src/text.c

Mon, 26 Feb 2024 21:16:00 +0100

author
Mike Becker <universe@uap-core.de>
date
Mon, 26 Feb 2024 21:16:00 +0100
changeset 31
8324037e0148
parent 29
1d001eb694dc
child 32
86468a71dd73
permissions
-rw-r--r--

use tree iterator to free scene nodes

     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 static void asc_text_draw(AscText const *node) {
    36     if (node->color.alpha == 0 || node->hidden || node->internal.tex_id == 0) {
    37         return;
    38     }
    40     glUseProgram(ASC_SHADER_FONT.base.id);
    42     // Upload projection
    43     // TODO: when we group UI draw calls, we don't need this
    44     glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
    45                        GL_FALSE, asc_context.active_window->projection);
    47     // Upload model matrix
    48     asc_mat4f model = {0};
    49     model[asc_mat4_index(0, 0)] = node->internal.dimension.width;
    50     model[asc_mat4_index(1, 1)] = node->internal.dimension.height;
    51     model[asc_mat4_index(3, 0)] = node->position.x;
    52     model[asc_mat4_index(3, 1)] = node->position.y;
    53     model[asc_mat4_index(3, 3)] = 1;
    54     glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
    56     // Upload surface
    57     glActiveTexture(GL_TEXTURE0);
    58     glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
    59     glUniform1i(ASC_SHADER_FONT.surface, 0);
    61     // Draw mesh
    62     asc_primitives_draw_plane();
    63 }
    65 AscText *asc_text(int x, int y, char const *text) {
    66     AscText *node = calloc(1, sizeof(AscText));
    67     if (node == NULL) {
    68         asc_error("Out of memory.");
    69         return NULL;
    70     }
    72     node->node.free_func = (asc_scene_free_func) asc_text_free;
    73     node->node.draw_func = (asc_scene_draw_func) asc_text_draw;
    75     node->position = (asc_vec2i) {x, y};
    76     node->font = asc_context.active_font;
    77     node->color = asc_context.ink;
    78     if (text != NULL) {
    79         node->text = strdup(text);
    80     }
    82     return node;
    83 }
    85 void asc_text_update(AscText *node) {
    86     // short circuit if fully transparent or hidden, we don't need anything
    87     if (node->color.alpha == 0 || node->hidden) {
    88         return;
    89     }
    91     // Generate new texture, if required
    92     if (node->internal.tex_id == 0) {
    93         glGenTextures(1, &node->internal.tex_id);
    94         glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
    95         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    96         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    97         asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
    98     }
   100     // Render text onto a surface
   101     SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
   102             asc_font_cache_validate(node->font)->ptr,
   103             node->text,
   104             asc_col_sdl(node->color),
   105             node->max_width
   106     );
   107     if (surface == NULL) {
   108         asc_error(SDL_GetError());
   109         return;
   110     }
   112     // Store basic node information
   113     node->position = node->position;
   114     node->internal.dimension.width = surface->w;
   115     node->internal.dimension.height = surface->h;
   117     // Transfer Image Data
   118     // TODO: move the image data transfer to a separate function - we will need it more often
   119     glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
   120     glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
   121     glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
   122                  surface->w, surface->h,
   123                  0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
   125     // Free the surface
   126     SDL_FreeSurface(surface);
   127 }
   129 void asc_text_free(AscText *node) {
   130     asc_dprintf("Release text node texture: %u", node->internal.tex_id);
   131     glDeleteTextures(1, &node->internal.tex_id);
   132     free(node->text);
   133     free(node);
   134 }

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