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kc3-lang/ftgl/src/FTGlyph/FTExtrudeGlyph.cpp

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  • Author : sammy
    Date : 2009-07-19 13:05:50
    Hash : cab1fafd
    Message : Update my e-mail address everywhere.

  • src/FTGlyph/FTExtrudeGlyph.cpp
  • /*
     * FTGL - OpenGL font library
     *
     * Copyright (c) 2001-2004 Henry Maddocks <ftgl@opengl.geek.nz>
     * Copyright (c) 2008 Sam Hocevar <sam@hocevar.net>
     *
     * Permission is hereby granted, free of charge, to any person obtaining
     * a copy of this software and associated documentation files (the
     * "Software"), to deal in the Software without restriction, including
     * without limitation the rights to use, copy, modify, merge, publish,
     * distribute, sublicense, and/or sell copies of the Software, and to
     * permit persons to whom the Software is furnished to do so, subject to
     * the following conditions:
     *
     * The above copyright notice and this permission notice shall be
     * included in all copies or substantial portions of the Software.
     *
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
     * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     */
    
    #include "config.h"
    
    #include <iostream>
    
    #include "FTGL/ftgl.h"
    
    #include "FTInternals.h"
    #include "FTExtrudeGlyphImpl.h"
    #include "FTVectoriser.h"
    
    
    //
    //  FTGLExtrudeGlyph
    //
    
    
    FTExtrudeGlyph::FTExtrudeGlyph(FT_GlyphSlot glyph, float depth,
                                   float frontOutset, float backOutset,
                                   bool useDisplayList) :
        FTGlyph(new FTExtrudeGlyphImpl(glyph, depth, frontOutset, backOutset,
                                       useDisplayList))
    {}
    
    
    FTExtrudeGlyph::~FTExtrudeGlyph()
    {}
    
    
    const FTPoint& FTExtrudeGlyph::Render(const FTPoint& pen, int renderMode)
    {
        FTExtrudeGlyphImpl *myimpl = dynamic_cast<FTExtrudeGlyphImpl *>(impl);
        return myimpl->RenderImpl(pen, renderMode);
    }
    
    
    //
    //  FTGLExtrudeGlyphImpl
    //
    
    
    FTExtrudeGlyphImpl::FTExtrudeGlyphImpl(FT_GlyphSlot glyph, float _depth,
                                           float _frontOutset, float _backOutset,
                                           bool useDisplayList)
    :   FTGlyphImpl(glyph),
        vectoriser(0),
        glList(0)
    {
        bBox.SetDepth(-_depth);
    
        if(ft_glyph_format_outline != glyph->format)
        {
            err = 0x14; // Invalid_Outline
            return;
        }
    
        vectoriser = new FTVectoriser(glyph);
    
        if((vectoriser->ContourCount() < 1) || (vectoriser->PointCount() < 3))
        {
            delete vectoriser;
            vectoriser = NULL;
            return;
        }
    
        hscale = glyph->face->size->metrics.x_ppem * 64;
        vscale = glyph->face->size->metrics.y_ppem * 64;
        depth = _depth;
        frontOutset = _frontOutset;
        backOutset = _backOutset;
    
        if(useDisplayList)
        {
            glList = glGenLists(3);
    
            /* Front face */
            glNewList(glList + 0, GL_COMPILE);
            RenderFront();
            glEndList();
    
            /* Back face */
            glNewList(glList + 1, GL_COMPILE);
            RenderBack();
            glEndList();
    
            /* Side face */
            glNewList(glList + 2, GL_COMPILE);
            RenderSide();
            glEndList();
    
            delete vectoriser;
            vectoriser = NULL;
        }
    }
    
    
    FTExtrudeGlyphImpl::~FTExtrudeGlyphImpl()
    {
        if(glList)
        {
            glDeleteLists(glList, 3);
        }
        else if(vectoriser)
        {
            delete vectoriser;
        }
    }
    
