src/text.c

changeset 16
c5dde81b6fb2
parent 14
9dbfc0031887
child 17
25013a35e07d
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/text.c	Wed Nov 15 22:51:40 2023 +0100
     1.3 @@ -0,0 +1,129 @@
     1.4 +/*
     1.5 + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     1.6 + * Copyright 2023 Mike Becker. All rights reserved.
     1.7 + *
     1.8 + * Redistribution and use in source and binary forms, with or without
     1.9 + * modification, are permitted provided that the following conditions are met:
    1.10 + *
    1.11 + *   1. Redistributions of source code must retain the above copyright
    1.12 + *      notice, this list of conditions and the following disclaimer.
    1.13 + *
    1.14 + *   2. Redistributions in binary form must reproduce the above copyright
    1.15 + *      notice, this list of conditions and the following disclaimer in the
    1.16 + *      documentation and/or other materials provided with the distribution.
    1.17 + *
    1.18 + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    1.19 + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    1.20 + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    1.21 + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    1.22 + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    1.23 + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    1.24 + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    1.25 + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    1.26 + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    1.27 + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    1.28 + * POSSIBILITY OF SUCH DAMAGE.
    1.29 + */
    1.30 +
    1.31 +#include "ascension/text.h"
    1.32 +#include "ascension/context.h"
    1.33 +#include "ascension/error.h"
    1.34 +#include "ascension/shader.h"
    1.35 +
    1.36 +#include <GL/glew.h>
    1.37 +
    1.38 +void asc_text_draw_lb(
    1.39 +        AscTextNode *node,
    1.40 +        asc_vec2i position,
    1.41 +        unsigned max_width,
    1.42 +        cxmutstr text) {
    1.43 +
    1.44 +    // Generate new texture, if required
    1.45 +    if (node->tex_id == 0) {
    1.46 +        glGenTextures(1, &node->tex_id);
    1.47 +        glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    1.48 +        glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    1.49 +        glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    1.50 +        asc_dprintf("Generated new texture for text node: %u", node->tex_id);
    1.51 +    }
    1.52 +
    1.53 +    // Render text onto a surface
    1.54 +    SDL_Surface *surface = TTF_RenderText_Blended_Wrapped(
    1.55 +            asc_context.active_font->ptr,
    1.56 +            text.ptr,
    1.57 +            (SDL_Color) {
    1.58 +                    .r = asc_context.ink.red,
    1.59 +                    .g = asc_context.ink.green,
    1.60 +                    .b = asc_context.ink.blue,
    1.61 +                    .a = asc_context.ink.alpha
    1.62 +            },
    1.63 +            max_width
    1.64 +    );
    1.65 +    if (surface == NULL) {
    1.66 +        asc_error(SDL_GetError());
    1.67 +        return;
    1.68 +    }
    1.69 +
    1.70 +    // Store basic node information
    1.71 +    node->position = position;
    1.72 +    node->dimension.width = surface->w;
    1.73 +    node->dimension.height = surface->h;
    1.74 +
    1.75 +    // Transfer Image Data
    1.76 +    // TODO: move the image data transfer to a separate function - we will need it more often
    1.77 +    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    1.78 +    glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
    1.79 +    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
    1.80 +                 surface->w, surface->h,
    1.81 +                 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
    1.82 +
    1.83 +    // Free the surface
    1.84 +    SDL_FreeSurface(surface);
    1.85 +
    1.86 +    // Redraw the node
    1.87 +    asc_text_redraw(node);
    1.88 +}
    1.89 +
    1.90 +void asc_text_draw(
    1.91 +        AscTextNode *node,
    1.92 +        asc_vec2i position,
    1.93 +        cxmutstr text) {
    1.94 +    unsigned max_width = asc_context.active_window->dimensions.width - position.width;
    1.95 +    asc_text_draw_lb(node, position, max_width, text);
    1.96 +}
    1.97 +
    1.98 +void asc_text_redraw(AscTextNode *node) {
    1.99 +    if (node->tex_id == 0) {
   1.100 +        asc_error("Tried to redraw text node after destruction");
   1.101 +        return;
   1.102 +    }
   1.103 +
   1.104 +    glUseProgram(ASC_SHADER_FONT.base.id);
   1.105 +
   1.106 +    // Upload projection
   1.107 +    // TODO: when we group UI draw calls, we don't need this
   1.108 +    glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection);
   1.109 +
   1.110 +    // Upload model matrix
   1.111 +    asc_mat4f model = {0};
   1.112 +    model[asc_mat4_index(0, 0)] = node->dimension.width;
   1.113 +    model[asc_mat4_index(1, 1)] = node->dimension.height;
   1.114 +    model[asc_mat4_index(3, 0)] = node->position.x;
   1.115 +    model[asc_mat4_index(3, 1)] = node->position.y;
   1.116 +    model[asc_mat4_index(3, 3)] = 1;
   1.117 +    glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
   1.118 +
   1.119 +    // Upload surface
   1.120 +    glActiveTexture(GL_TEXTURE0);
   1.121 +    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
   1.122 +    glUniform1i(ASC_SHADER_FONT.surface, 0);
   1.123 +
   1.124 +    // Draw mesh
   1.125 +    asc_primitives_draw_plane();
   1.126 +}
   1.127 +
   1.128 +void asc_text_destroy(AscTextNode *node) {
   1.129 +    asc_dprintf("Release text node texture: %u", node->tex_id);
   1.130 +    glDeleteTextures(1, &node->tex_id);
   1.131 +    node->tex_id = 0;
   1.132 +}
   1.133 \ No newline at end of file

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