📄 fttextureglyph.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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