Wed, 06 Mar 2024 23:12:56 +0100
fix const-warning
3 | 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 | */ | |
27 | ||
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28 | #include "ascension/text.h" |
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29 | #include "ascension/context.h" |
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30 | #include "ascension/error.h" |
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31 | #include "ascension/shader.h" |
11 | 32 | |
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33 | #include <GL/glew.h> |
3 | 34 | |
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35 | static void asc_text_draw(AscText const *node) { |
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36 | if (node->color.alpha == 0 || node->hidden || node->internal.tex_id == 0) { |
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37 | return; |
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38 | } |
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39 | |
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40 | // TODO: when we group draw calls, we don't need to activate shader here |
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41 | glUseProgram(ASC_SHADER_FONT.base.id); |
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42 | |
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43 | // TODO: when we group UI draw calls, we don't need to upload matrices here |
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44 | // Upload matrices |
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45 | glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, |
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46 | GL_FALSE, asc_context.active_window->projection); |
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47 | glUniformMatrix4fv(ASC_SHADER_FONT.base.model, 1, |
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48 | GL_FALSE, node->base.transform); |
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49 | |
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50 | // Upload surface |
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51 | glActiveTexture(GL_TEXTURE0); |
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52 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
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53 | glUniform1i(ASC_SHADER_FONT.surface, 0); |
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54 | |
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55 | // Draw mesh |
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56 | asc_primitives_draw_plane(); |
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57 | } |
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58 | |
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59 | static void asc_text_update(AscText *node) { |
19 | 60 | // short circuit if fully transparent or hidden, we don't need anything |
61 | if (node->color.alpha == 0 || node->hidden) { | |
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62 | return; |
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63 | } |
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64 | |
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65 | // Generate new texture, if required |
19 | 66 | if (node->internal.tex_id == 0) { |
67 | glGenTextures(1, &node->internal.tex_id); | |
68 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); | |
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69 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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70 | glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
19 | 71 | asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id); |
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72 | } |
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73 | |
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74 | // Render text onto a surface |
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75 | SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
19 | 76 | asc_font_cache_validate(node->font)->ptr, |
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77 | node->text, |
19 | 78 | asc_col_sdl(node->color), |
79 | node->max_width | |
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80 | ); |
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81 | if (surface == NULL) { |
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82 | asc_error(SDL_GetError()); |
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83 | return; |
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84 | } |
3 | 85 | |
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86 | // Transform |
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87 | asc_transform_scale(node->base.transform, (float) surface->w, (float) surface->h, 0); |
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88 | asc_transform_translate2i(node->base.transform, node->position); |
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89 | |
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90 | // Transfer Image Data |
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91 | // TODO: move the image data transfer to a separate function - we will need it more often |
19 | 92 | glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id); |
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93 | glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); |
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94 | glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, |
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95 | surface->w, surface->h, |
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96 | 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); |
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97 | |
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98 | // Free the surface |
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99 | SDL_FreeSurface(surface); |
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100 | } |
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101 | |
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102 | AscText *asc_text(int x, int y, char const *text) { |
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103 | AscText *node = calloc(1, sizeof(AscText)); |
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104 | if (node == NULL) { |
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105 | asc_error("Out of memory."); |
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106 | return NULL; |
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107 | } |
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108 | |
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109 | node->base.free_func = (asc_scene_free_func) asc_text_free; |
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110 | node->base.update_func = (asc_scene_update_func) asc_text_update; |
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111 | node->base.draw_func = (asc_scene_draw_func) asc_text_draw; |
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112 | |
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113 | node->position.x = x; |
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114 | node->position.y = y; |
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115 | node->font = asc_context.active_font; |
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116 | node->color = asc_context.ink; |
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117 | if (text != NULL) { |
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118 | node->text = strdup(text); |
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119 | } |
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120 | |
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121 | asc_scene_add(&asc_context.active_window->ui, &node->base); |
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122 | |
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123 | return node; |
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124 | } |
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125 | |
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126 | void asc_text_free(AscText *node) { |
19 | 127 | asc_dprintf("Release text node texture: %u", node->internal.tex_id); |
128 | glDeleteTextures(1, &node->internal.tex_id); | |
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129 | free(node->text); |
19 | 130 | free(node); |
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131 | } |