src/text.c

Thu, 21 Mar 2024 22:23:00 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 22:23:00 +0100
changeset 41
df81d493716e
parent 40
6c438be1a1fd
child 44
b3da4096c607
permissions
-rw-r--r--

add correct interleaving of opaque and transparent sprites

     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     // Upload model matrix
    41     glUniformMatrix4fv(ASC_SHADER_SPRITE.base.model, 1,
    42                        GL_FALSE, node->base.final_transform);
    44     // Upload surface
    45     glActiveTexture(GL_TEXTURE0);
    46     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    47     glUniform1i(ASC_SHADER_SPRITE.surface, 0);
    49     // Apply depth
    50     glUniform1f(ASC_SHADER_SPRITE.depth, (float)(node->base.depth));
    52     // Draw mesh
    53     asc_primitives_draw_plane();
    54 }
    56 static void asc_text_update_transform(AscText *node) {
    57     asc_transform_scale2i(node->base.local_transform, node->dimension);
    58     asc_transform_translate2i(node->base.world_transform, node->position);
    59 }
    61 static void asc_text_update(AscText *node) {
    62     // short circuit if fully transparent or hidden, we don't need anything
    63     if (node->color.alpha == 0 || node->hidden) {
    64         return;
    65     }
    67     // Generate new texture, if required
    68     if (node->tex_id == 0) {
    69         glGenTextures(1, &node->tex_id);
    70         glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    71         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    72         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    73         asc_dprintf("Generated new texture for text node: %u", node->tex_id);
    74     }
    76     // Render text onto a surface
    77     SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
    78             asc_font_cache_validate(node->font)->ptr,
    79             node->text,
    80             asc_col_sdl(node->color),
    81             node->max_width
    82     );
    83     if (surface == NULL) {
    84         asc_error(SDL_GetError());
    85         return;
    86     }
    87     node->dimension.width = surface->w;
    88     node->dimension.height = surface->h;
    89     asc_node_update_transform((AscSceneNode *) node);
    91     // Transfer Image Data
    92     // TODO: move the image data transfer to a separate function - we will need it more often
    93     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    94     glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
    95     glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
    96                  surface->w, surface->h,
    97                  0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
    99     // Free the surface
   100     SDL_FreeSurface(surface);
   101 }
   103 AscSceneNode *asc_text(int x, int y, char const *text) {
   104     AscText *node = calloc(1, sizeof(AscText));
   105     if (node == NULL) {
   106         asc_error("Out of memory.");
   107         return NULL;
   108     }
   110     node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
   111     node->base.free_func = (asc_scene_free_func) asc_text_free;
   112     node->base.update_func = (asc_scene_update_func) asc_text_update;
   113     node->base.transform_update_func = (asc_scene_update_func) asc_text_update_transform;
   114     node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
   116     node->position.x = x;
   117     node->position.y = y;
   118     node->font = asc_context.active_font;
   119     node->color = asc_context.ink;
   120     if (text != NULL) {
   121         node->text = strdup(text);
   122     }
   124     // initialize
   125     asc_text_update(node);
   126     asc_text_update_transform(node);
   128     return &node->base;
   129 }
   131 void asc_text_free(AscText *node) {
   132     asc_dprintf("Release text node texture: %u", node->tex_id);
   133     glDeleteTextures(1, &node->tex_id);
   134     free(node->text);
   135     free(node);
   136 }

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