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#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<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);
pos.x = glyph->bitmap_left;
pos.y = glyph->bitmap_top;
}
FTTextureGlyph::~FTTextureGlyph()
{}
#include <math.h>
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;
}
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