Edit

kc3-lang/ftgl/src/FTTextureGlyph.cpp

Branch :

  • Show log

    Commit

  • Author : henry
    Date : 2004-09-26 09:46:57
    Hash : 58e35d9e
    Message : Removed activeTextureID from initialisation list.

  • src/FTTextureGlyph.cpp
  • #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()
    {}
    
    
    float FTTextureGlyph::Render( const FTPoint& pen)
    {
        if( activeTextureID != glTextureID)
        {
            glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
            activeTextureID = glTextureID;
        }
        
        glTranslatef(  pen.x,  pen.y, 0);
    
        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;
    }