src/text.c

Thu, 18 Jan 2024 21:53:16 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 18 Jan 2024 21:53:16 +0100
changeset 23
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parent 19
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child 24
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permissions
-rw-r--r--

don't force the use of CxBuffer in AscTextNode

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

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