src/text.c

Sun, 19 Nov 2023 13:27:08 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 19 Nov 2023 13:27:08 +0100
changeset 18
00c0632f0f40
parent 17
25013a35e07d
child 19
d0e88022e209
permissions
-rw-r--r--

fix missing UTF8 support for text rendering

universe@3 1 /*
universe@3 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
universe@3 3 * Copyright 2023 Mike Becker. All rights reserved.
universe@3 4 *
universe@3 5 * Redistribution and use in source and binary forms, with or without
universe@3 6 * modification, are permitted provided that the following conditions are met:
universe@3 7 *
universe@3 8 * 1. Redistributions of source code must retain the above copyright
universe@3 9 * notice, this list of conditions and the following disclaimer.
universe@3 10 *
universe@3 11 * 2. Redistributions in binary form must reproduce the above copyright
universe@3 12 * notice, this list of conditions and the following disclaimer in the
universe@3 13 * documentation and/or other materials provided with the distribution.
universe@3 14 *
universe@3 15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
universe@3 16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
universe@3 17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
universe@3 18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
universe@3 19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
universe@3 20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
universe@3 21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
universe@3 22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
universe@3 23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
universe@3 24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
universe@3 25 * POSSIBILITY OF SUCH DAMAGE.
universe@3 26 */
universe@3 27
universe@16 28 #include "ascension/text.h"
universe@16 29 #include "ascension/context.h"
universe@16 30 #include "ascension/error.h"
universe@16 31 #include "ascension/shader.h"
universe@3 32
universe@16 33 #include <GL/glew.h>
universe@11 34
universe@16 35 void asc_text_draw_lb(
universe@16 36 AscTextNode *node,
universe@16 37 asc_vec2i position,
universe@16 38 unsigned max_width,
universe@16 39 cxmutstr text) {
universe@4 40
universe@17 41 // short circuit - if fully transparent, just hide it
universe@17 42 if (asc_context.ink.alpha == 0) {
universe@17 43 node->hidden = true;
universe@17 44 return;
universe@17 45 }
universe@17 46
universe@16 47 // Generate new texture, if required
universe@16 48 if (node->tex_id == 0) {
universe@16 49 glGenTextures(1, &node->tex_id);
universe@16 50 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
universe@16 51 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
universe@16 52 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
universe@16 53 asc_dprintf("Generated new texture for text node: %u", node->tex_id);
universe@16 54 }
universe@4 55
universe@16 56 // Render text onto a surface
universe@18 57 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@16 58 asc_context.active_font->ptr,
universe@16 59 text.ptr,
universe@16 60 (SDL_Color) {
universe@16 61 .r = asc_context.ink.red,
universe@16 62 .g = asc_context.ink.green,
universe@16 63 .b = asc_context.ink.blue,
universe@16 64 .a = asc_context.ink.alpha
universe@16 65 },
universe@16 66 max_width
universe@16 67 );
universe@16 68 if (surface == NULL) {
universe@16 69 asc_error(SDL_GetError());
universe@16 70 return;
universe@16 71 }
universe@4 72
universe@16 73 // Store basic node information
universe@16 74 node->position = position;
universe@16 75 node->dimension.width = surface->w;
universe@16 76 node->dimension.height = surface->h;
universe@11 77
universe@16 78 // Transfer Image Data
universe@16 79 // TODO: move the image data transfer to a separate function - we will need it more often
universe@16 80 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
universe@16 81 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
universe@16 82 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
universe@16 83 surface->w, surface->h,
universe@16 84 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
universe@11 85
universe@16 86 // Free the surface
universe@16 87 SDL_FreeSurface(surface);
universe@3 88
universe@16 89 // Redraw the node
universe@16 90 asc_text_redraw(node);
universe@16 91 }
universe@16 92
universe@16 93 void asc_text_draw(
universe@16 94 AscTextNode *node,
universe@16 95 asc_vec2i position,
universe@16 96 cxmutstr text) {
universe@16 97 unsigned max_width = asc_context.active_window->dimensions.width - position.width;
universe@16 98 asc_text_draw_lb(node, position, max_width, text);
universe@16 99 }
universe@16 100
universe@16 101 void asc_text_redraw(AscTextNode *node) {
universe@17 102 if (node->hidden) return;
universe@17 103
universe@16 104 if (node->tex_id == 0) {
universe@16 105 asc_error("Tried to redraw text node after destruction");
universe@16 106 return;
universe@16 107 }
universe@16 108
universe@16 109 glUseProgram(ASC_SHADER_FONT.base.id);
universe@16 110
universe@16 111 // Upload projection
universe@16 112 // TODO: when we group UI draw calls, we don't need this
universe@16 113 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection);
universe@16 114
universe@16 115 // Upload model matrix
universe@16 116 asc_mat4f model = {0};
universe@16 117 model[asc_mat4_index(0, 0)] = node->dimension.width;
universe@16 118 model[asc_mat4_index(1, 1)] = node->dimension.height;
universe@16 119 model[asc_mat4_index(3, 0)] = node->position.x;
universe@16 120 model[asc_mat4_index(3, 1)] = node->position.y;
universe@16 121 model[asc_mat4_index(3, 3)] = 1;
universe@16 122 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
universe@16 123
universe@16 124 // Upload surface
universe@16 125 glActiveTexture(GL_TEXTURE0);
universe@16 126 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
universe@16 127 glUniform1i(ASC_SHADER_FONT.surface, 0);
universe@16 128
universe@16 129 // Draw mesh
universe@16 130 asc_primitives_draw_plane();
universe@16 131 }
universe@16 132
universe@16 133 void asc_text_destroy(AscTextNode *node) {
universe@16 134 asc_dprintf("Release text node texture: %u", node->tex_id);
universe@16 135 glDeleteTextures(1, &node->tex_id);
universe@16 136 node->tex_id = 0;
universe@16 137 }

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