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FTExtrdGlyph.cpp « src « bFTGL « extern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#include    <math.h>

#include    "FTExtrdGlyph.h"
#include    "FTVectoriser.h"


FTExtrdGlyph::FTExtrdGlyph( FT_GlyphSlot glyph, float d)
:   FTGlyph( glyph),
    glList(0),
    depth(d)
{
    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;
    glList = glGenLists(1);
    glNewList( glList, GL_COMPILE);

        vectoriser.MakeMesh( 1.0);
        glNormal3d(0.0, 0.0, 1.0);
        
        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)
                {
                    glVertex3f( subMesh->Point( pointIndex).x / 64.0f,
                                subMesh->Point( pointIndex).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)
                {
                    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 index = ( j == numberOfPoints) ? 0 : j;
                    unsigned int nextIndex = ( index == numberOfPoints - 1) ? 0 : index + 1;
                    
                    FTPoint normal = GetNormal( contour->Point(index), contour->Point(nextIndex));
                    glNormal3f( normal.x, normal.y, 0.0f);
                    
                    if( contourFlag & ft_outline_reverse_fill)
                    {
                        glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, 0.0f);
                        glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
                    }
                    else
                    {
                        glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
                        glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, 0.0f);
                    }
                }
            glEnd();
        }
        
    glEndList();
}


FTExtrdGlyph::~FTExtrdGlyph()
{
    glDeleteLists( glList, 1);
}


float FTExtrdGlyph::Render( const FTPoint& pen)
{
    if( glList)
    {
        glTranslatef( pen.x, pen.y, 0);
            glCallList( glList);    
        glTranslatef( -pen.x, -pen.y, 0);
    }
    
    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 > 0.0f)
    {
        length = 1 / length;
    }
    else
    {
        length = 0.0f;
    }
    
    return FTPoint( -vectorY * length,
                     vectorX * length,
                     0.0f);
}