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<h1>FTExtrdGlyph.cpp</h1><a href="FTExtrdGlyph_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="preprocessor">#include    &lt;math.h&gt;</span>
<a name="l00002"></a>00002 
<a name="l00003"></a>00003 <span class="preprocessor">#include    "FTExtrdGlyph.h"</span>
<a name="l00004"></a>00004 <span class="preprocessor">#include    "FTVectoriser.h"</span>
<a name="l00005"></a>00005 
<a name="l00006"></a>00006 
<a name="l00007"></a>00007 FTExtrdGlyph::FTExtrdGlyph( FT_GlyphSlot glyph, <span class="keywordtype">float</span> d)
<a name="l00008"></a>00008 :   FTGlyph( glyph),
<a name="l00009"></a>00009     glList(0),
<a name="l00010"></a>00010     depth(d)
<a name="l00011"></a>00011 {
<a name="l00012"></a>00012     bBox.SetDepth( -depth);
<a name="l00013"></a>00013         
<a name="l00014"></a>00014     <span class="keywordflow">if</span>( ft_glyph_format_outline != glyph-&gt;format)
<a name="l00015"></a>00015     {
<a name="l00016"></a>00016         err = 0x14; <span class="comment">// Invalid_Outline</span>
<a name="l00017"></a>00017         <span class="keywordflow">return</span>;
<a name="l00018"></a>00018     }
<a name="l00019"></a>00019 
<a name="l00020"></a>00020     FTVectoriser vectoriser( glyph);
<a name="l00021"></a>00021     <span class="keywordflow">if</span> ( ( vectoriser.ContourCount() &lt; 1) || ( vectoriser.PointCount() &lt; 3))
<a name="l00022"></a>00022     {
<a name="l00023"></a>00023         <span class="keywordflow">return</span>;
<a name="l00024"></a>00024     }
<a name="l00025"></a>00025 
<a name="l00026"></a>00026     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> tesselationIndex;
<a name="l00027"></a>00027     glList = glGenLists(1);
<a name="l00028"></a>00028     glNewList( glList, GL_COMPILE);
<a name="l00029"></a>00029 
<a name="l00030"></a>00030         vectoriser.MakeMesh( 1.0);
<a name="l00031"></a>00031         glNormal3d(0.0, 0.0, 1.0);
<a name="l00032"></a>00032         
<a name="l00033"></a>00033         <span class="keyword">const</span> FTMesh* mesh = vectoriser.GetMesh();
<a name="l00034"></a>00034         <span class="keywordflow">for</span>( tesselationIndex = 0; tesselationIndex &lt; mesh-&gt;TesselationCount(); ++tesselationIndex)
<a name="l00035"></a>00035         {
<a name="l00036"></a>00036             <span class="keyword">const</span> FTTesselation* subMesh = mesh-&gt;Tesselation( tesselationIndex);
<a name="l00037"></a>00037             <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> polyonType = subMesh-&gt;PolygonType();
<a name="l00038"></a>00038 
<a name="l00039"></a>00039             glBegin( polyonType);
<a name="l00040"></a>00040                 <span class="keywordflow">for</span>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> pointIndex = 0; pointIndex &lt; subMesh-&gt;PointCount(); ++pointIndex)
<a name="l00041"></a>00041                 {
<a name="l00042"></a>00042                     glVertex3f( subMesh-&gt;Point( pointIndex).x / 64.0f,
<a name="l00043"></a>00043                                 subMesh-&gt;Point( pointIndex).y / 64.0f,
<a name="l00044"></a>00044                                 0.0f);
<a name="l00045"></a>00045                 }
<a name="l00046"></a>00046             glEnd();
<a name="l00047"></a>00047         }
<a name="l00048"></a>00048         
<a name="l00049"></a>00049         vectoriser.MakeMesh( -1.0);
<a name="l00050"></a>00050         glNormal3d(0.0, 0.0, -1.0);
<a name="l00051"></a>00051         
<a name="l00052"></a>00052         mesh = vectoriser.GetMesh();
<a name="l00053"></a>00053         <span class="keywordflow">for</span>( tesselationIndex = 0; tesselationIndex &lt; mesh-&gt;TesselationCount(); ++tesselationIndex)
<a name="l00054"></a>00054         {
<a name="l00055"></a>00055             <span class="keyword">const</span> FTTesselation* subMesh = mesh-&gt;Tesselation( tesselationIndex);
<a name="l00056"></a>00056             <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> polyonType = subMesh-&gt;PolygonType();
<a name="l00057"></a>00057 
<a name="l00058"></a>00058             glBegin( polyonType);
<a name="l00059"></a>00059                 <span class="keywordflow">for</span>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> pointIndex = 0; pointIndex &lt; subMesh-&gt;PointCount(); ++pointIndex)
<a name="l00060"></a>00060                 {
<a name="l00061"></a>00061                     glVertex3f( subMesh-&gt;Point( pointIndex).x / 64.0f,
<a name="l00062"></a>00062                                 subMesh-&gt;Point( pointIndex).y / 64.0f,
<a name="l00063"></a>00063                                 -depth);
<a name="l00064"></a>00064                 }
<a name="l00065"></a>00065             glEnd();
<a name="l00066"></a>00066         }
<a name="l00067"></a>00067         
<a name="l00068"></a>00068         <span class="keywordtype">int</span> contourFlag = vectoriser.ContourFlag();
<a name="l00069"></a>00069         
