Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
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->tex_id == 0) {
37 return;
38 }
40 // Obtain shader
41 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
43 // Upload model matrix
44 glUniformMatrix4fv(shader->base.model, 1,
45 GL_FALSE, node->base.final_transform);
47 // Upload surface
48 glActiveTexture(GL_TEXTURE0);
49 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
50 glUniform1i(shader->surface, 0);
52 // Apply depth
53 glUniform1f(shader->depth, (float)(node->base.depth));
55 // Draw mesh
56 asc_primitives_draw_plane();
57 }
59 static void asc_text_update_transform(AscText *node) {
60 asc_transform_scale2i(node->base.local_transform, node->dimension);
61 asc_transform_translate2i(node->base.world_transform, node->position);
62 }
64 static void asc_text_update(AscText *node) {
65 // short circuit if fully transparent or hidden, we don't need anything
66 if (node->color.alpha == 0 || node->hidden) {
67 return;
68 }
70 // Generate new texture, if required
71 if (node->tex_id == 0) {
72 glGenTextures(1, &node->tex_id);
73 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
74 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
75 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 asc_dprintf("Generated new texture for text node: %u", node->tex_id);
77 }
79 // Render text onto a surface
80 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
81 asc_font_cache_validate(node->font)->ptr,
82 node->text,
83 asc_col_sdl(node->color),
84 node->max_width
85 );
86 if (surface == NULL) {
87 asc_error(SDL_GetError());
88 return;
89 }
90 node->dimension.width = surface->w;
91 node->dimension.height = surface->h;
92 asc_node_update_transform((AscSceneNode *) node);
94 // Transfer Image Data
95 // TODO: move the image data transfer to a separate function - we will need it more often
96 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
97 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
98 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
99 surface->w, surface->h,
100 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
102 // Free the surface
103 SDL_FreeSurface(surface);
104 }
106 AscSceneNode *asc_text(int x, int y, char const *text) {
107 AscText *node = calloc(1, sizeof(AscText));
108 if (node == NULL) {
109 asc_error("Out of memory.");
110 return NULL;
111 }
113 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
114 node->base.free_func = (asc_scene_free_func) asc_text_free;
115 node->base.update_func = (asc_scene_update_func) asc_text_update;
116 node->base.transform_update_func = (asc_scene_update_func) asc_text_update_transform;
117 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
119 node->position.x = x;
120 node->position.y = y;
121 node->font = asc_context.active_font;
122 node->color = asc_context.ink;
123 if (text != NULL) {
124 node->text = strdup(text);
125 }
127 // initialize
128 asc_text_update(node);
129 asc_text_update_transform(node);
131 return &node->base;
132 }
134 void asc_text_free(AscText *node) {
135 asc_dprintf("Release text node texture: %u", node->tex_id);
136 glDeleteTextures(1, &node->tex_id);
137 free(node->text);
138 free(node);
139 }