    
    const FTPoint& FTExtrudeGlyphImpl::RenderImpl(const FTPoint& pen,
                                                  int renderMode)
    {
        glTranslatef(pen.Xf(), pen.Yf(), pen.Zf());
        if(glList)
        {
            if(renderMode & FTGL::RENDER_FRONT)
                glCallList(glList + 0);
            if(renderMode & FTGL::RENDER_BACK)
                glCallList(glList + 1);
            if(renderMode & FTGL::RENDER_SIDE)
                glCallList(glList + 2);
        }
        else if(vectoriser)
        {
            if(renderMode & FTGL::RENDER_FRONT)
                RenderFront();
            if(renderMode & FTGL::RENDER_BACK)
                RenderBack();
            if(renderMode & FTGL::RENDER_SIDE)
                RenderSide();
        }
        glTranslatef(-pen.Xf(), -pen.Yf(), -pen.Zf());
    
        return advance;
    }
    
    
    void FTExtrudeGlyphImpl::RenderFront()
    {
        vectoriser->MakeMesh(1.0, 1, frontOutset);
        glNormal3d(0.0, 0.0, 1.0);
    
        const FTMesh *mesh = vectoriser->GetMesh();
        for(unsigned int j = 0; j < mesh->TesselationCount(); ++j)
        {
            const FTTesselation* subMesh = mesh->Tesselation(j);
            unsigned int polygonType = subMesh->PolygonType();
    
            glBegin(polygonType);
                for(unsigned int i = 0; i < subMesh->PointCount(); ++i)
                {
                    FTPoint pt = subMesh->Point(i);
    
                    glTexCoord2f(pt.Xf() / hscale,
                                 pt.Yf() / vscale);
    
                    glVertex3f(pt.Xf() / 64.0f,
                               pt.Yf() / 64.0f,
                               0.0f);
                }
            glEnd();
        }
    }
    
    
    void FTExtrudeGlyphImpl::RenderBack()
    {
        vectoriser->MakeMesh(-1.0, 2, backOutset);
        glNormal3d(0.0, 0.0, -1.0);
    
        const FTMesh *mesh = vectoriser->GetMesh();
        for(unsigned int j = 0; j < mesh->TesselationCount(); ++j)
        {
            const FTTesselation* subMesh = mesh->Tesselation(j);
            unsigned int polygonType = subMesh->PolygonType();
    
            glBegin(polygonType);
                for(unsigned int i = 0; i < subMesh->PointCount(); ++i)
                {
                    FTPoint pt = subMesh->Point(i);
    
                    glTexCoord2f(subMesh->Point(i).Xf() / hscale,
                                 subMesh->Point(i).Yf() / vscale);
    
                    glVertex3f(subMesh->Point(i).Xf() / 64.0f,
                               subMesh->Point(i).Yf() / 64.0f,
                               -depth);
                }
            glEnd();
        }
    }
    
    
    void FTExtrudeGlyphImpl::RenderSide()
    {
        int contourFlag = vectoriser->ContourFlag();
    
        for(size_t c = 0; c < vectoriser->ContourCount(); ++c)
        {
            const FTContour* contour = vectoriser->Contour(c);
            size_t n = contour->PointCount();
    
            if(n < 2)
            {
                continue;
            }
    
            glBegin(GL_QUAD_STRIP);
                for(size_t j = 0; j <= n; ++j)
                {
                    size_t cur = (j == n) ? 0 : j;
                    size_t next = (cur == n - 1) ? 0 : cur + 1;
    
                    FTPoint frontPt = contour->FrontPoint(cur);
                    FTPoint nextPt = contour->FrontPoint(next);
                    FTPoint backPt = contour->BackPoint(cur);
    
                    FTPoint normal = FTPoint(0.f, 0.f, 1.f) ^ (frontPt - nextPt);
                    if(normal != FTPoint(0.0f, 0.0f, 0.0f))
                    {
                        glNormal3dv(static_cast<const FTGL_DOUBLE*>(normal.Normalise()));
                    }
    
                    glTexCoord2f(frontPt.Xf() / hscale, frontPt.Yf() / vscale);
    
                    if(contourFlag & ft_outline_reverse_fill)
                    {
                        glVertex3f(backPt.Xf() / 64.0f, backPt.Yf() / 64.0f, 0.0f);
                        glVertex3f(frontPt.Xf() / 64.0f, frontPt.Yf() / 64.0f, -depth);
                    }
                    else
                    {
                        glVertex3f(backPt.Xf() / 64.0f, backPt.Yf() / 64.0f, -depth);
                        glVertex3f(frontPt.Xf() / 64.0f, frontPt.Yf() / 64.0f, 0.0f);
                    }
                }
            glEnd();
        }
    }