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
#include "FTTextureGlyph.h"
FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
: FTGlyph( glyph),
destWidth(0),
destHeight(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
destWidth = source->width;
destHeight = source->rows;
if( destWidth && destHeight)
{
glBindTexture( GL_TEXTURE_2D, glTextureID);
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0);
glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, source->buffer);
}
// 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);
pos.x = bitmap->left;
pos.y = bitmap->top;
// Is this the right place to do this?
FT_Done_Glyph( glyph);
}
FTTextureGlyph::~FTTextureGlyph()
{}
float FTTextureGlyph::Render( const FTPoint& 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;
}