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