Removed data buffers. Now call into vectoriser
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diff --git a/src/FTExtrdGlyph.cpp b/src/FTExtrdGlyph.cpp
index 522c625..5441826 100644
--- a/src/FTExtrdGlyph.cpp
+++ b/src/FTExtrdGlyph.cpp
@@ -17,91 +17,59 @@ FTExtrdGlyph::FTExtrdGlyph( FT_Glyph glyph, float d)
bBox.upperZ = -depth;
FTVectoriser* vectoriser = new FTVectoriser( glyph);
-
- vectoriser->MakeMesh( 1.0);
-
- unsigned int numPoints = vectoriser->MeshPoints();
- if ( numPoints < 3)
+ if ( ( vectoriser->ContourCount() < 1) || ( vectoriser->PointCount() < 3))
{
delete vectoriser;
return;
}
-
- FTGL_DOUBLE* frontMesh = new FTGL_DOUBLE[ numPoints * 3];
- vectoriser->GetMesh( frontMesh);
- vectoriser->MakeMesh( -1.0);
-
- numPoints = vectoriser->MeshPoints();
- if ( numPoints < 3)
- {
- delete vectoriser;
- delete [] frontMesh;
- return;
- }
-
- FTGL_DOUBLE* backMesh = new FTGL_DOUBLE[ numPoints * 3];
- vectoriser->GetMesh( backMesh);
-
- numPoints = vectoriser->points();
- int numContours = vectoriser->contours(); // FIXME
-
- if ( ( numContours < 1) || ( numPoints < 3))
- {
- delete vectoriser;
- delete [] frontMesh;
- delete [] backMesh;
- return;
- }
-
- // Draw the glyph
- int offset = 0;
glList = glGenLists(1);
glNewList( glList, GL_COMPILE);
- // Render Front Mesh
- int i;
- int BEPairs = static_cast<int>(frontMesh[0]);
- for( i = 0; i < BEPairs; ++i)
- {
- int polyType = (int)frontMesh[offset + 1];
- glBegin( polyType);
- glNormal3d(0.0, 0.0, 1.0);
+
+ vectoriser->MakeMesh( 1.0);
+ glNormal3d(0.0, 0.0, 1.0);
- int verts = (int)frontMesh[offset+2];
- offset += 3;
- for( int x = 0; x < verts; ++x)
+ FTMesh* mesh = vectoriser->GetMesh();
+ for( unsigned int index = 0; index < mesh->TesselationCount(); ++index)
+ {
+ FTTesselation* subMesh = mesh->Tesselation( index);
+ unsigned int polyonType = subMesh->PolygonType();
+
+ glBegin( polyonType);
+ for( unsigned int x = 0; x < subMesh->PointCount(); ++x)
{
- glVertex3dv( frontMesh + offset);
- offset += 3;
+ glVertex3f( subMesh->Point(x).x / 64.0f,
+ subMesh->Point(x).y / 64.0f,
+ 0.0f);
}
glEnd();
}
- // Render Back Mesh
- offset = 0;
- BEPairs = static_cast<int>(backMesh[0]);
- for( i = 0; i < BEPairs; ++i)
+ vectoriser->MakeMesh( -1.0);
+ glNormal3d(0.0, 0.0, -1.0);
+
+ mesh = vectoriser->GetMesh();
+ for( unsigned int index = 0; index < mesh->TesselationCount(); ++index)
{
- int polyType = (int)backMesh[offset + 1];
- glBegin( polyType);
+ FTTesselation* subMesh = mesh->Tesselation( index);
+ unsigned int polyonType = subMesh->PolygonType();
- glNormal3d(0.0, 0.0, -1.0);
- int verts = (int)backMesh[offset+2];
- offset += 3;
- for( int x = 0; x < verts; ++x)
+ glBegin( polyonType);
+ for( unsigned int x = 0; x < subMesh->PointCount(); ++x)
{
- glVertex3d( backMesh[offset], backMesh[offset + 1], -depth); // FIXME
- offset += 3;
+ glVertex3f( subMesh->Point(x).x / 64.0f,
+ subMesh->Point(x).y / 64.0f,
+ -depth);
}
glEnd();
}
int contourFlag = vectoriser->ContourFlag();
- for( unsigned int c = 0; c < vectoriser->contours(); ++c)
+ for( size_t c = 0; c < vectoriser->ContourCount(); ++c)
{
FTContour* contour = vectoriser->Contour(c);
- unsigned int numberOfPoints = contour->Points();
+ unsigned int numberOfPoints = contour->PointCount();
glBegin( GL_QUAD_STRIP);
for( unsigned int j = 0; j <= numberOfPoints; ++j)
@@ -129,9 +97,6 @@ FTExtrdGlyph::FTExtrdGlyph( FT_Glyph glyph, float d)
glEndList();
delete vectoriser;
-
- delete [] frontMesh;
- delete [] backMesh;
// discard glyph image (bitmap or not)
FT_Done_Glyph( glyph); // Why does this have to be HERE