Sun, 21 Jan 2024 14:01:27 +0100
remove unused cx/list.h include
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 AscText *asc_text(int x, int y, char const *text) {
36 AscText *node = calloc(1, sizeof(AscText));
37 if (node == NULL) {
38 asc_error("Out of memory.");
39 return NULL;
40 }
42 node->position = (asc_vec2i) {x, y};
43 node->font = asc_context.active_font;
44 node->color = asc_context.ink;
45 if (text != NULL) {
46 node->text = strdup(text);
47 }
49 return node;
50 }
52 void asc_text_update(AscText *node) {
53 // short circuit if fully transparent or hidden, we don't need anything
54 if (node->color.alpha == 0 || node->hidden) {
55 return;
56 }
58 // Generate new texture, if required
59 if (node->internal.tex_id == 0) {
60 glGenTextures(1, &node->internal.tex_id);
61 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
62 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
63 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
64 asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
65 }
67 // Render text onto a surface
68 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
69 asc_font_cache_validate(node->font)->ptr,
70 node->text,
71 asc_col_sdl(node->color),
72 node->max_width
73 );
74 if (surface == NULL) {
75 asc_error(SDL_GetError());
76 return;
77 }
79 // Store basic node information
80 node->position = node->position;
81 node->internal.dimension.width = surface->w;
82 node->internal.dimension.height = surface->h;
84 // Transfer Image Data
85 // TODO: move the image data transfer to a separate function - we will need it more often
86 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
87 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
88 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
89 surface->w, surface->h,
90 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
92 // Free the surface
93 SDL_FreeSurface(surface);
94 }
96 void asc_text_draw(AscText const *node) {
97 if (node->color.alpha == 0 || node->hidden) {
98 return;
99 }
101 if (node->internal.tex_id == 0) {
102 asc_error("Tried to redraw text node after destruction");
103 return;
104 }
106 glUseProgram(ASC_SHADER_FONT.base.id);
108 // Upload projection
109 // TODO: when we group UI draw calls, we don't need this
110 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
111 GL_FALSE, asc_context.active_window->projection);
113 // Upload model matrix
114 asc_mat4f model = {0};
115 model[asc_mat4_index(0, 0)] = node->internal.dimension.width;
116 model[asc_mat4_index(1, 1)] = node->internal.dimension.height;
117 model[asc_mat4_index(3, 0)] = node->position.x;
118 model[asc_mat4_index(3, 1)] = node->position.y;
119 model[asc_mat4_index(3, 3)] = 1;
120 glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model);
122 // Upload surface
123 glActiveTexture(GL_TEXTURE0);
124 glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
125 glUniform1i(ASC_SHADER_FONT.surface, 0);
127 // Draw mesh
128 asc_primitives_draw_plane();
129 }
131 void asc_text_free(AscText *node) {
132 asc_dprintf("Release text node texture: %u", node->internal.tex_id);
133 glDeleteTextures(1, &node->internal.tex_id);
134 free(node->text);
135 free(node);
136 }