30 #include "ascension/error.h" |
30 #include "ascension/error.h" |
31 #include "ascension/shader.h" |
31 #include "ascension/shader.h" |
32 |
32 |
33 #include <GL/glew.h> |
33 #include <GL/glew.h> |
34 |
34 |
35 void asc_text_draw_lb( |
35 AscTextNode *asc_text(int x, int y, char const *text) { |
36 AscTextNode *node, |
36 AscTextNode *node = calloc(1, sizeof(AscTextNode)); |
37 asc_vec2i position, |
37 if (node == NULL) { |
38 unsigned max_width, |
38 asc_error("Out of memory."); |
39 cxmutstr text) { |
39 return NULL; |
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40 } |
40 |
41 |
41 // short circuit - if fully transparent, just hide it |
42 node->position = (asc_vec2i) {x, y}; |
42 if (asc_context.ink.alpha == 0) { |
43 node->font = asc_context.active_font; |
43 node->hidden = true; |
44 node->color = asc_context.ink; |
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45 cxBufferInit(&node->text, NULL, strlen(text)+8, |
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46 cxDefaultAllocator, CX_BUFFER_AUTO_EXTEND); |
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47 cxBufferPutString(&node->text, text); |
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48 |
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49 return node; |
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50 } |
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51 |
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52 void asc_text_update(AscTextNode *node) { |
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53 // short circuit if fully transparent or hidden, we don't need anything |
|
54 if (node->color.alpha == 0 || node->hidden) { |
44 return; |
55 return; |
45 } |
56 } |
46 |
57 |
47 // Generate new texture, if required |
58 // Generate new texture, if required |
48 if (node->tex_id == 0) { |
59 if (node->internal.tex_id == 0) { |
49 glGenTextures(1, &node->tex_id); |
60 glGenTextures(1, &node->internal.tex_id); |
50 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
61 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
51 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
62 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
52 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
63 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
53 asc_dprintf("Generated new texture for text node: %u", node->tex_id); |
64 asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id); |
54 } |
65 } |
|
66 |
|
67 // ensure the text is zero-terminated |
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68 CxBuffer* text = &(node->text); |
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69 cxBufferMinimumCapacity(text, text->size+1); |
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70 text->space[text->size] = '\0'; |
55 |
71 |
56 // Render text onto a surface |
72 // Render text onto a surface |
57 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
73 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
58 asc_context.active_font->ptr, |
74 asc_font_cache_validate(node->font)->ptr, |
59 text.ptr, |
75 text->space, |
60 (SDL_Color) { |
76 asc_col_sdl(node->color), |
61 .r = asc_context.ink.red, |
77 node->max_width |
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 }, |
|
66 max_width |
|
67 ); |
78 ); |
68 if (surface == NULL) { |
79 if (surface == NULL) { |
69 asc_error(SDL_GetError()); |
80 asc_error(SDL_GetError()); |
70 return; |
81 return; |
71 } |
82 } |
72 |
83 |
73 // Store basic node information |
84 // Store basic node information |
74 node->position = position; |
85 node->position = node->position; |
75 node->dimension.width = surface->w; |
86 node->internal.dimension.width = surface->w; |
76 node->dimension.height = surface->h; |
87 node->internal.dimension.height = surface->h; |
77 |
88 |
78 // Transfer Image Data |
89 // Transfer Image Data |
79 // TODO: move the image data transfer to a separate function - we will need it more often |
90 // TODO: move the image data transfer to a separate function - we will need it more often |
80 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
91 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
81 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); |
92 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); |
82 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
93 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
83 surface->w, surface->h, |
94 surface->w, surface->h, |
84 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); |
95 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); |
85 |
96 |
86 // Free the surface |
97 // Free the surface |
87 SDL_FreeSurface(surface); |
98 SDL_FreeSurface(surface); |
88 |
|
89 // Redraw the node |
|
90 asc_text_redraw(node); |
|
91 } |
99 } |
92 |
100 |
93 void asc_text_draw( |
101 void asc_text_draw(AscTextNode *node) { |
94 AscTextNode *node, |
102 if (node->color.alpha == 0 || node->hidden) { |
95 asc_vec2i position, |
103 return; |
96 cxmutstr text) { |
104 } |
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); |
|
99 } |
|
100 |
105 |
101 void asc_text_redraw(AscTextNode *node) { |
106 if (node->internal.tex_id == 0) { |
102 if (node->hidden) return; |
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103 |
|
104 if (node->tex_id == 0) { |
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105 asc_error("Tried to redraw text node after destruction"); |
107 asc_error("Tried to redraw text node after destruction"); |
106 return; |
108 return; |
107 } |
109 } |
108 |
110 |
109 glUseProgram(ASC_SHADER_FONT.base.id); |
111 glUseProgram(ASC_SHADER_FONT.base.id); |
110 |
112 |
111 // Upload projection |
113 // Upload projection |
112 // TODO: when we group UI draw calls, we don't need this |
114 // TODO: when we group UI draw calls, we don't need this |
113 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection); |
115 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, |
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116 GL_FALSE, asc_context.active_window->projection); |
114 |
117 |
115 // Upload model matrix |
118 // Upload model matrix |
116 asc_mat4f model = {0}; |
119 asc_mat4f model = {0}; |
117 model[asc_mat4_index(0, 0)] = node->dimension.width; |
120 model[asc_mat4_index(0, 0)] = node->internal.dimension.width; |
118 model[asc_mat4_index(1, 1)] = node->dimension.height; |
121 model[asc_mat4_index(1, 1)] = node->internal.dimension.height; |
119 model[asc_mat4_index(3, 0)] = node->position.x; |
122 model[asc_mat4_index(3, 0)] = node->position.x; |
120 model[asc_mat4_index(3, 1)] = node->position.y; |
123 model[asc_mat4_index(3, 1)] = node->position.y; |
121 model[asc_mat4_index(3, 3)] = 1; |
124 model[asc_mat4_index(3, 3)] = 1; |
122 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model); |
125 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model); |
123 |
126 |
124 // Upload surface |
127 // Upload surface |
125 glActiveTexture(GL_TEXTURE0); |
128 glActiveTexture(GL_TEXTURE0); |
126 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); |
129 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
127 glUniform1i(ASC_SHADER_FONT.surface, 0); |
130 glUniform1i(ASC_SHADER_FONT.surface, 0); |
128 |
131 |
129 // Draw mesh |
132 // Draw mesh |
130 asc_primitives_draw_plane(); |
133 asc_primitives_draw_plane(); |
131 } |
134 } |
132 |
135 |
133 void asc_text_destroy(AscTextNode *node) { |
136 void asc_text_free(AscTextNode *node) { |
134 asc_dprintf("Release text node texture: %u", node->tex_id); |
137 asc_dprintf("Release text node texture: %u", node->internal.tex_id); |
135 glDeleteTextures(1, &node->tex_id); |
138 glDeleteTextures(1, &node->internal.tex_id); |
136 node->tex_id = 0; |
139 cxBufferDestroy(&node->text); |
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140 free(node); |
137 } |
141 } |