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kc3-lang/ftgl/src/FTTextureGlyph.cpp

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  • Author : henry
    Date : 2003-09-25 03:55:19
    Hash : 59a0780e
    Message : Changed to use FTGlyphSlot internally instead of FTGlyph

  • src/FTTextureGlyph.cpp
  • #include    "FTTextureGlyph.h"
    
    
    FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
    :   FTGlyph( glyph),
        destWidth(0),
        destHeight(0),
        glTextureID(id),
        activeTextureID(0)
    {
        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)
    {
        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;
    }