diff -r 77493525eac2 -r d8d2e4817db1 src/text.c --- a/src/text.c Mon Apr 01 19:44:00 2024 +0200 +++ b/src/text.c Tue Apr 09 21:18:52 2024 +0200 @@ -33,7 +33,7 @@ #include static void asc_text_draw(AscText const *node) { - if (node->color.alpha == 0 || node->hidden || node->tex_id == 0) { + if (node->color.alpha == 0 || node->hidden) { return; } @@ -44,10 +44,8 @@ glUniformMatrix4fv(shader->base.model, 1, GL_FALSE, node->base.world_transform); - // Upload surface - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); - glUniform1i(shader->surface, 0); + // Bind texture + asc_texture_bind(&node->tex, shader->tex, 0); // Apply depth glUniform1f(shader->depth, (float)(node->base.depth)); @@ -63,12 +61,8 @@ } // Generate new texture, if required - if (node->tex_id == 0) { - glGenTextures(1, &node->tex_id); - glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); - glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - asc_dprintf("Generated new texture for text node: %u", node->tex_id); + if (asc_texture_uninitialized(&node->tex)) { + asc_texture_init_rectangle(&node->tex); } // Render text onto a surface @@ -87,12 +81,7 @@ asc_update_transform((AscSceneNode *) node); // Transfer Image Data - // TODO: move the image data transfer to a separate function - we will need it more often - glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id); - glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); - glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, - surface->w, surface->h, - 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); + asc_texture_from_surface(&node->tex, surface); // Free the surface SDL_FreeSurface(surface); @@ -100,10 +89,6 @@ AscSceneNode *asc_text(int x, int y, char const *text) { AscText *node = calloc(1, sizeof(AscText)); - if (node == NULL) { - asc_error("Out of memory."); - return NULL; - } node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; node->base.free_func = (asc_scene_free_func) asc_text_free; @@ -125,8 +110,7 @@ } void asc_text_free(AscText *node) { - asc_dprintf("Release text node texture: %u", node->tex_id); - glDeleteTextures(1, &node->tex_id); + asc_texture_destroy(&node->tex); free(node->text); free(node); } \ No newline at end of file