Added support for multiple graphics contexts, submission from Max Rhiener.
Alas changed the indenting to use 4 spaces instead of tabs, this irons out differences when working under Windows and Unix, keeping the identing consistent.
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@@ -1,64 +1,64 @@
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#include "FTTextureGlyph.h"
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#include "FTGL.h"
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#include "FTTextureGlyph.h"
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#include "FTGL.h"
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FTTextureGlyph::FTTextureGlyph( FT_Glyph glyph, int id, unsigned char* data, GLsizei stride, GLsizei height, float u, float v)
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: FTGlyph(),
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destWidth(0),
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destHeight(0),
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numGreys(0),
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glTextureID(id)
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: FTGlyph(),
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destWidth(0),
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destHeight(0),
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numGreys(0),
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glTextureID(id)
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{
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// This function will always fail if the glyph's format isn't scalable????
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err = FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1);
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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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// This function will always fail if the glyph's format isn't scalable????
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err = FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1);
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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_BitmapGlyph bitmap = ( FT_BitmapGlyph)glyph;
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FT_Bitmap* source = &bitmap->bitmap;
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FT_BitmapGlyph bitmap = ( FT_BitmapGlyph)glyph;
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FT_Bitmap* source = &bitmap->bitmap;
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//check the pixel mode
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//ft_pixel_mode_grays
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int srcWidth = source->width;
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int srcHeight = source->rows;
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int srcPitch = source->pitch;
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//check the pixel mode
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//ft_pixel_mode_grays
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int srcWidth = source->width;
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int srcHeight = source->rows;
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int srcPitch = source->pitch;
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numGreys = source->num_grays;
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advance = glyph->advance.x >> 16;
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numGreys = source->num_grays;
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advance = glyph->advance.x >> 16;
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pos.x = bitmap->left;
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pos.y = bitmap->top;
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pos.x = bitmap->left;
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pos.y = bitmap->top;
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destWidth = srcWidth;
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destHeight = srcHeight;
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for(int y = 0; y < srcHeight; ++y)
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{
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for(int x = 0; x < srcWidth; ++x)
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{
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*( data + ( y * stride + x)) = *( source->buffer + ( y * srcPitch) + x);
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}
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for(int x = 0; x < srcWidth; ++x)
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{
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*( data + ( y * stride + x)) = *( source->buffer + ( y * srcPitch) + x);
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}
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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 = u;
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uv[0].y = v;
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uv[1].x = uv[0].x + ( (float)destWidth / (float)stride);
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uv[1].y = uv[0].y + ( (float)destHeight / (float)height);
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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 = u;
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uv[0].y = v;
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uv[1].x = uv[0].x + ( (float)destWidth / (float)stride);
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uv[1].y = uv[0].y + ( (float)destHeight / (float)height);
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// discard glyph image (bitmap or not)
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// Is this the right place to do this?
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FT_Done_Glyph( glyph);
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// discard glyph image (bitmap or not)
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// Is this the right place to do this?
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FT_Done_Glyph( glyph);
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}
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@@ -70,20 +70,20 @@ FTTextureGlyph::~FTTextureGlyph()
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float FTTextureGlyph::Render( const FT_Vector& pen)
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{
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glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
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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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}
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glBegin( GL_QUADS);
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glTexCoord2f( uv[0].x, uv[0].y); glVertex2f( pen.x + pos.x, pen.y + pos.y);
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glTexCoord2f( uv[1].x, uv[0].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y);
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glTexCoord2f( uv[1].x, uv[1].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y - destHeight);
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glTexCoord2f( uv[0].x, uv[1].y); glVertex2f( pen.x + pos.x, pen.y + pos.y - destHeight);
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glEnd();
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glGetIntegerv( GL_TEXTURE_2D_BINDING_EXT, &activeTextureID);
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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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}
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glBegin( GL_QUADS);
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glTexCoord2f( uv[0].x, uv[0].y); glVertex2f( pen.x + pos.x, pen.y + pos.y);
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glTexCoord2f( uv[1].x, uv[0].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y);
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glTexCoord2f( uv[1].x, uv[1].y); glVertex2f( pen.x + destWidth + pos.x, pen.y + pos.y - destHeight);
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glTexCoord2f( uv[0].x, uv[1].y); glVertex2f( pen.x + pos.x, pen.y + pos.y - destHeight);
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glEnd();
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return advance;
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return advance;
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}
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