win32 gui: replace D2D renderer with D3d11 shader
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157dc3d47c
commit
5b83619f7a
13 changed files with 1945 additions and 425 deletions
84
src/win32/terminal.hlsl
Normal file
84
src/win32/terminal.hlsl
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cbuffer GridConfig : register(b0)
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{
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uint2 cell_size;
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uint col_count;
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uint row_count;
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}
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struct Cell
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{
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uint glyph_index;
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uint background;
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uint foreground;
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// todo: underline flags, single/double/curly/dotted/dashed
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// todo: underline color
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};
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StructuredBuffer<Cell> cells : register(t0);
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Texture2D<float4> glyph_texture : register(t1);
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float4 VertexMain(uint id : SV_VERTEXID) : SV_POSITION
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{
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return float4(
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2.0 * (float(id & 1) - 0.5),
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-(float(id >> 1) - 0.5) * 2.0,
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0, 1
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);
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}
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float4 UnpackRgba(uint packed)
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{
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float4 unpacked;
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unpacked.r = (float)((packed >> 24) & 0xFF) / 255.0f;
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unpacked.g = (float)((packed >> 16) & 0xFF) / 255.0f;
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unpacked.b = (float)((packed >> 8) & 0xFF) / 255.0f;
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unpacked.a = (float)(packed & 0xFF) / 255.0f;
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return unpacked;
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}
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float4 PixelMain(float4 sv_pos : SV_POSITION) : SV_TARGET {
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uint2 grid_pos = sv_pos.xy / cell_size;
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uint index = grid_pos.y * col_count + grid_pos.x;
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const uint DEBUG_MODE_NONE = 0;
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const uint DEBUG_MODE_CHECKERBOARD = 1;
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const uint DEBUG_MODE_GLYPH_TEXTURE = 2;
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const uint DEBUG_MODE = DEBUG_MODE_NONE;
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//const uint DEBUG_MODE = DEBUG_MODE_CHECKERBOARD;
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//const uint DEBUG_MODE = DEBUG_MODE_GLYPH_TEXTURE;
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if (DEBUG_MODE == DEBUG_MODE_CHECKERBOARD) {
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uint cell_count = col_count * row_count;
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float strength = float(index) / float(cell_count);
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uint checker = (grid_pos.x + grid_pos.y) % 2;
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if (checker == 0) {
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float shade = 1.0 - strength;
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return float4(shade,shade,shade,1);
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}
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return float4(0,0,0,1);
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}
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Cell cell = cells[index];
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float4 bg_color = UnpackRgba(cell.background);
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float4 fg_color = UnpackRgba(cell.foreground);
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if (DEBUG_MODE == DEBUG_MODE_GLYPH_TEXTURE) {
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float4 glyph_texel = glyph_texture.Load(int3(sv_pos.xy, 0));
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return lerp(bg_color, fg_color, glyph_texel);
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}
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uint2 cell_pixel = uint2(sv_pos.xy) % cell_size;
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uint texture_width, texture_height;
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glyph_texture.GetDimensions(texture_width, texture_height);
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uint2 texture_size = uint2(texture_width, texture_height);
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uint cells_per_row = texture_width / cell_size.x;
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uint2 glyph_cell_pos = uint2(
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cell.glyph_index % cells_per_row,
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cell.glyph_index / cells_per_row
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);
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uint2 texture_coord = glyph_cell_pos * cell_size + cell_pixel;
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float4 glyph_texel = glyph_texture.Load(int3(texture_coord, 0));
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return lerp(bg_color, fg_color, glyph_texel.a);
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}
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