#include "FTTextureGlyph.h" FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height) : FTGlyph( glyph), destWidth(0), destHeight(0), glTextureID(id), activeTextureID(0) { err = FT_Render_Glyph( glyph, FT_RENDER_MODE_NORMAL); if( err || glyph->format != ft_glyph_format_bitmap) { return; } FT_Bitmap bitmap = glyph->bitmap; destWidth = bitmap.width; destHeight = bitmap.rows; if( destWidth && destHeight) { glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT); glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE); glPixelStorei( GL_UNPACK_ROW_LENGTH, 0); glPixelStorei( GL_UNPACK_ALIGNMENT, 1); glBindTexture( GL_TEXTURE_2D, glTextureID); glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap.buffer); glPopClientAttrib(); } // 0 // +----+ // | | // | | // | | // +----+ // 1 uv[0].x = static_cast(xOffset) / static_cast(width); uv[0].y = static_cast(yOffset) / static_cast(height); uv[1].x = static_cast( xOffset + destWidth) / static_cast(width); uv[1].y = static_cast( yOffset + destHeight) / static_cast(height); pos.x = glyph->bitmap_left; pos.y = glyph->bitmap_top; } FTTextureGlyph::~FTTextureGlyph() {} #include float FTTextureGlyph::Render( const FTPoint& pen) { float dx; glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID); if( activeTextureID != glTextureID) { glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID); } dx= floor( (pen.x + pos.x ) ); glBegin( GL_QUADS); glTexCoord2f( uv[0].x, uv[0].y); glVertex2f( dx, pen.y + pos.y); glTexCoord2f( uv[0].x, uv[1].y); glVertex2f( dx, pen.y + pos.y - destHeight); glTexCoord2f( uv[1].x, uv[1].y); glVertex2f( dx + destWidth, pen.y + pos.y - destHeight); glTexCoord2f( uv[1].x, uv[0].y); glVertex2f( dx + destWidth, pen.y + pos.y); glEnd(); return advance; }