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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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174
ExternalLibs/FTGL/src/FTExtrdGlyph.cpp
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174
ExternalLibs/FTGL/src/FTExtrdGlyph.cpp
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#include <iostream>
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#include <math.h>
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#include "FTExtrdGlyph.h"
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#include "FTVectoriser.h"
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FTExtrdGlyph::FTExtrdGlyph( FT_GlyphSlot glyph, float depth, bool useDisplayList)
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: FTGlyph( glyph),
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glList(0)
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{
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bBox.SetDepth( -depth);
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if( ft_glyph_format_outline != glyph->format)
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{
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err = 0x14; // Invalid_Outline
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return;
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}
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FTVectoriser vectoriser( glyph);
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if( ( vectoriser.ContourCount() < 1) || ( vectoriser.PointCount() < 3))
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{
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return;
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}
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unsigned int tesselationIndex;
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if(useDisplayList)
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{
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glList = glGenLists(1);
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glNewList( glList, GL_COMPILE);
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}
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vectoriser.MakeMesh( 1.0);
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glNormal3d(0.0, 0.0, 1.0);
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unsigned int horizontalTextureScale = glyph->face->size->metrics.x_ppem * 64;
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unsigned int verticalTextureScale = glyph->face->size->metrics.y_ppem * 64;
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const FTMesh* mesh = vectoriser.GetMesh();
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for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
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{
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const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
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unsigned int polyonType = subMesh->PolygonType();
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glBegin( polyonType);
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for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
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{
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FTPoint point = subMesh->Point(pointIndex);
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glTexCoord2f( point.X() / horizontalTextureScale,
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point.Y() / verticalTextureScale);
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glVertex3f( point.X() / 64.0f,
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point.Y() / 64.0f,
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0.0f);
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}
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glEnd();
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}
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vectoriser.MakeMesh( -1.0);
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glNormal3d(0.0, 0.0, -1.0);
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mesh = vectoriser.GetMesh();
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for( tesselationIndex = 0; tesselationIndex < mesh->TesselationCount(); ++tesselationIndex)
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{
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const FTTesselation* subMesh = mesh->Tesselation( tesselationIndex);
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unsigned int polyonType = subMesh->PolygonType();
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glBegin( polyonType);
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for( unsigned int pointIndex = 0; pointIndex < subMesh->PointCount(); ++pointIndex)
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{
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FTPoint point = subMesh->Point(pointIndex);
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glTexCoord2f( subMesh->Point(pointIndex).X() / horizontalTextureScale,
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subMesh->Point(pointIndex).Y() / verticalTextureScale);
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glVertex3f( subMesh->Point( pointIndex).X() / 64.0f,
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subMesh->Point( pointIndex).Y() / 64.0f,
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-depth);
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}
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glEnd();
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}
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int contourFlag = vectoriser.ContourFlag();
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for( size_t c = 0; c < vectoriser.ContourCount(); ++c)
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{
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const FTContour* contour = vectoriser.Contour(c);
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unsigned int numberOfPoints = contour->PointCount();
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glBegin( GL_QUAD_STRIP);
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for( unsigned int j = 0; j <= numberOfPoints; ++j)
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{
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unsigned int pointIndex = ( j == numberOfPoints) ? 0 : j;
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unsigned int nextPointIndex = ( pointIndex == numberOfPoints - 1) ? 0 : pointIndex + 1;
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FTPoint point = contour->Point(pointIndex);
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FTPoint normal = GetNormal( point, contour->Point(nextPointIndex));
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if(normal != FTPoint( 0.0f, 0.0f, 0.0f))
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{
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glNormal3dv(static_cast<const FTGL_DOUBLE*>(normal));
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}
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if( contourFlag & ft_outline_reverse_fill)
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{
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glTexCoord2f( point.X() / horizontalTextureScale,
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point.X() / verticalTextureScale);
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glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, 0.0f);
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glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, -depth);
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}
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else
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{
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glTexCoord2f( point.X() / horizontalTextureScale,
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point.Y() / verticalTextureScale);
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glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, -depth);
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glVertex3f( point.X() / 64.0f, point.Y() / 64.0f, 0.0f);
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}
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}
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glEnd();
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}
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if(useDisplayList)
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{
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glEndList();
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}
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}
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FTExtrdGlyph::~FTExtrdGlyph()
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{
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glDeleteLists( glList, 1);
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}
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const FTPoint& FTExtrdGlyph::Render( const FTPoint& pen)
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{
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glTranslatef( pen.X(), pen.Y(), 0);
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if( glList)
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{
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glCallList( glList);
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}
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return advance;
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}
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FTPoint FTExtrdGlyph::GetNormal( const FTPoint &a, const FTPoint &b)
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{
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float vectorX = a.X() - b.X();
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float vectorY = a.Y() - b.Y();
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float length = sqrt( vectorX * vectorX + vectorY * vectorY );
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if( length > 0.01f)
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{
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length = 1 / length;
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}
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else
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{
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length = 0.0f;
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}
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return FTPoint( -vectorY * length,
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vectorX * length,
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0.0f);
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}
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