/* * FTGL - OpenGL font library * * Copyright (c) 2001-2004 Henry Maddocks * Copyright (c) 2008 Sam Hocevar * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "mgGL/VBO.h" #include "config.h" #include #include "FTGL/ftgl.h" #include "FTInternals.h" #include "FTTextureGlyphImpl.h" // // FTGLTextureGlyph // FTTextureGlyph::FTTextureGlyph(FT_GlyphSlot glyph, int id, int xOffset, int yOffset, int width, int height) : FTGlyph(new FTTextureGlyphImpl(glyph, id, xOffset, yOffset, width, height)) {} FTTextureGlyph::~FTTextureGlyph() {} const FTPoint& FTTextureGlyph::Render(const FTPoint& pen, int renderMode) { FTTextureGlyphImpl *myimpl = dynamic_cast(impl); return myimpl->RenderImpl(pen, renderMode); } const FTPoint& FTTextureGlyph::Render(mgVBO& vbo, const FTPoint& pen, int renderMode) { FTTextureGlyphImpl *myimpl = dynamic_cast(impl); return myimpl->RenderImpl(vbo, pen, renderMode); } // // FTGLTextureGlyphImpl // GLint FTTextureGlyphImpl::activeTextureID = 0; FTTextureGlyphImpl::FTTextureGlyphImpl(FT_GlyphSlot glyph, int id, int xOffset, int yOffset, int width, int height) : FTGlyphImpl(glyph), destWidth(0), destHeight(0), glTextureID(id) { /* FIXME: need to propagate the render mode all the way down to * here in order to get FT_RENDER_MODE_MONO aliased fonts. */ 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)); corner = FTPoint(glyph->bitmap_left, glyph->bitmap_top); } FTTextureGlyphImpl::~FTTextureGlyphImpl() {} const FTPoint& FTTextureGlyphImpl::RenderImpl(const FTPoint& pen, int renderMode) { float dx, dy; if(activeTextureID != glTextureID) { glBindTexture(GL_TEXTURE_2D, (GLuint)glTextureID); activeTextureID = glTextureID; } dx = floor(pen.Xf() + corner.Xf()); dy = floor(pen.Yf() + corner.Yf()); glBegin(GL_QUADS); glTexCoord2f(uv[0].Xf(), uv[0].Yf()); glVertex2f(dx, dy); glTexCoord2f(uv[0].Xf(), uv[1].Yf()); glVertex2f(dx, dy - destHeight); glTexCoord2f(uv[1].Xf(), uv[1].Yf()); glVertex2f(dx + destWidth, dy - destHeight); glTexCoord2f(uv[1].Xf(), uv[0].Yf()); glVertex2f(dx + destWidth, dy); glEnd(); return advance; } const FTPoint& FTTextureGlyphImpl::RenderImpl(mgVBO& vbo, const FTPoint& pen, int renderMode) { assert(false); float dx, dy; if(activeTextureID != glTextureID) { glBindTexture(GL_TEXTURE_2D, (GLuint)glTextureID); activeTextureID = glTextureID; } dx = floor(pen.Xf() + corner.Xf()); dy = floor(pen.Yf() + corner.Yf()); glBegin(GL_QUADS); glTexCoord2f(uv[0].Xf(), uv[0].Yf()); glVertex2f(dx, dy); glTexCoord2f(uv[0].Xf(), uv[1].Yf()); glVertex2f(dx, dy - destHeight); glTexCoord2f(uv[1].Xf(), uv[1].Yf()); glVertex2f(dx + destWidth, dy - destHeight); glTexCoord2f(uv[1].Xf(), uv[0].Yf()); glVertex2f(dx + destWidth, dy); glEnd(); return advance; }