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kc3-lang/ftgl/src/FTTextureGlyph.cpp

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  • Author : henry
    Date : 2001-08-05 21:44:40
    Hash : 18dd271e
    Message : Made render() arg const. Initialisation list.

  • src/FTTextureGlyph.cpp
  • #include	"gl.h"
    
    #include	"FTTextureGlyph.h"
    #include	"FTGL.h"
    
    
    FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int gi, unsigned char* data, int stride, float u, float v)
    :	FTGlyph(gi),
    	destWidth(0),
    	destHeight(0),
    	numGreys(0)
    {
    	if( !glyph->format == ft_glyph_format_bitmap)
    	{ return;}
    	
    	// 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)
    	{return;}
    
    	FT_BitmapGlyph  bitmap = (FT_BitmapGlyph)glyph;
    	FT_Bitmap*      source = &bitmap->bitmap;
    
    	//check the pixel mode
    	//ft_pixel_mode_grays
    	    
    	int srcWidth = source->width;
    	int srcHeight = source->rows;
    	int srcPitch = source->pitch;
        
    	numGreys = source->num_grays;
    	advance = glyph->advance.x >> 16; // this is 6 in the freetype docs!!!!!!
    
     	pos.x = bitmap->left;
    	pos.y = bitmap->top;
    	
        destWidth = srcWidth;
        destHeight = srcHeight;
        
        for(int y = 0; y < srcHeight; ++y)
        {
        	for(int x = 0; x < srcWidth; ++x)
        	{
    			*( data + ( y * stride  + x)) = *( source->buffer + ( y * srcPitch) + x);
        	}    	
        }
    
    //		0    
    //		+----+
    //		|    |
    //		|    |
    //		|    |
    //		+----+
    //		     1
    	
    	uv[0].x = u;
    	uv[0].y = v;
    	uv[1].x = uv[0].x + ( (float)destWidth / (float)stride);
    	uv[1].y = uv[0].y + ( (float)destHeight / (float)stride);
    
    	// discard glyph image (bitmap or not)
    	// Is this the right place to do this?
    	FT_Done_Glyph( glyph );
    }
    
    
    FTTextureGlyph::~FTTextureGlyph()
    {
    
    }
    
    
    float FTTextureGlyph::Render( const FT_Vector& pen)
    {
    //	int adv = advance/* + pos.x */+ ( v.x >> 16); // FIXME ??? pos.x = bearing X
    
    	glTexCoord2f( uv[0].x, uv[0].y); glVertex2f( pen.x,				pen.y + pos.y);
    	glTexCoord2f( uv[1].x, uv[0].y); glVertex2f( pen.x + destWidth,	pen.y + pos.y);
    	glTexCoord2f( uv[1].x, uv[1].y); glVertex2f( pen.x + destWidth,	pen.y + pos.y - destHeight);
    	glTexCoord2f( uv[0].x, uv[1].y); glVertex2f( pen.x,				pen.y + pos.y - destHeight);
    
    	return advance;
    }