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kc3-lang/ftgl/src/FTTextureGlyph.cpp

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  • Author : henry
    Date : 2002-11-28 08:00:02
    Hash : f11669c0
    Message : Changed FT_Vector to FTPoint

  • src/FTTextureGlyph.cpp
  • #include    "FTTextureGlyph.h"
    
    
    FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
    :   FTGlyph(),
        destWidth(0),
        destHeight(0),
        numGreys(0),
        glTextureID(id),
        activeTextureID(0)
    {
        // FIXME This function will always fail if the glyph's format isn't scalable????
        err = FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1);
        if( err || glyph->format != ft_glyph_format_bitmap)
        {
            return;
        }
    
        FT_BitmapGlyph  bitmap = ( FT_BitmapGlyph)glyph;
        FT_Bitmap*      source = &bitmap->bitmap;
    
        // FIXME check the pixel mode
        //ft_pixel_mode_grays
            
        destWidth = source->width;
        destHeight = source->rows;
        
        if( destWidth && destHeight)
        {
            glBindTexture( GL_TEXTURE_2D, glTextureID);
            glPixelStorei( GL_UNPACK_ROW_LENGTH, 0);
            glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, source->buffer);
        }
    
    
    //      0    
    //      +----+
    //      |    |
    //      |    |
    //      |    |
    //      +----+
    //           1
        
        // Texture co-ords
        uv[0].x = static_cast<float>(xOffset) / static_cast<float>(width);
        uv[0].y = static_cast<float>(yOffset) / static_cast<float>(height);
        uv[1].x = static_cast<float>( xOffset + destWidth) / static_cast<float>(width);
        uv[1].y = static_cast<float>( yOffset + destHeight) / static_cast<float>(height);
        
        numGreys = source->num_grays;
        advance = glyph->advance.x >> 16;
        bBox = FTBBox( glyph);
    
        pos.x = bitmap->left;
        pos.y = bitmap->top;
        
        // Is this the right place to do this?
        FT_Done_Glyph( glyph);
    }
    
    
    FTTextureGlyph::~FTTextureGlyph()
    {}
    
    
    float FTTextureGlyph::Render( const FTPoint& pen)
    {
        glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
        if( activeTextureID != glTextureID)
        {
            glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
        }
        
        glBegin( GL_QUADS);
            glTexCoord2f( uv[0].x, uv[0].y);
            glVertex2f( pen.x + pos.x,              pen.y + pos.y);
    
            glTexCoord2f( uv[0].x, uv[1].y);
            glVertex2f( pen.x + pos.x,              pen.y + pos.y - destHeight);
    
            glTexCoord2f( uv[1].x, uv[1].y);
            glVertex2f( pen.x + destWidth + pos.x,  pen.y + pos.y - destHeight);
            
            glTexCoord2f( uv[1].x, uv[0].y);
            glVertex2f( pen.x + destWidth + pos.x,  pen.y + pos.y);
        glEnd();
    
        return advance;
    
    }