universe@3: /* universe@3: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@3: * Copyright 2023 Mike Becker. All rights reserved. universe@3: * universe@3: * Redistribution and use in source and binary forms, with or without universe@3: * modification, are permitted provided that the following conditions are met: universe@3: * universe@3: * 1. Redistributions of source code must retain the above copyright universe@3: * notice, this list of conditions and the following disclaimer. universe@3: * universe@3: * 2. Redistributions in binary form must reproduce the above copyright universe@3: * notice, this list of conditions and the following disclaimer in the universe@3: * documentation and/or other materials provided with the distribution. universe@3: * universe@3: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@3: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@3: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@3: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@3: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@3: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@3: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@3: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@3: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@3: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@3: * POSSIBILITY OF SUCH DAMAGE. universe@3: */ universe@3: universe@16: #include "ascension/text.h" universe@16: #include "ascension/context.h" universe@16: #include "ascension/error.h" universe@16: #include "ascension/shader.h" universe@3: universe@16: #include universe@11: universe@16: void asc_text_draw_lb( universe@16: AscTextNode *node, universe@16: asc_vec2i position, universe@16: unsigned max_width, universe@16: cxmutstr text) { universe@4: universe@16: // Generate new texture, if required universe@16: if (node->tex_id == 0) { universe@16: glGenTextures(1, &node->tex_id); universe@16: glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); universe@16: glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); universe@16: glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); universe@16: asc_dprintf("Generated new texture for text node: %u", node->tex_id); universe@16: } universe@4: universe@16: // Render text onto a surface universe@16: SDL_Surface *surface = TTF_RenderText_Blended_Wrapped( universe@16: asc_context.active_font->ptr, universe@16: text.ptr, universe@16: (SDL_Color) { universe@16: .r = asc_context.ink.red, universe@16: .g = asc_context.ink.green, universe@16: .b = asc_context.ink.blue, universe@16: .a = asc_context.ink.alpha universe@16: }, universe@16: max_width universe@16: ); universe@16: if (surface == NULL) { universe@16: asc_error(SDL_GetError()); universe@16: return; universe@16: } universe@4: universe@16: // Store basic node information universe@16: node->position = position; universe@16: node->dimension.width = surface->w; universe@16: node->dimension.height = surface->h; universe@11: universe@16: // Transfer Image Data universe@16: // TODO: move the image data transfer to a separate function - we will need it more often universe@16: glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); universe@16: glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); universe@16: glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, universe@16: surface->w, surface->h, universe@16: 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); universe@11: universe@16: // Free the surface universe@16: SDL_FreeSurface(surface); universe@3: universe@16: // Redraw the node universe@16: asc_text_redraw(node); universe@16: } universe@16: universe@16: void asc_text_draw( universe@16: AscTextNode *node, universe@16: asc_vec2i position, universe@16: cxmutstr text) { universe@16: unsigned max_width = asc_context.active_window->dimensions.width - position.width; universe@16: asc_text_draw_lb(node, position, max_width, text); universe@16: } universe@16: universe@16: void asc_text_redraw(AscTextNode *node) { universe@16: if (node->tex_id == 0) { universe@16: asc_error("Tried to redraw text node after destruction"); universe@16: return; universe@16: } universe@16: universe@16: glUseProgram(ASC_SHADER_FONT.base.id); universe@16: universe@16: // Upload projection universe@16: // TODO: when we group UI draw calls, we don't need this universe@16: glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection); universe@16: universe@16: // Upload model matrix universe@16: asc_mat4f model = {0}; universe@16: model[asc_mat4_index(0, 0)] = node->dimension.width; universe@16: model[asc_mat4_index(1, 1)] = node->dimension.height; universe@16: model[asc_mat4_index(3, 0)] = node->position.x; universe@16: model[asc_mat4_index(3, 1)] = node->position.y; universe@16: model[asc_mat4_index(3, 3)] = 1; universe@16: glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, GL_FALSE, model); universe@16: universe@16: // Upload surface universe@16: glActiveTexture(GL_TEXTURE0); universe@16: glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); universe@16: glUniform1i(ASC_SHADER_FONT.surface, 0); universe@16: universe@16: // Draw mesh universe@16: asc_primitives_draw_plane(); universe@16: } universe@16: universe@16: void asc_text_destroy(AscTextNode *node) { universe@16: asc_dprintf("Release text node texture: %u", node->tex_id); universe@16: glDeleteTextures(1, &node->tex_id); universe@16: node->tex_id = 0; universe@16: }