Sun, 19 Nov 2023 13:22:43 +0100
fix text rendering for alpha==0
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 | |
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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 | } |
3 | 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 | } |
11 | 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); |
11 | 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); |
3 | 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 | } |