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FTTextureGlyph.cpp

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00001 #include    "FTTextureGlyph.h"
00002 
00003 
00004 FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
00005 :   FTGlyph( glyph),
00006     destWidth(0),
00007     destHeight(0),
00008     glTextureID(id),
00009     activeTextureID(0)
00010 {
00011     err = FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1);
00012     if( err || glyph->format != ft_glyph_format_bitmap)
00013     {
00014         return;
00015     }
00016 
00017     FT_BitmapGlyph  bitmap = ( FT_BitmapGlyph)glyph;
00018     FT_Bitmap*      source = &bitmap->bitmap;
00019 
00020     destWidth  = source->width;
00021     destHeight = source->rows;
00022     
00023     if( destWidth && destHeight)
00024     {
00025         glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT);
00026         glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE);
00027         glPixelStorei( GL_UNPACK_ROW_LENGTH, 0);
00028         glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
00029 
00030         glBindTexture( GL_TEXTURE_2D, glTextureID);
00031         glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, source->buffer);
00032 
00033         glPopClientAttrib();
00034     }
00035 
00036 
00037 //      0    
00038 //      +----+
00039 //      |    |
00040 //      |    |
00041 //      |    |
00042 //      +----+
00043 //           1
00044     
00045     uv[0].x = static_cast<float>(xOffset) / static_cast<float>(width);
00046     uv[0].y = static_cast<float>(yOffset) / static_cast<float>(height);
00047     uv[1].x = static_cast<float>( xOffset + destWidth) / static_cast<float>(width);
00048     uv[1].y = static_cast<float>( yOffset + destHeight) / static_cast<float>(height);
00049     
00050     pos.x = bitmap->left;
00051     pos.y = bitmap->top;
00052     
00053     FT_Done_Glyph( glyph);
00054 }
00055 
00056 
00057 FTTextureGlyph::~FTTextureGlyph()
00058 {}
00059 
00060 
00061 float FTTextureGlyph::Render( const FTPoint& pen)
00062 {
00063     glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
00064     if( activeTextureID != glTextureID)
00065     {
00066         glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
00067     }
00068     
00069     glBegin( GL_QUADS);
00070         glTexCoord2f( uv[0].x, uv[0].y);
00071         glVertex2f( pen.x + pos.x,             pen.y + pos.y);
00072 
00073         glTexCoord2f( uv[0].x, uv[1].y);
00074         glVertex2f( pen.x + pos.x,             pen.y + pos.y - destHeight);
00075 
00076         glTexCoord2f( uv[1].x, uv[1].y);
00077         glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y - destHeight);
00078         
00079         glTexCoord2f( uv[1].x, uv[0].y);
00080         glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y);
00081     glEnd();
00082 
00083     return advance;
00084 }
00085 

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