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