Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
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 | static void asc_text_draw(AscText const *node) { |
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36 | if (node->color.alpha == 0 || node->hidden || node->tex_id == 0) { |
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37 | return; |
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38 | } |
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39 | |
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40 | // Obtain shader |
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41 | AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite; |
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42 | |
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43 | // Upload model matrix |
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44 | glUniformMatrix4fv(shader->base.model, 1, |
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45 | GL_FALSE, node->base.final_transform); |
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46 | |
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47 | // Upload surface |
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48 | glActiveTexture(GL_TEXTURE0); |
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49 | glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
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50 | glUniform1i(shader->surface, 0); |
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51 | |
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52 | // Apply depth |
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53 | glUniform1f(shader->depth, (float)(node->base.depth)); |
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54 | |
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55 | // Draw mesh |
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56 | asc_primitives_draw_plane(); |
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57 | } |
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58 | |
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59 | static void asc_text_update_transform(AscText *node) { |
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60 | asc_transform_scale2i(node->base.local_transform, node->dimension); |
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61 | asc_transform_translate2i(node->base.world_transform, node->position); |
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62 | } |
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63 | |
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64 | static void asc_text_update(AscText *node) { |
19 | 65 | // short circuit if fully transparent or hidden, we don't need anything |
66 | if (node->color.alpha == 0 || node->hidden) { | |
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67 | return; |
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68 | } |
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69 | |
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70 | // Generate new texture, if required |
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71 | if (node->tex_id == 0) { |
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72 | glGenTextures(1, &node->tex_id); |
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73 | glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
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74 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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75 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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76 | asc_dprintf("Generated new texture for text node: %u", node->tex_id); |
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77 | } |
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78 | |
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79 | // Render text onto a surface |
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80 | SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
19 | 81 | asc_font_cache_validate(node->font)->ptr, |
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82 | node->text, |
19 | 83 | asc_col_sdl(node->color), |
84 | node->max_width | |
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85 | ); |
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86 | if (surface == NULL) { |
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87 | asc_error(SDL_GetError()); |
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88 | return; |
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89 | } |
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90 | node->dimension.width = surface->w; |
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91 | node->dimension.height = surface->h; |
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92 | asc_node_update_transform((AscSceneNode *) node); |
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93 | |
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94 | // Transfer Image Data |
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95 | // TODO: move the image data transfer to a separate function - we will need it more often |
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96 | glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
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97 | glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); |
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98 | glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
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99 | surface->w, surface->h, |
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100 | 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); |
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101 | |
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102 | // Free the surface |
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103 | SDL_FreeSurface(surface); |
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104 | } |
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105 | |
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106 | AscSceneNode *asc_text(int x, int y, char const *text) { |
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107 | AscText *node = calloc(1, sizeof(AscText)); |
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108 | if (node == NULL) { |
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109 | asc_error("Out of memory."); |
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110 | return NULL; |
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111 | } |
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112 | |
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113 | node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; |
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114 | node->base.free_func = (asc_scene_free_func) asc_text_free; |
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115 | node->base.update_func = (asc_scene_update_func) asc_text_update; |
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116 | node->base.transform_update_func = (asc_scene_update_func) asc_text_update_transform; |
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117 | node->base.draw_func = (asc_scene_draw_func) asc_text_draw; |
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118 | |
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119 | node->position.x = x; |
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120 | node->position.y = y; |
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121 | node->font = asc_context.active_font; |
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122 | node->color = asc_context.ink; |
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123 | if (text != NULL) { |
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124 | node->text = strdup(text); |
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125 | } |
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126 | |
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127 | // initialize |
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128 | asc_text_update(node); |
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129 | asc_text_update_transform(node); |
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130 | |
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131 | return &node->base; |
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132 | } |
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133 | |
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134 | void asc_text_free(AscText *node) { |
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135 | asc_dprintf("Release text node texture: %u", node->tex_id); |
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136 | glDeleteTextures(1, &node->tex_id); |
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137 | free(node->text); |
19 | 138 | free(node); |
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139 | } |