--- /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