src/text.c

changeset 16
c5dde81b6fb2
parent 14
9dbfc0031887
child 17
25013a35e07d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/text.c	Wed Nov 15 22:51:40 2023 +0100
@@ -0,0 +1,129 @@
+/*
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
+ * Copyright 2023 Mike Becker. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ *   1. Redistributions of source code must retain the above copyright
+ *      notice, this list of conditions and the following disclaimer.
+ *
+ *   2. Redistributions in binary form must reproduce the above copyright
+ *      notice, this list of conditions and the following disclaimer in the
+ *      documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "ascension/text.h"
+#include "ascension/context.h"
+#include "ascension/error.h"
+#include "ascension/shader.h"
+
+#include <GL/glew.h>
+
+void asc_text_draw_lb(
+        AscTextNode *node,
+        asc_vec2i position,
+        unsigned max_width,
+        cxmutstr text) {
+
+    // Generate new texture, if required
+    if (node->tex_id == 0) {
+        glGenTextures(1, &node->tex_id);
+        glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
+        glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        asc_dprintf("Generated new texture for text node: %u", node->tex_id);
+    }
+
+    // Render text onto a surface
+    SDL_Surface *surface = TTF_RenderText_Blended_Wrapped(
+            asc_context.active_font->ptr,
+            text.ptr,
+            (SDL_Color) {
+                    .r = asc_context.ink.red,
+                    .g = asc_context.ink.green,
+                    .b = asc_context.ink.blue,
+                    .a = asc_context.ink.alpha
+            },
+            max_width
+    );
+    if (surface == NULL) {
+        asc_error(SDL_GetError());
+        return;
+    }
+
+    // Store basic node information
+    node->position = position;
+    node->dimension.width = surface->w;
+    node->dimension.height = surface->h;
+
+    // Transfer Image Data
+    // TODO: move the image data transfer to a separate function - we will need it more often
+    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
+    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
+                 surface->w, surface->h,
+                 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
+
+    // Free the surface
+    SDL_FreeSurface(surface);
+
+    // Redraw the node
+    asc_text_redraw(node);
+}
+
+void asc_text_draw(
+        AscTextNode *node,
+        asc_vec2i position,
+        cxmutstr text) {
+    unsigned max_width = asc_context.active_window->dimensions.width - position.width;
+    asc_text_draw_lb(node, position, max_width, text);
+}
+
+void asc_text_redraw(AscTextNode *node) {
+    if (node->tex_id == 0) {
+        asc_error("Tried to redraw text node after destruction");
+        return;
+    }
+
+    glUseProgram(ASC_SHADER_FONT.base.id);
+
+    // Upload projection
+    // TODO: when we group UI draw calls, we don't need this
+    glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection);
+
+    // Upload model matrix
+    asc_mat4f model = {0};
+    model[asc_mat4_index(0, 0)] = node->dimension.width;
+    model[asc_mat4_index(1, 1)] = node->dimension.height;
+    model[asc_mat4_index(3, 0)] = node->position.x;
+    model[asc_mat4_index(3, 1)] = node->position.y;
+    model[asc_mat4_index(3, 3)] = 1;
+    glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
+
+    // Upload surface
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
+    glUniform1i(ASC_SHADER_FONT.surface, 0);
+
+    // Draw mesh
+    asc_primitives_draw_plane();
+}
+
+void asc_text_destroy(AscTextNode *node) {
+    asc_dprintf("Release text node texture: %u", node->tex_id);
+    glDeleteTextures(1, &node->tex_id);
+    node->tex_id = 0;
+}
\ No newline at end of file

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