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#include "GL/gl.h"
#include "FTTextureGlyph.h"
#include "FTGL.h"
int FTTextureGlyph::activeTextureID = 0;
FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, unsigned char* data, int stride, int height, float u, float v)
: FTGlyph(),
destWidth(0),
destHeight(0),
numGreys(0),
glTextureID(id)
{
// 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;
//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;
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)height);
// 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)
{
// This could be really ugly!!
if( activeTextureID != glTextureID)
{
glEnd();
glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
activeTextureID = glTextureID;
glBegin( GL_QUADS);
}
glTexCoord2f( uv[0].x, uv[0].y); glVertex2f( pen.x + pos.x, pen.y + pos.y);
glTexCoord2f( uv[1].x, uv[0].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y);
glTexCoord2f( uv[1].x, uv[1].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y - destHeight);
glTexCoord2f( uv[0].x, uv[1].y); glVertex2f( pen.x + pos.x, pen.y + pos.y - destHeight);
return advance;
}