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kc3-lang/ftgl/src/FTTextureGlyph.cpp

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  • Author : sammy
    Date : 2008-04-12 22:44:48
    Hash : 141112c4
    Message : * Add licensing information to all files in the library.

  • src/FTTextureGlyph.cpp
  • /*
     * FTGL - OpenGL font library
     *
     * Copyright (c) 2001-2004 Henry Maddocks <ftgl@opengl.geek.nz>
     *
     * Permission is hereby granted, free of charge, to any person obtaining
     * a copy of this software and associated documentation files (the
     * "Software"), to deal in the Software without restriction, including
     * without limitation the rights to use, copy, modify, merge, publish,
     * distribute, sublicense, and/or sell copies of the Software, and to
     * permit persons to whom the Software is furnished to do so, subject to
     * the following conditions:
     * 
     * The above copyright notice and this permission notice shall be
     * included in all copies or substantial portions of the Software.
     * 
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
     * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     *
     * Alternatively, you can redistribute and/or modify this software under
     * the terms of the GNU Lesser General Public License as published by
     * the Free Software Foundation; either version 2.1 of the License,
     * or (at your option) any later version.
     *
     * You should have received a copy of the GNU Lesser General Public
     * License along with this software; if not, write to the Free Software
     * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301 USA.
     */
    
    #include "config.h"
    
    #include "FTTextureGlyph.h"
    
    GLint FTTextureGlyph::activeTextureID = 0;
     
    FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
    :   FTGlyph( glyph),
        destWidth(0),
        destHeight(0),
        glTextureID(id)
    {
        err = FT_Render_Glyph( glyph, FT_RENDER_MODE_NORMAL);
        if( err || glyph->format != ft_glyph_format_bitmap)
        {
            return;
        }
    
        FT_Bitmap      bitmap = glyph->bitmap;
    
        destWidth  = bitmap.width;
        destHeight = bitmap.rows;
        
        if( destWidth && destHeight)
        {
            glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT);
            glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE);
            glPixelStorei( GL_UNPACK_ROW_LENGTH, 0);
            glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
    
            glBindTexture( GL_TEXTURE_2D, glTextureID);
            glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap.buffer);
    
            glPopClientAttrib();
        }
    
    
    //      0    
    //      +----+
    //      |    |
    //      |    |
    //      |    |
    //      +----+
    //           1
        
        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));
        
        pos.X( glyph->bitmap_left);
        pos.Y( glyph->bitmap_top);
    }
    
    
    FTTextureGlyph::~FTTextureGlyph()
    {}
    
    
    const FTPoint& FTTextureGlyph::Render( const FTPoint& pen)
    {
        if( activeTextureID != glTextureID)
        {
            glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
            activeTextureID = glTextureID;
        }
        
        glTranslatef( pen.X(),  pen.Y(), 0.0f);
    
        glBegin( GL_QUADS);
            glTexCoord2f( uv[0].X(), uv[0].Y());
            glVertex2f( pos.X(), pos.Y());
    
            glTexCoord2f( uv[0].X(), uv[1].Y());
            glVertex2f( pos.X(), pos.Y() - destHeight);
    
            glTexCoord2f( uv[1].X(), uv[1].Y());
            glVertex2f( destWidth + pos.X(), pos.Y() - destHeight);
            
            glTexCoord2f( uv[1].X(), uv[0].Y());
            glVertex2f( destWidth + pos.X(), pos.Y());
        glEnd();
    
        return advance;
    }