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📄 fttextureglyph.cpp

📁 ftgl-2.1.2 夸平台的opengl显示字体
💻 CPP
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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;}

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