Mon, 18 Dec 2023 19:04:44 +0100
add first draft of a scene graph structure
3 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
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28 | #include "ascension/text.h" |
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29 | #include "ascension/context.h" |
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30 | #include "ascension/error.h" |
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31 | #include "ascension/shader.h" |
11 | 32 | |
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33 | #include <GL/glew.h> |
3 | 34 | |
19 | 35 | AscTextNode *asc_text(int x, int y, char const *text) { |
36 | AscTextNode *node = calloc(1, sizeof(AscTextNode)); | |
37 | if (node == NULL) { | |
38 | asc_error("Out of memory."); | |
39 | return NULL; | |
40 | } | |
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41 | |
19 | 42 | node->position = (asc_vec2i) {x, y}; |
43 | node->font = asc_context.active_font; | |
44 | node->color = asc_context.ink; | |
45 | cxBufferInit(&node->text, NULL, strlen(text)+8, | |
46 | cxDefaultAllocator, CX_BUFFER_AUTO_EXTEND); | |
47 | cxBufferPutString(&node->text, text); | |
48 | ||
49 | return node; | |
50 | } | |
51 | ||
52 | void asc_text_update(AscTextNode *node) { | |
53 | // short circuit if fully transparent or hidden, we don't need anything | |
54 | if (node->color.alpha == 0 || node->hidden) { | |
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55 | return; |
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56 | } |
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57 | |
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58 | // Generate new texture, if required |
19 | 59 | if (node->internal.tex_id == 0) { |
60 | glGenTextures(1, &node->internal.tex_id); | |
61 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); | |
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62 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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63 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
19 | 64 | asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id); |
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65 | } |
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66 | |
19 | 67 | // ensure the text is zero-terminated |
68 | CxBuffer* text = &(node->text); | |
69 | cxBufferMinimumCapacity(text, text->size+1); | |
70 | text->space[text->size] = '\0'; | |
71 | ||
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72 | // Render text onto a surface |
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73 | SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
19 | 74 | asc_font_cache_validate(node->font)->ptr, |
75 | text->space, | |
76 | asc_col_sdl(node->color), | |
77 | node->max_width | |
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78 | ); |
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79 | if (surface == NULL) { |
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80 | asc_error(SDL_GetError()); |
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81 | return; |
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82 | } |
3 | 83 | |
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84 | // Store basic node information |
19 | 85 | node->position = node->position; |
86 | node->internal.dimension.width = surface->w; | |
87 | node->internal.dimension.height = surface->h; | |
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88 | |
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89 | // Transfer Image Data |
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90 | // TODO: move the image data transfer to a separate function - we will need it more often |
19 | 91 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
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92 | glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); |
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93 | glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
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94 | surface->w, surface->h, |
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95 | 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); |
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96 | |
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97 | // Free the surface |
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98 | SDL_FreeSurface(surface); |
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99 | } |
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100 | |
19 | 101 | void asc_text_draw(AscTextNode *node) { |
102 | if (node->color.alpha == 0 || node->hidden) { | |
103 | return; | |
104 | } | |
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105 | |
19 | 106 | if (node->internal.tex_id == 0) { |
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107 | asc_error("Tried to redraw text node after destruction"); |
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108 | return; |
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109 | } |
11 | 110 | |
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111 | glUseProgram(ASC_SHADER_FONT.base.id); |
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112 | |
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113 | // Upload projection |
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114 | // TODO: when we group UI draw calls, we don't need this |
19 | 115 | glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, |
116 | GL_FALSE, asc_context.active_window->projection); | |
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117 | |
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118 | // Upload model matrix |
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119 | asc_mat4f model = {0}; |
19 | 120 | model[asc_mat4_index(0, 0)] = node->internal.dimension.width; |
121 | model[asc_mat4_index(1, 1)] = node->internal.dimension.height; | |
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122 | model[asc_mat4_index(3, 0)] = node->position.x; |
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123 | model[asc_mat4_index(3, 1)] = node->position.y; |
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124 | model[asc_mat4_index(3, 3)] = 1; |
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125 | glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model); |
11 | 126 | |
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127 | // Upload surface |
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128 | glActiveTexture(GL_TEXTURE0); |
19 | 129 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
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130 | glUniform1i(ASC_SHADER_FONT.surface, 0); |
3 | 131 | |
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132 | // Draw mesh |
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133 | asc_primitives_draw_plane(); |
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134 | } |
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135 | |
19 | 136 | void asc_text_free(AscTextNode *node) { |
137 | asc_dprintf("Release text node texture: %u", node->internal.tex_id); | |
138 | glDeleteTextures(1, &node->internal.tex_id); | |
139 | cxBufferDestroy(&node->text); | |
140 | free(node); | |
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141 | } |