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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4

This commit is contained in:
fgenesis 2011-08-03 22:05:33 +02:00
commit 3096eaf5e2
2519 changed files with 816064 additions and 0 deletions

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#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<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()
{}
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;
}