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kc3-lang/ftgl/src/FTGLTextureFont.cpp

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  • Author : henry
    Date : 2002-11-27 07:46:25
    Hash : f73f63a9
    Message : Changes to the glyph loading flags

  • src/FTGLTextureFont.cpp
  • #include    <string>
    
    #include    "FTGLTextureFont.h"
    #include    "FTTextureGlyph.h"
    
    
    inline GLuint NextPowerOf2( GLuint in)
    {
         in -= 1;
    
         in |= in >> 16;
         in |= in >> 8;
         in |= in >> 4;
         in |= in >> 2;
         in |= in >> 1;
    
         return in + 1;
    }
    
    
    FTGLTextureFont::FTGLTextureFont()
    :   maxTextSize(0),
        textureWidth(0),
        textureHeight(0),
        numTextures(0),
        textMem(0),
        glyphHeight(0),
        glyphWidth(0),
        padding(1),
        remGlyphs(0),
        xOffset(0),
        yOffset(0)
    {}
    
    
    FTGLTextureFont::~FTGLTextureFont()
    {
        glDeleteTextures( numTextures, (const GLuint*)glTextureID);
    }
    
    
    FTGlyph* FTGLTextureFont::MakeGlyph( unsigned int g)
    {
        FT_Glyph* ftGlyph = face.Glyph( g, FT_LOAD_NO_HINTING);
        
        if( ftGlyph)
        {
            // Estimate the glyph size size - global bbox
            glyphHeight = ( charSize.Height());
            glyphWidth = ( charSize.Width());
            
            // Is there a current texture
            if( numTextures == 0)
            {
                glTextureID[0] = CreateTexture();
                xOffset = yOffset = padding;
                ++numTextures;
            }
            
            // will it fit in the current texture
            if( xOffset > ( textureWidth - glyphWidth))
            {
                xOffset = padding;
                yOffset += glyphHeight;
                
                if( yOffset > ( textureHeight - glyphHeight))
                {
                    // no - make a new texture
                    glTextureID[numTextures] = CreateTexture();
                    yOffset = padding;
                    ++numTextures;
                }
            }
            
            // yes - load the glyph
            FTTextureGlyph* tempGlyph = new FTTextureGlyph( *ftGlyph, glTextureID[numTextures - 1],
                                                            xOffset, yOffset, textureWidth, textureHeight);
            
            // FIXME ceiling
            xOffset += static_cast<int>( tempGlyph->BBox().upperX - tempGlyph->BBox().lowerX + padding);
            
            --remGlyphs;
            return tempGlyph;
        }
        
        err = face.Error();
        return NULL;
    }
    
    
    bool FTGLTextureFont::MakeGlyphList()
    {
        if( !maxTextSize)
            glGetIntegerv( GL_MAX_TEXTURE_SIZE, (GLint*)&maxTextSize);
    
        remGlyphs = numGlyphs;
    
        FTFont::MakeGlyphList();
        
        return !err; // FIXME what err?
    }
    
    
    void FTGLTextureFont::GetSize()
    {
        //work out the max width. Most likely maxTextSize
        textureWidth = NextPowerOf2( (remGlyphs * glyphWidth) + padding * 2);
        if( textureWidth > maxTextSize)
        {
            textureWidth = maxTextSize;
        }
        
        int h = static_cast<int>( (textureWidth - padding * 2) / glyphWidth);
            
        textureHeight = NextPowerOf2( (( numGlyphs / h) + 1) * glyphHeight);
        textureHeight = textureHeight > maxTextSize ? maxTextSize : textureHeight;
    }
    
    
    int FTGLTextureFont::CreateTexture()
    {   
        // calc the size
        GetSize();
        
        // allocate some mem and clear it to black
        int totalMem = textureWidth * textureHeight;
        textMem = new unsigned char[totalMem]; // GL_ALPHA texture;
        memset( textMem, 0, totalMem);
    
        // Create the blank texture
        int textID;
        glGenTextures( 1, (GLuint*)&textID);
    
        glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
        glBindTexture( GL_TEXTURE_2D, textID);
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
        glTexImage2D( GL_TEXTURE_2D, 0, GL_ALPHA, textureWidth, textureHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, textMem);
    
        delete [] textMem;
    
        return textID;
    }
    
    
    void FTGLTextureFont::render( const char* string)
    {   
        glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
        
        glEnable(GL_BLEND);
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // GL_ONE
        
        FTFont::render( string);
    
        glPopAttrib();
    }
    
    
    void FTGLTextureFont::render( const wchar_t* string)
    {   
        glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
        
        glEnable(GL_BLEND);
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // GL_ONE
        
        FTFont::render( string);
        
        glPopAttrib();
    }