forked from bartvdbraak/blender
26f63bfa19
need to be tweaks but it seems to work on my linux box. I haven't touched any of the other build systems so those will need to be done. We probably don't need all of this stuff but I figured better to add a little too much then to little. Kent
142 lines
4.2 KiB
C++
142 lines
4.2 KiB
C++
#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 d)
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: FTGlyph( glyph),
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glList(0),
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depth(d)
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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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glList = glGenLists(1);
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glNewList( glList, GL_COMPILE);
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vectoriser.MakeMesh( 1.0);
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glNormal3d(0.0, 0.0, 1.0);
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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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glVertex3f( subMesh->Point( pointIndex).x / 64.0f,
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subMesh->Point( pointIndex).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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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 index = ( j == numberOfPoints) ? 0 : j;
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unsigned int nextIndex = ( index == numberOfPoints - 1) ? 0 : index + 1;
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FTPoint normal = GetNormal( contour->Point(index), contour->Point(nextIndex));
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glNormal3f( normal.x, normal.y, 0.0f);
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if( contourFlag & ft_outline_reverse_fill)
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{
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glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, 0.0f);
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glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
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}
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else
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{
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glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).y / 64.0f, -depth);
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glVertex3f( contour->Point(index).x / 64.0f, contour->Point(index).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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glEndList();
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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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float FTExtrdGlyph::Render( const FTPoint& pen)
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{
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if( glList)
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{
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glTranslatef( pen.x, pen.y, 0);
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glCallList( glList);
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glTranslatef( -pen.x, -pen.y, 0);
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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 > 0.0f)
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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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