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kc3-lang/ftgl/src/FTExtrdGlyph.cpp

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  • Author : henry
    Date : 2004-10-18 21:41:36
    Hash : a2985cbf
    Message : Removed depth member var. Fixed a problem with normal generation.

  • src/FTExtrdGlyph.cpp
  • #include <iostream>
    
    #include    <math.h>
    
    #include    "FTExtrdGlyph.h"
    #include    "FTVectoriser.h"
    
    
    FTExtrdGlyph::FTExtrdGlyph( FT_GlyphSlot glyph, float depth, bool useDisplayList)
    :   FTGlyph( glyph),
        glList(0)
    {
        bBox.SetDepth( -depth);
            
        if( ft_glyph_format_outline != glyph->format)
        {
            err = 0x14; // Invalid_Outline
            return;
        }
    
        FTVectoriser vectoriser( glyph);
        if( ( vectoriser.ContourCount() < 1) || ( vectoriser.PointCount() < 3))
        {
            return;
        }
    
        unsigned int tesselationIndex;
        
        if(useDisplayList)
        {
            glList = glGenLists(1);
            glNewList( glList, GL_COMPILE);
        }
    
        vectoriser.MakeMesh( 1.0);
        glNormal3d(0.0, 0.0, 1.0);
        
        unsigned int horizontalTextureScale = glyph->face->size->metrics.x_ppem * 64;
        unsigned int verticalTextureScale = glyph->face->size->metrics.y_ppem * 64;        
        
        const FTMesh* mesh = vectoriser.GetMesh();
        for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
        {
            const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
            unsigned int polyonType = subMesh->PolygonType();
    
            glBegin( polyonType);
                for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
                {
                    FTPoint point = subMesh->Point(pointIndex);
    
                    glTexCoord2f( point.X() / horizontalTextureScale,
                                  point.Y() / verticalTextureScale);
                    
                    glVertex3f( point.X() / 64.0f,
                                point.Y() / 64.0f,
                                0.0f);
                }
            glEnd();
        }
        
        vectoriser.MakeMesh( -1.0);
        glNormal3d(0.0, 0.0, -1.0);
        
        mesh = vectoriser.GetMesh();
        for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
        {
            const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
            unsigned int polyonType = subMesh->PolygonType();
    
            glBegin( polyonType);
                for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
                {
                    FTPoint point = subMesh->Point(pointIndex);
    
                    glTexCoord2f( subMesh->Point(pointIndex).X() / horizontalTextureScale,
                                  subMesh->Point(pointIndex).Y() / verticalTextureScale);
                    
                    glVertex3f( subMesh->Point( pointIndex).X() / 64.0f,
                                subMesh->Point( pointIndex).Y() / 64.0f,
                                -depth);
                }
            glEnd();
        }
        
        int contourFlag = vectoriser.ContourFlag();
        
        for( size_t c = 0; c < vectoriser.ContourCount(); ++c)
        {
            const FTContour* contour = vectoriser.Contour(c);
            unsigned int numberOfPoints = contour->PointCount();
            
            glBegin( GL_QUAD_STRIP);
                for( unsigned int j = 0; j <= numberOfPoints; ++j)
                {
                    unsigned int pointIndex = ( j == numberOfPoints) ? 0 : j;
                    unsigned int nextPointIndex = ( pointIndex == numberOfPoints - 1) ? 0 : pointIndex + 1;
                    
                    FTPoint point = contour->Point(pointIndex);
    
                    FTPoint normal = GetNormal( point, contour->Point(nextPointIndex));
                    if(normal != FTPoint( 0.0f, 0.0f, 0.0f))
                    {                   
                        glNormal3dv((FTGL_DOUBLE*)normal);
                    }
    
                    if( contourFlag & ft_outline_reverse_fill)
                    {
                        glTexCoord2f( point.X() / horizontalTextureScale,
                                      point.X() / verticalTextureScale);
                    
                        glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, 0.0f);
                        glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, -depth);
                    }
                    else
                    {
                        glTexCoord2f( point.X() / horizontalTextureScale,
                                      point.Y() / verticalTextureScale);
                    
                        glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, -depth);
                        glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, 0.0f);
                    }
                }
            glEnd();
        }
            
        if(useDisplayList)
        {
            glEndList();
        }
    }
    
    
    FTExtrdGlyph::~FTExtrdGlyph()
    {
        glDeleteLists( glList, 1);
    }
    
    
    const FTPoint& FTExtrdGlyph::Render( const FTPoint& pen)
    {
        glTranslatef( pen.X(), pen.Y(), 0);
        
        if( glList)
        {
            glCallList( glList);    
        }
        
        return advance;
    }
    
    
    FTPoint FTExtrdGlyph::GetNormal( const FTPoint &a, const FTPoint &b)
    {
        float vectorX = a.X() - b.X();
        float vectorY = a.Y() - b.Y();
                                  
        float length = sqrt( vectorX * vectorX + vectorY * vectorY );
        
        if( length > 0.01f)
        {
            length = 1 / length;
        }
        else
        {
            length = 0.0f;
        }
        
        return FTPoint( -vectorY * length,
                         vectorX * length,
                         0.0f);
    }