* Show how to subclass FTFont classes in the simple demo.
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diff --git a/demo/simple.cpp b/demo/simple.cpp
index 937e662..17a5947 100644
--- a/demo/simple.cpp
+++ b/demo/simple.cpp
@@ -37,11 +37,63 @@
#include <FTGL/ftgl.h>
-static FTFont *font;
-
+static FTFont *font[3];
+static int fontindex = 0;
+
+//
+// FTHaloGlyph is a derivation of FTOutlineGlyph that displays several
+// outlines at varying offsets and with varying outset values.
+//
+class FTHaloGlyph : public FTOutlineGlyph
+{
+ public:
+ FTHaloGlyph(FT_GlyphSlot glyph) : FTOutlineGlyph(glyph, 0, true)
+ {
+ for(int i = 0; i < 5; i++)
+ {
+ subglyph[i] = new FTOutlineGlyph(glyph, i, true);
+ }
+ }
+
+ private:
+ const FTPoint& Render(const FTPoint& pen, int renderMode)
+ {
+ glPushMatrix();
+ for(int i = 0; i < 5; i++)
+ {
+ glTranslatef(0.0, 0.0, -2.0);
+ subglyph[i]->Render(pen, renderMode);
+ }
+ glPopMatrix();
+ return FTOutlineGlyph::Render(pen, renderMode);
+ }
+
+ FTOutlineGlyph *subglyph[5];
+};
+
+//
+// FTHaloFont is a simple FTOutlineFont derivation that builds FTHaloGlyph
+// objects.
+//
+class FTHaloFont : public FTOutlineFont
+{
+ public:
+ FTHaloFont(char const *fontFilePath) : FTOutlineFont(fontFilePath) {}
+
+ private:
+ virtual FTGlyph* MakeGlyph(FT_GlyphSlot slot)
+ {
+ return new FTHaloGlyph(slot);
+ }
+};
+
+//
+// Main OpenGL loop: set up lights, apply a few rotation effects, and
+// render text using the current FTGL object.
+//
static void RenderScene(void)
{
- float n = (float)glutGet(GLUT_ELAPSED_TIME) / 10.;
+ float n = (float)glutGet(GLUT_ELAPSED_TIME) / 20.;
float t1 = sin(n / 80);
float t2 = sin(n / 50 + 1);
float t3 = sin(n / 30 + 2);
@@ -55,40 +107,53 @@ static void RenderScene(void)
glTranslatef(-0.9, -0.2, -10.0);
float ambient[4] = { (t1 + 2.0) / 3,
(t2 + 2.0) / 3,
- (t3 + 2.0) / 3, 1.0 };
+ (t3 + 2.0) / 3, 0.3 };
float diffuse[4] = { 1.0, 0.9, 0.9, 1.0 };
float specular[4] = { 1.0, 0.7, 0.7, 1.0 };
- float position[4] = { 200.0, 200.0, 0.0, 1.0 };
+ float position[4] = { 100.0, 100.0, 0.0, 1.0 };
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
glLightfv(GL_LIGHT1, GL_POSITION, position);
glEnable(GL_LIGHT1);
- glColorMaterial(GL_FRONT, GL_DIFFUSE);
glPopMatrix();
glPushMatrix();
+ float front_ambient[4] = { 0.7, 0.7, 0.7, 0.0 };
+ glMaterialfv(GL_FRONT, GL_AMBIENT, front_ambient);
+ glColorMaterial(GL_FRONT, GL_DIFFUSE);
glTranslatef(0.0, 0.0, 20.0);
glRotatef(n / 1.11, 0.0, 1.0, 0.0);
glRotatef(n / 2.23, 1.0, 0.0, 0.0);
glRotatef(n / 3.17, 0.0, 0.0, 1.0);
glTranslatef(-260.0, -0.2, 0.0);
glColor3f(0.0, 0.0, 0.0);
- font->Render("Hello FTGL!");
+ font[fontindex]->Render("Hello FTGL!");
glPopMatrix();
glutSwapBuffers();
}
+//
+// GLUT key processing function: <esc> quits, <tab> cycles across fonts.
+//
void ProcessKeys(unsigned char key, int x, int y)
{
- if(key == 27)
+ switch(key)
{
- delete font;
+ case 27:
+ delete font[0]; delete font[1]; delete font[2];
exit(0);
+ break;
+ case '\t':
+ fontindex = (fontindex + 1) % 3;
+ break;
}
}
+//
+// Main program entry point: set up GLUT window, load fonts, run GLUT loop.
+//
int main(int argc, char **argv)
{
if(argc < 2)
@@ -108,25 +173,34 @@ int main(int argc, char **argv)
glutIdleFunc(RenderScene);
glutKeyboardFunc(ProcessKeys);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(90, 640.0f / 480.0f, 1, 1000);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt(0.0, 0.0, 640.0f / 2.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+
// Initialise FTGL stuff
- font = new FTExtrudeFont(argv[1]);
- if(font->Error())
+ font[0] = new FTExtrudeFont(argv[1]);
+ font[1] = new FTPolygonFont(argv[1]);
+ font[2] = new FTHaloFont(argv[1]);
+
+ if(font[0]->Error() || font[1]->Error() || font[2]->Error())
{
fprintf(stderr, "%s: could not load font `%s'\n", argv[0], argv[1]);
return EXIT_FAILURE;
}
- font->FaceSize(80);
- font->Depth(10);
- font->Outset(0, 3);
- font->CharMap(ft_encoding_unicode);
+ font[0]->FaceSize(80);
+ font[0]->Depth(10);
+ font[0]->Outset(0, 3);
+ font[0]->CharMap(ft_encoding_unicode);
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
- gluPerspective(90, 640.0f / 480.0f, 1, 1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- gluLookAt(0.0, 0.0, 640.0f / 2.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+ font[1]->FaceSize(80);
+ font[1]->CharMap(ft_encoding_unicode);
+
+ font[2]->FaceSize(80);
+ font[2]->CharMap(ft_encoding_unicode);
// Run GLUT loop
glutMainLoop();