src/text.c

Wed, 06 Mar 2024 23:38:17 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 06 Mar 2024 23:38:17 +0100
changeset 36
e26b4ac1661c
parent 33
e7ddb52facd3
child 37
8a8cc6725b48
permissions
-rw-r--r--

invert the logic of converting between specialized nodes and the generic interface

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@32 40 // TODO: when we group draw calls, we don't need to activate shader here
universe@29 41 glUseProgram(ASC_SHADER_FONT.base.id);
universe@29 42
universe@32 43 // TODO: when we group UI draw calls, we don't need to upload matrices here
universe@32 44 // Upload matrices
universe@29 45 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
universe@29 46 GL_FALSE, asc_context.active_window->projection);
universe@32 47 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1,
universe@32 48 GL_FALSE, node->base.transform);
universe@29 49
universe@29 50 // Upload surface
universe@29 51 glActiveTexture(GL_TEXTURE0);
universe@29 52 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@29 53 glUniform1i(ASC_SHADER_FONT.surface, 0);
universe@29 54
universe@29 55 // Draw mesh
universe@29 56 asc_primitives_draw_plane();
universe@29 57 }
universe@29 58
universe@32 59 static void asc_text_update(AscText *node) {
universe@19 60 // short circuit if fully transparent or hidden, we don't need anything
universe@19 61 if (node->color.alpha == 0 || node->hidden) {
universe@17 62 return;
universe@17 63 }
universe@17 64
universe@16 65 // Generate new texture, if required
universe@19 66 if (node->internal.tex_id == 0) {
universe@19 67 glGenTextures(1, &node->internal.tex_id);
universe@19 68 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 69 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
universe@16 70 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
universe@19 71 asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
universe@16 72 }
universe@4 73
universe@16 74 // Render text onto a surface
universe@18 75 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@19 76 asc_font_cache_validate(node->font)->ptr,
universe@23 77 node->text,
universe@19 78 asc_col_sdl(node->color),
universe@19 79 node->max_width
universe@16 80 );
universe@16 81 if (surface == NULL) {
universe@16 82 asc_error(SDL_GetError());
universe@16 83 return;
universe@16 84 }
universe@4 85
universe@32 86 // Transform
universe@32 87 asc_transform_scale(node->base.transform, (float) surface->w, (float) surface->h, 0);
universe@32 88 asc_transform_translate2i(node->base.transform, node->position);
universe@11 89
universe@16 90 // Transfer Image Data
universe@16 91 // TODO: move the image data transfer to a separate function - we will need it more often
universe@19 92 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
universe@16 93 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
universe@16 94 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
universe@16 95 surface->w, surface->h,
universe@16 96 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
universe@11 97
universe@16 98 // Free the surface
universe@16 99 SDL_FreeSurface(surface);
universe@16 100 }
universe@16 101
universe@36 102 AscSceneNode *asc_text(int x, int y, char const *text) {
universe@32 103 AscText *node = calloc(1, sizeof(AscText));
universe@32 104 if (node == NULL) {
universe@32 105 asc_error("Out of memory.");
universe@32 106 return NULL;
universe@32 107 }
universe@32 108
universe@32 109 node->base.free_func = (asc_scene_free_func) asc_text_free;
universe@32 110 node->base.update_func = (asc_scene_update_func) asc_text_update;
universe@32 111 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
universe@32 112
universe@32 113 node->position.x = x;
universe@32 114 node->position.y = y;
universe@32 115 node->font = asc_context.active_font;
universe@32 116 node->color = asc_context.ink;
universe@32 117 if (text != NULL) {
universe@32 118 node->text = strdup(text);
universe@32 119 }
universe@32 120
universe@36 121 return &node->base;
universe@32 122 }
universe@32 123
universe@25 124 void asc_text_free(AscText *node) {
universe@19 125 asc_dprintf("Release text node texture: %u", node->internal.tex_id);
universe@19 126 glDeleteTextures(1, &node->internal.tex_id);
universe@23 127 free(node->text);
universe@19 128 free(node);
universe@16 129 }

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