#include "FTTextureGlyph.h" GLint FTTextureGlyph::activeTextureID = 0; FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height) : FTGlyph( glyph), destWidth(0), destHeight(0), glTextureID(id) { 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() {} const FTPoint& FTTextureGlyph::Render( const FTPoint& pen) { if( activeTextureID != glTextureID) { glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID); activeTextureID = glTextureID; } glTranslatef( pen.X(), pen.Y(), 0.0f); glBegin( GL_QUADS); glTexCoord2f( uv[0].X(), uv[0].Y()); glVertex2f( pos.X(), pos.Y()); glTexCoord2f( uv[0].X(), uv[1].Y()); glVertex2f( pos.X(), pos.Y() - destHeight); glTexCoord2f( uv[1].X(), uv[1].Y()); glVertex2f( destWidth + pos.X(), pos.Y() - destHeight); glTexCoord2f( uv[1].X(), uv[0].Y()); glVertex2f( destWidth + pos.X(), pos.Y()); glEnd(); return advance; }