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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
83
ExternalLibs/FTGL/src/FTTextureGlyph.cpp
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83
ExternalLibs/FTGL/src/FTTextureGlyph.cpp
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#include "FTTextureGlyph.h"
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GLint FTTextureGlyph::activeTextureID = 0;
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FTTextureGlyph::FTTextureGlyph( FT_GlyphSlot glyph, int id, int xOffset, int yOffset, GLsizei width, GLsizei height)
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: FTGlyph( glyph),
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destWidth(0),
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destHeight(0),
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glTextureID(id)
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{
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err = FT_Render_Glyph( glyph, FT_RENDER_MODE_NORMAL);
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if( err || glyph->format != ft_glyph_format_bitmap)
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{
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return;
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}
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FT_Bitmap bitmap = glyph->bitmap;
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destWidth = bitmap.width;
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destHeight = bitmap.rows;
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if( destWidth && destHeight)
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{
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glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT);
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glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE);
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glPixelStorei( GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
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glBindTexture( GL_TEXTURE_2D, glTextureID);
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glTexSubImage2D( GL_TEXTURE_2D, 0, xOffset, yOffset, destWidth, destHeight, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap.buffer);
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glPopClientAttrib();
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}
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// 0
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// +----+
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// | |
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// | |
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// | |
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// +----+
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// 1
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uv[0].X( static_cast<float>(xOffset) / static_cast<float>(width));
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uv[0].Y( static_cast<float>(yOffset) / static_cast<float>(height));
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uv[1].X( static_cast<float>( xOffset + destWidth) / static_cast<float>(width));
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uv[1].Y( static_cast<float>( yOffset + destHeight) / static_cast<float>(height));
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pos.X( glyph->bitmap_left);
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pos.Y( glyph->bitmap_top);
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}
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FTTextureGlyph::~FTTextureGlyph()
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{}
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const FTPoint& FTTextureGlyph::Render( const FTPoint& pen)
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{
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if( activeTextureID != glTextureID)
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{
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glBindTexture( GL_TEXTURE_2D, (GLuint)glTextureID);
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activeTextureID = glTextureID;
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}
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glTranslatef( pen.X(), pen.Y(), 0.0f);
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glBegin( GL_QUADS);
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glTexCoord2f( uv[0].X(), uv[0].Y());
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glVertex2f( pos.X(), pos.Y());
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glTexCoord2f( uv[0].X(), uv[1].Y());
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glVertex2f( pos.X(), pos.Y() - destHeight);
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glTexCoord2f( uv[1].X(), uv[1].Y());
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glVertex2f( destWidth + pos.X(), pos.Y() - destHeight);
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glTexCoord2f( uv[1].X(), uv[0].Y());
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glVertex2f( destWidth + pos.X(), pos.Y());
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glEnd();
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return advance;
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}
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