src/text.c

Tue, 26 Mar 2024 20:37:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 26 Mar 2024 20:37:21 +0100
changeset 44
b3da4096c607
parent 41
df81d493716e
child 45
18de2af03531
permissions
-rw-r--r--

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 }

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