1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171
#include <iostream>
#include <math.h>
#include "FTExtrdGlyph.h"
#include "FTVectoriser.h"
FTExtrdGlyph::FTExtrdGlyph( FT_GlyphSlot glyph, float d, bool useDisplayList)
: FTGlyph( glyph),
glList(0),
depth(d)
{
bBox.SetDepth( -depth);
if( ft_glyph_format_outline != glyph->format)
{
err = 0x14; // Invalid_Outline
return;
}
FTVectoriser vectoriser( glyph);
if( ( vectoriser.ContourCount() < 1) || ( vectoriser.PointCount() < 3))
{
return;
}
unsigned int tesselationIndex;
if(useDisplayList)
{
glList = glGenLists(1);
glNewList( glList, GL_COMPILE);
}
vectoriser.MakeMesh( 1.0);
glNormal3d(0.0, 0.0, 1.0);
unsigned int horizontalTextureScale = glyph->face->size->metrics.x_ppem * 64;
unsigned int verticalTextureScale = glyph->face->size->metrics.y_ppem * 64;
const FTMesh* mesh = vectoriser.GetMesh();
for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
{
const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
unsigned int polyonType = subMesh->PolygonType();
glBegin( polyonType);
for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
{
FTPoint point = subMesh->Point(pointIndex);
glTexCoord2f( point.x / horizontalTextureScale,
point.y / verticalTextureScale);
glVertex3f( point.x / 64.0f,
point.y / 64.0f,
0.0f);
}
glEnd();
}
vectoriser.MakeMesh( -1.0);
glNormal3d(0.0, 0.0, -1.0);
mesh = vectoriser.GetMesh();
for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
{
const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
unsigned int polyonType = subMesh->PolygonType();
glBegin( polyonType);
for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
{
FTPoint point = subMesh->Point(pointIndex);
glTexCoord2f( subMesh->Point(pointIndex).x / horizontalTextureScale,
subMesh->Point(pointIndex).y / verticalTextureScale);
glVertex3f( subMesh->Point( pointIndex).x / 64.0f,
subMesh->Point( pointIndex).y / 64.0f,
-depth);
}
glEnd();
}
int contourFlag = vectoriser.ContourFlag();
for( size_t c = 0; c < vectoriser.ContourCount(); ++c)
{
const FTContour* contour = vectoriser.Contour(c);
unsigned int numberOfPoints = contour->PointCount();
glBegin( GL_QUAD_STRIP);
for( unsigned int j = 0; j <= numberOfPoints; ++j)
{
unsigned int pointIndex = ( j == numberOfPoints) ? 0 : j;
unsigned int nextPointIndex = ( pointIndex == numberOfPoints - 1) ? 0 : pointIndex + 1;
FTPoint point = contour->Point(pointIndex);
FTPoint normal = GetNormal( point, contour->Point(nextPointIndex));
glNormal3f( normal.x, normal.y, 0.0f);
if( contourFlag & ft_outline_reverse_fill)
{
glTexCoord2f( point.x / horizontalTextureScale,
point.y / verticalTextureScale);
glVertex3f( point.x / 64.0f, point.y / 64.0f, 0.0f);
glVertex3f( point.x / 64.0f, point.y / 64.0f, -depth);
}
else
{
glTexCoord2f( point.x / horizontalTextureScale,
point.y / verticalTextureScale);
glVertex3f( point.x / 64.0f, point.y / 64.0f, -depth);
glVertex3f( point.x / 64.0f, point.y / 64.0f, 0.0f);
}
}
glEnd();
}
if(useDisplayList)
{
glEndList();
}
}
FTExtrdGlyph::~FTExtrdGlyph()
{
glDeleteLists( glList, 1);
}
float FTExtrdGlyph::Render( const FTPoint& pen)
{
glTranslatef( pen.x, pen.y, 0);
if( glList)
{
glCallList( glList);
}
return advance;
}
FTPoint FTExtrdGlyph::GetNormal( const FTPoint &a, const FTPoint &b)
{
float vectorX = a.x - b.x;
float vectorY = a.y - b.y;
float length = sqrt( vectorX * vectorX + vectorY * vectorY );
if( length > 0.0f)
{
length = 1 / length;
}
else
{
length = 0.0f;
}
return FTPoint( -vectorY * length,
vectorX * length,
0.0f);
}