Tue, 23 Jan 2024 21:34:12 +0100
bring first scene graph to live
/* * 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> static void asc_text_draw(AscText const *node) { if (node->color.alpha == 0 || node->hidden || node->internal.tex_id == 0) { 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->internal.dimension.width; model[asc_mat4_index(1, 1)] = node->internal.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->internal.tex_id); glUniform1i(ASC_SHADER_FONT.surface, 0); // Draw mesh asc_primitives_draw_plane(); } AscText *asc_text(int x, int y, char const *text) { AscText *node = calloc(1, sizeof(AscText)); if (node == NULL) { asc_error("Out of memory."); return NULL; } node->node.free_func = (asc_scene_free_func) asc_text_free; node->node.draw_func = (asc_scene_draw_func) asc_text_draw; node->position = (asc_vec2i) {x, y}; node->font = asc_context.active_font; node->color = asc_context.ink; if (text != NULL) { node->text = strdup(text); } return node; } void asc_text_update(AscText *node) { // short circuit if fully transparent or hidden, we don't need anything if (node->color.alpha == 0 || node->hidden) { return; } // Generate new texture, if required if (node->internal.tex_id == 0) { glGenTextures(1, &node->internal.tex_id); glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.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->internal.tex_id); } // Render text onto a surface SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( asc_font_cache_validate(node->font)->ptr, node->text, asc_col_sdl(node->color), node->max_width ); if (surface == NULL) { asc_error(SDL_GetError()); return; } // Store basic node information node->position = node->position; node->internal.dimension.width = surface->w; node->internal.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->internal.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); } void asc_text_free(AscText *node) { asc_dprintf("Release text node texture: %u", node->internal.tex_id); glDeleteTextures(1, &node->internal.tex_id); free(node->text); free(node); }