 +69,10 @@ float4 PixelMain(float4 sv_pos : SV_POSITION) : SV_TARGET {
cell.glyph_index % cells_per_row,
cell.glyph_index / cells_per_row
);
uint2 cell_pixel = uint2(sv_pos.xy) % cell_size;
uint2 texture_coord = glyph_cell_pos * cell_size + cell_pixel;
float4 glyph_texel = glyph_texture.Load(int3(texture_coord, 0));
return lerp(bg_color, fg_color, glyph_texel.a);
float2 pos = sv_pos.xy / (cell_size * float2(col_count, row_count));
return float4(Pixel(pos, bg, fg, glyph_texel.a), 1.0);
}