Hash :
4b577dd9
Author :
Date :
2002-12-17T01:16:37
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#include <math.h>
#include "FTExtrdGlyph.h"
#include "FTVectoriser.h"
FTExtrdGlyph::FTExtrdGlyph( FT_Glyph glyph, float d)
: FTGlyph( glyph),
glList(0),
depth(d)
{
if( ft_glyph_format_outline != glyph->format)
{
return;
}
bBox.upperZ = -depth;
FTVectoriser* vectoriser = new FTVectoriser( glyph);
vectoriser->MakeMesh( 1.0);
unsigned int numPoints = vectoriser->MeshPoints();
if ( numPoints < 3)
{
delete vectoriser;
return;
}
FTGL_DOUBLE* frontMesh = new FTGL_DOUBLE[ numPoints * 3];
vectoriser->GetMesh( frontMesh);
vectoriser->MakeMesh( -1.0);
numPoints = vectoriser->MeshPoints();
if ( numPoints < 3)
{
delete vectoriser;
delete [] frontMesh;
return;
}
FTGL_DOUBLE* backMesh = new FTGL_DOUBLE[ numPoints * 3];
vectoriser->GetMesh( backMesh);
numPoints = vectoriser->points();
int numContours = vectoriser->contours(); // FIXME
if ( ( numContours < 1) || ( numPoints < 3))
{
delete vectoriser;
delete [] frontMesh;
delete [] backMesh;
return;
}
// Draw the glyph
int offset = 0;
glList = glGenLists(1);
glNewList( glList, GL_COMPILE);
// Render Front Mesh
int i;
int BEPairs = static_cast<int>(frontMesh[0]);
for( i = 0; i < BEPairs; ++i)
{
int polyType = (int)frontMesh[offset + 1];
glBegin( polyType);
glNormal3d(0.0, 0.0, 1.0);
int verts = (int)frontMesh[offset+2];
offset += 3;
for( int x = 0; x < verts; ++x)
{
glVertex3dv( frontMesh + offset);
offset += 3;
}
glEnd();
}
// Render Back Mesh
offset = 0;
BEPairs = static_cast<int>(backMesh[0]);
for( i = 0; i < BEPairs; ++i)
{
int polyType = (int)backMesh[offset + 1];
glBegin( polyType);
glNormal3d(0.0, 0.0, -1.0);
int verts = (int)backMesh[offset+2];
offset += 3;
for( int x = 0; x < verts; ++x)
{
glVertex3d( backMesh[offset], backMesh[offset + 1], -depth); // FIXME
offset += 3;
}
glEnd();
}
int contourFlag = vectoriser->ContourFlag();
for( unsigned int c = 0; c < vectoriser->contours(); ++c)
{
FTContour* contour = vectoriser->Contour(c);
unsigned int numberOfPoints = contour->Points();
glBegin( GL_QUAD_STRIP);
for( unsigned int j = 0; j <= numberOfPoints; ++j)
{
unsigned int index = ( j == numberOfPoints) ? 0 : j;
unsigned int nextIndex = ( index == numberOfPoints - 1) ? 0 : index + 1;
FTPoint normal = GetNormal( contour->Point(index), contour->Point(nextIndex));
glNormal3f( normal.x, normal.y, 0.0f);
if( contourFlag & ft_outline_reverse_fill)
{
glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, 0.0f);
glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
}
else
{
glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, 0.0f);
}
} // for
glEnd();
} // for
glEndList();
delete vectoriser;
delete [] frontMesh;
delete [] backMesh;
// discard glyph image (bitmap or not)
FT_Done_Glyph( glyph); // Why does this have to be HERE
}
FTExtrdGlyph::~FTExtrdGlyph()
{}
float FTExtrdGlyph::Render( const FTPoint& pen)
{
if( glList)
{
glTranslatef( pen.x, pen.y, 0);
glCallList( glList);
glTranslatef( -pen.x, -pen.y, 0);
}
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);
}