src/text.c

Sun, 19 Nov 2023 13:22:43 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 19 Nov 2023 13:22:43 +0100
changeset 17
25013a35e07d
parent 16
c5dde81b6fb2
child 18
00c0632f0f40
permissions
-rw-r--r--

fix text rendering for alpha==0

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #include "ascension/text.h"
    29 #include "ascension/context.h"
    30 #include "ascension/error.h"
    31 #include "ascension/shader.h"
    33 #include <GL/glew.h>
    35 void asc_text_draw_lb(
    36         AscTextNode *node,
    37         asc_vec2i position,
    38         unsigned max_width,
    39         cxmutstr text) {
    41     // short circuit - if fully transparent, just hide it
    42     if (asc_context.ink.alpha == 0) {
    43         node->hidden = true;
    44         return;
    45     }
    47     // Generate new texture, if required
    48     if (node->tex_id == 0) {
    49         glGenTextures(1, &node->tex_id);
    50         glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    51         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    52         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    53         asc_dprintf("Generated new texture for text node: %u", node->tex_id);
    54     }
    56     // Render text onto a surface
    57     SDL_Surface *surface = TTF_RenderText_Blended_Wrapped(
    58             asc_context.active_font->ptr,
    59             text.ptr,
    60             (SDL_Color) {
    61                     .r = asc_context.ink.red,
    62                     .g = asc_context.ink.green,
    63                     .b = asc_context.ink.blue,
    64                     .a = asc_context.ink.alpha
    65             },
    66             max_width
    67     );
    68     if (surface == NULL) {
    69         asc_error(SDL_GetError());
    70         return;
    71     }
    73     // Store basic node information
    74     node->position = position;
    75     node->dimension.width = surface->w;
    76     node->dimension.height = surface->h;
    78     // Transfer Image Data
    79     // TODO: move the image data transfer to a separate function - we will need it more often
    80     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    81     glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
    82     glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
    83                  surface->w, surface->h,
    84                  0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
    86     // Free the surface
    87     SDL_FreeSurface(surface);
    89     // Redraw the node
    90     asc_text_redraw(node);
    91 }
    93 void asc_text_draw(
    94         AscTextNode *node,
    95         asc_vec2i position,
    96         cxmutstr text) {
    97     unsigned max_width = asc_context.active_window->dimensions.width - position.width;
    98     asc_text_draw_lb(node, position, max_width, text);
    99 }
   101 void asc_text_redraw(AscTextNode *node) {
   102     if (node->hidden) return;
   104     if (node->tex_id == 0) {
   105         asc_error("Tried to redraw text node after destruction");
   106         return;
   107     }
   109     glUseProgram(ASC_SHADER_FONT.base.id);
   111     // Upload projection
   112     // 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     // Upload model matrix
   116     asc_mat4f model = {0};
   117     model[asc_mat4_index(0, 0)] = node->dimension.width;
   118     model[asc_mat4_index(1, 1)] = node->dimension.height;
   119     model[asc_mat4_index(3, 0)] = node->position.x;
   120     model[asc_mat4_index(3, 1)] = node->position.y;
   121     model[asc_mat4_index(3, 3)] = 1;
   122     glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
   124     // Upload surface
   125     glActiveTexture(GL_TEXTURE0);
   126     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
   127     glUniform1i(ASC_SHADER_FONT.surface, 0);
   129     // Draw mesh
   130     asc_primitives_draw_plane();
   131 }
   133 void asc_text_destroy(AscTextNode *node) {
   134     asc_dprintf("Release text node texture: %u", node->tex_id);
   135     glDeleteTextures(1, &node->tex_id);
   136     node->tex_id = 0;
   137 }

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