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kc3-lang/ftgl/src/FTGLTextureFont.cpp

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  • Author : henry
    Date : 2002-12-31 04:07:34
    Hash : 934106a4
    Message : Fixed alignment issues for bitmap and texture glyphs

  • 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( const char* fontname)
    :   FTFont( fontname),
        maxTextSize(0),
        textureWidth(0),
        textureHeight(0),
        numTextures(0),
        textMem(0),
        glyphHeight(0),
        glyphWidth(0),
        padding(3),
        xOffset(0),
        yOffset(0)
    {
        remGlyphs = numGlyphs = face.GlyphCount();
    }
    
    
    FTGLTextureFont::FTGLTextureFont( const unsigned char *pBufferBytes, size_t bufferSizeInBytes)
    :   FTFont( pBufferBytes, bufferSizeInBytes),
        maxTextSize(0),
        textureWidth(0),
        textureHeight(0),
        numTextures(0),
        textMem(0),
        glyphHeight(0),
        glyphWidth(0),
        padding(3),
        xOffset(0),
        yOffset(0)
    {
        remGlyphs = numGlyphs = face.GlyphCount();
    }
    
    
    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)
        {
            glyphHeight = static_cast<int>( charSize.Height());
            glyphWidth = static_cast<int>( charSize.Width());
            
            if( numTextures == 0)
            {
                glTextureID[0] = CreateTexture();
                xOffset = yOffset = padding;
                ++numTextures;
            }
            
            if( xOffset > ( textureWidth - glyphWidth))
            {
                xOffset = padding;
                yOffset += glyphHeight;
                
                if( yOffset > ( textureHeight - glyphHeight))
                {
                    glTextureID[numTextures] = CreateTexture();
                    ++numTextures;
                    yOffset = padding;
                }
            }
            
            FTTextureGlyph* tempGlyph = new FTTextureGlyph( *ftGlyph, glTextureID[numTextures - 1],
                                                            xOffset, yOffset, textureWidth, textureHeight);
            
            xOffset += static_cast<int>( tempGlyph->BBox().upperX - tempGlyph->BBox().lowerX + padding);
            
            --remGlyphs;
            return tempGlyph;
        }
        
        err = face.Error();
        return NULL;
    }
    
    
    void FTGLTextureFont::CalculateTextureSize()
    {
        if( !maxTextSize)
        {
            glGetIntegerv( GL_MAX_TEXTURE_SIZE, (GLint*)&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;
    }
    
    
    GLuint FTGLTextureFont::CreateTexture()
    {   
        CalculateTextureSize();
        
        int totalMem = textureWidth * textureHeight;
        textMem = new unsigned char[totalMem];
        memset( textMem, 0, totalMem);
    
        GLuint textID;
        glGenTextures( 1, (GLuint*)&textID);
    
        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();
    }