Hash :
3a0d7bf5
Author :
Date :
2002-01-09T20:54:12
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#include "FTTextureGlyph.h"
#ifdef FTGL_DEBUG
#include "mmgr.h"
#endif
FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
: FTGlyph(),
data(0),
destWidth(0),
destHeight(0),
numGreys(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
int srcPitch = source->pitch;
destWidth = source->width;
destHeight = source->rows;
// Not sure what the standard behavior should be here?
if( destWidth && destHeight)
{
data = new unsigned char[destWidth * destHeight];
for(int y = 0; y < destHeight; ++y)
{
for(int x = 0; x < destWidth; ++x)
{
*( data + ( y * destWidth + x)) = *( source->buffer + ( y * srcPitch) + x);
}
}
glBindTexture( GL_TEXTURE_2D, glTextureID);
glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, data);
}
// 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);
numGreys = source->num_grays;
advance = glyph->advance.x >> 16;
bBox = FTBBox( glyph);
pos.x = bitmap->left;
pos.y = bitmap->top;
if( data)
delete [] data;
// 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)
{
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;
}