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kc3-lang/ftgl/src/FTTextureGlyph.cpp

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  • Author : henry
    Date : 2002-02-02 00:16:36
    Hash : 17eb8aeb
    Message : Removed FT_DoneGlyph and clean up delete []

  • src/FTTextureGlyph.cpp
  • #include	"FTTextureGlyph.h"
    #ifdef FTGL_DEBUG
    	#include "mmgr.h"
    #endif
    
    
    FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
    :	FTGlyph(),
    	data(0),
    	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
    	    
    	int srcPitch = source->pitch;   
        destWidth = source->width;
        destHeight = source->rows;
        
        // Not sure what the standard behavior should be here?
        if( destWidth && destHeight)
        {
    	    data = new unsigned char[destWidth * destHeight];
    
    	    for(int y = 0; y < destHeight; ++y)
    	    {
    	    	for(int x = 0; x < destWidth; ++x)
    	    	{
    				*( data + ( y * destWidth  + x)) = *( source->buffer + ( y * srcPitch) + x);
    	    	}    	
    	    }
    
    		glBindTexture( GL_TEXTURE_2D, glTextureID);
    		glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, data);
    		delete [] data;
    	}
    
    
    //		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;
    }
    
    
    FTTextureGlyph::~FTTextureGlyph()
    {}
    
    
    float FTTextureGlyph::Render( const FT_Vector& 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;
    
    }