src/text.c

Sun, 21 Jan 2024 13:34:49 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 21 Jan 2024 13:34:49 +0100
changeset 26
139dac8ef9ee
parent 25
601b3f4e17a2
child 29
1d001eb694dc
permissions
-rw-r--r--

make AscText immutable when drawing

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@25 35 AscText *asc_text(int x, int y, char const *text) {
universe@25 36 AscText *node = calloc(1, sizeof(AscText));
universe@19 37 if (node == NULL) {
universe@19 38 asc_error("Out of memory.");
universe@19 39 return NULL;
universe@19 40 }
universe@4 41
universe@19 42 node->position = (asc_vec2i) {x, y};
universe@19 43 node->font = asc_context.active_font;
universe@19 44 node->color = asc_context.ink;
universe@24 45 if (text != NULL) {
universe@24 46 node->text = strdup(text);
universe@24 47 }
universe@19 48
universe@19 49 return node;
universe@19 50 }
universe@19 51
universe@25 52 void asc_text_update(AscText *node) {
universe@19 53 // short circuit if fully transparent or hidden, we don't need anything
universe@19 54 if (node->color.alpha == 0 || node->hidden) {
universe@17 55 return;
universe@17 56 }
universe@17 57
universe@16 58 // Generate new texture, if required
universe@19 59 if (node->internal.tex_id == 0) {
universe@19 60 glGenTextures(1, &node->internal.tex_id);
universe@19 61 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 62 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
universe@16 63 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
universe@19 64 asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
universe@16 65 }
universe@4 66
universe@16 67 // Render text onto a surface
universe@18 68 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@19 69 asc_font_cache_validate(node->font)->ptr,
universe@23 70 node->text,
universe@19 71 asc_col_sdl(node->color),
universe@19 72 node->max_width
universe@16 73 );
universe@16 74 if (surface == NULL) {
universe@16 75 asc_error(SDL_GetError());
universe@16 76 return;
universe@16 77 }
universe@4 78
universe@16 79 // Store basic node information
universe@19 80 node->position = node->position;
universe@19 81 node->internal.dimension.width = surface->w;
universe@19 82 node->internal.dimension.height = surface->h;
universe@11 83
universe@16 84 // Transfer Image Data
universe@16 85 // TODO: move the image data transfer to a separate function - we will need it more often
universe@19 86 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 87 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
universe@16 88 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
universe@16 89 surface->w, surface->h,
universe@16 90 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
universe@11 91
universe@16 92 // Free the surface
universe@16 93 SDL_FreeSurface(surface);
universe@16 94 }
universe@16 95
universe@26 96 void asc_text_draw(AscText const *node) {
universe@19 97 if (node->color.alpha == 0 || node->hidden) {
universe@19 98 return;
universe@19 99 }
universe@16 100
universe@19 101 if (node->internal.tex_id == 0) {
universe@16 102 asc_error("Tried to redraw text node after destruction");
universe@16 103 return;
universe@16 104 }
universe@16 105
universe@16 106 glUseProgram(ASC_SHADER_FONT.base.id);
universe@16 107
universe@16 108 // Upload projection
universe@16 109 // TODO: when we group UI draw calls, we don't need this
universe@19 110 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
universe@19 111 GL_FALSE, asc_context.active_window->projection);
universe@16 112
universe@16 113 // Upload model matrix
universe@16 114 asc_mat4f model = {0};
universe@19 115 model[asc_mat4_index(0, 0)] = node->internal.dimension.width;
universe@19 116 model[asc_mat4_index(1, 1)] = node->internal.dimension.height;
universe@16 117 model[asc_mat4_index(3, 0)] = node->position.x;
universe@16 118 model[asc_mat4_index(3, 1)] = node->position.y;
universe@16 119 model[asc_mat4_index(3, 3)] = 1;
universe@16 120 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
universe@16 121
universe@16 122 // Upload surface
universe@16 123 glActiveTexture(GL_TEXTURE0);
universe@19 124 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 125 glUniform1i(ASC_SHADER_FONT.surface, 0);
universe@16 126
universe@16 127 // Draw mesh
universe@16 128 asc_primitives_draw_plane();
universe@16 129 }
universe@16 130
universe@25 131 void asc_text_free(AscText *node) {
universe@19 132 asc_dprintf("Release text node texture: %u", node->internal.tex_id);
universe@19 133 glDeleteTextures(1, &node->internal.tex_id);
universe@23 134 free(node->text);
universe@19 135 free(node);
universe@16 136 }

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