src/text.c

Tue, 23 Jan 2024 21:34:12 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 23 Jan 2024 21:34:12 +0100
changeset 29
1d001eb694dc
parent 26
139dac8ef9ee
child 32
86468a71dd73
permissions
-rw-r--r--

bring first scene graph to live

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@29 35 static void asc_text_draw(AscText const *node) {
universe@29 36 if (node->color.alpha == 0 || node->hidden || node->internal.tex_id == 0) {
universe@29 37 return;
universe@29 38 }
universe@29 39
universe@29 40 glUseProgram(ASC_SHADER_FONT.base.id);
universe@29 41
universe@29 42 // Upload projection
universe@29 43 // TODO: when we group UI draw calls, we don't need this
universe@29 44 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
universe@29 45 GL_FALSE, asc_context.active_window->projection);
universe@29 46
universe@29 47 // Upload model matrix
universe@29 48 asc_mat4f model = {0};
universe@29 49 model[asc_mat4_index(0, 0)] = node->internal.dimension.width;
universe@29 50 model[asc_mat4_index(1, 1)] = node->internal.dimension.height;
universe@29 51 model[asc_mat4_index(3, 0)] = node->position.x;
universe@29 52 model[asc_mat4_index(3, 1)] = node->position.y;
universe@29 53 model[asc_mat4_index(3, 3)] = 1;
universe@29 54 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
universe@29 55
universe@29 56 // Upload surface
universe@29 57 glActiveTexture(GL_TEXTURE0);
universe@29 58 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@29 59 glUniform1i(ASC_SHADER_FONT.surface, 0);
universe@29 60
universe@29 61 // Draw mesh
universe@29 62 asc_primitives_draw_plane();
universe@29 63 }
universe@29 64
universe@25 65 AscText *asc_text(int x, int y, char const *text) {
universe@25 66 AscText *node = calloc(1, sizeof(AscText));
universe@19 67 if (node == NULL) {
universe@19 68 asc_error("Out of memory.");
universe@19 69 return NULL;
universe@19 70 }
universe@4 71
universe@29 72 node->node.free_func = (asc_scene_free_func) asc_text_free;
universe@29 73 node->node.draw_func = (asc_scene_draw_func) asc_text_draw;
universe@29 74
universe@19 75 node->position = (asc_vec2i) {x, y};
universe@19 76 node->font = asc_context.active_font;
universe@19 77 node->color = asc_context.ink;
universe@24 78 if (text != NULL) {
universe@24 79 node->text = strdup(text);
universe@24 80 }
universe@19 81
universe@19 82 return node;
universe@19 83 }
universe@19 84
universe@25 85 void asc_text_update(AscText *node) {
universe@19 86 // short circuit if fully transparent or hidden, we don't need anything
universe@19 87 if (node->color.alpha == 0 || node->hidden) {
universe@17 88 return;
universe@17 89 }
universe@17 90
universe@16 91 // Generate new texture, if required
universe@19 92 if (node->internal.tex_id == 0) {
universe@19 93 glGenTextures(1, &node->internal.tex_id);
universe@19 94 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 95 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
universe@16 96 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
universe@19 97 asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
universe@16 98 }
universe@4 99
universe@16 100 // Render text onto a surface
universe@18 101 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@19 102 asc_font_cache_validate(node->font)->ptr,
universe@23 103 node->text,
universe@19 104 asc_col_sdl(node->color),
universe@19 105 node->max_width
universe@16 106 );
universe@16 107 if (surface == NULL) {
universe@16 108 asc_error(SDL_GetError());
universe@16 109 return;
universe@16 110 }
universe@4 111
universe@16 112 // Store basic node information
universe@19 113 node->position = node->position;
universe@19 114 node->internal.dimension.width = surface->w;
universe@19 115 node->internal.dimension.height = surface->h;
universe@11 116
universe@16 117 // Transfer Image Data
universe@16 118 // TODO: move the image data transfer to a separate function - we will need it more often
universe@19 119 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 120 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
universe@16 121 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
universe@16 122 surface->w, surface->h,
universe@16 123 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
universe@11 124
universe@16 125 // Free the surface
universe@16 126 SDL_FreeSurface(surface);
universe@16 127 }
universe@16 128
universe@25 129 void asc_text_free(AscText *node) {
universe@19 130 asc_dprintf("Release text node texture: %u", node->internal.tex_id);
universe@19 131 glDeleteTextures(1, &node->internal.tex_id);
universe@23 132 free(node->text);
universe@19 133 free(node);
universe@16 134 }

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