render/glyph_atlas library

Classes

GlyphAtlas
A GPU glyph atlas: each distinct glyph (codepoint × bold × italic × wide) is rasterized ONCE as a white coverage mask into a single ui.Image, so the painter can submit a whole frame's glyphs with one Canvas.drawRawAtlas instead of one drawParagraph per cell. Per-cell foreground color is applied at draw time via the atlas colors array with BlendMode.modulate (white_mask × color = tinted glyph), so the atlas never duplicates a glyph per color — mirroring native Alacritty's atlas + instanced text shader.