src/text.c

Sun, 19 Nov 2023 13:22:43 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 19 Nov 2023 13:22:43 +0100
changeset 17
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parent 16
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child 18
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permissions
-rw-r--r--

fix text rendering for alpha==0

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

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