<a name="l00070"></a>00070         <span class="keywordflow">for</span>( size_t c = 0; c &lt; vectoriser.ContourCount(); ++c)
<a name="l00071"></a>00071         {
<a name="l00072"></a>00072             <span class="keyword">const</span> FTContour* contour = vectoriser.Contour(c);
<a name="l00073"></a>00073             <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> numberOfPoints = contour-&gt;PointCount();
<a name="l00074"></a>00074             
<a name="l00075"></a>00075             glBegin( GL_QUAD_STRIP);
<a name="l00076"></a>00076                 <span class="keywordflow">for</span>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt;= numberOfPoints; ++j)
<a name="l00077"></a>00077                 {
<a name="l00078"></a>00078                     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> index = ( j == numberOfPoints) ? 0 : j;
<a name="l00079"></a>00079                     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> nextIndex = ( index == numberOfPoints - 1) ? 0 : index + 1;
<a name="l00080"></a>00080                     
<a name="l00081"></a>00081                     FTPoint normal = GetNormal( contour-&gt;Point(index), contour-&gt;Point(nextIndex));
<a name="l00082"></a>00082                     glNormal3f( normal.x, normal.y, 0.0f);
<a name="l00083"></a>00083                     
<a name="l00084"></a>00084                     <span class="keywordflow">if</span>( contourFlag &amp; ft_outline_reverse_fill)
<a name="l00085"></a>00085                     {
<a name="l00086"></a>00086                         glVertex3f( contour-&gt;Point(index).x / 64.0f, contour-&gt;Point(index).y / 64.0f, 0.0f);
<a name="l00087"></a>00087                         glVertex3f( contour-&gt;Point(index).x / 64.0f, contour-&gt;Point(index).y / 64.0f, -depth);
<a name="l00088"></a>00088                     }
<a name="l00089"></a>00089                     <span class="keywordflow">else</span>
<a name="l00090"></a>00090                     {
<a name="l00091"></a>00091                         glVertex3f( contour-&gt;Point(index).x / 64.0f, contour-&gt;Point(index).y / 64.0f, -depth);
<a name="l00092"></a>00092                         glVertex3f( contour-&gt;Point(index).x / 64.0f, contour-&gt;Point(index).y / 64.0f, 0.0f);
<a name="l00093"></a>00093                     }
<a name="l00094"></a>00094                 }
<a name="l00095"></a>00095             glEnd();
<a name="l00096"></a>00096         }
<a name="l00097"></a>00097         
<a name="l00098"></a>00098     glEndList();
<a name="l00099"></a>00099 }
<a name="l00100"></a>00100 
<a name="l00101"></a>00101 
<a name="l00102"></a>00102 FTExtrdGlyph::~FTExtrdGlyph()
<a name="l00103"></a>00103 {
<a name="l00104"></a>00104     glDeleteLists( glList, 1);
<a name="l00105"></a>00105 }
<a name="l00106"></a>00106 
<a name="l00107"></a>00107 
<a name="l00108"></a>00108 <span class="keywordtype">float</span> FTExtrdGlyph::Render( <span class="keyword">const</span> FTPoint&amp; pen)
<a name="l00109"></a>00109 {
<a name="l00110"></a>00110     <span class="keywordflow">if</span>( glList)
<a name="l00111"></a>00111     {
<a name="l00112"></a>00112         glTranslatef( pen.x, pen.y, 0);
<a name="l00113"></a>00113             glCallList( glList);    
<a name="l00114"></a>00114         glTranslatef( -pen.x, -pen.y, 0);
<a name="l00115"></a>00115     }
<a name="l00116"></a>00116     
<a name="l00117"></a>00117     <span class="keywordflow">return</span> advance;
<a name="l00118"></a>00118 }
<a name="l00119"></a>00119 
<a name="l00120"></a>00120 
<a name="l00121"></a>00121 FTPoint FTExtrdGlyph::GetNormal( <span class="keyword">const</span> FTPoint &amp;a, <span class="keyword">const</span> FTPoint &amp;b)
<a name="l00122"></a>00122 {
<a name="l00123"></a>00123     <span class="keywordtype">float</span> vectorX = a.x - b.x;
<a name="l00124"></a>00124     <span class="keywordtype">float</span> vectorY = a.y - b.y;
<a name="l00125"></a>00125                               
<a name="l00126"></a>00126     <span class="keywordtype">float</span> length = sqrt( vectorX * vectorX + vectorY * vectorY );
<a name="l00127"></a>00127     
<a name="l00128"></a>00128     <span class="keywordflow">if</span>( length &gt; 0.0f)
<a name="l00129"></a>00129     {
<a name="l00130"></a>00130         length = 1 / length;
<a name="l00131"></a>00131     }
<a name="l00132"></a>00132     <span class="keywordflow">else</span>
<a name="l00133"></a>00133     {
<a name="l00134"></a>00134         length = 0.0f;
<a name="l00135"></a>00135     }
<a name="l00136"></a>00136     
<a name="l00137"></a>00137     <span class="keywordflow">return</span> FTPoint( -vectorY * length,
<a name="l00138"></a>00138                      vectorX * length,
<a name="l00139"></a>00139                      0.0f);
<a name="l00140"></a>00140 }
<a name="l00141"></a>00141 
</pre></div><hr size="1"><address style="align: right;"><small>Generated on Wed Aug 23 03:47:29 2006 for FTGL by&nbsp;
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