コード例 #1
0
ファイル: FTPolygonGlyph.cpp プロジェクト: xahgo/tama
void FTPolygonGlyphImpl::DoRender()
{
    GLfloat colors[4];
    
    const FTMesh *mesh = vectoriser->GetMesh();

    for(unsigned int t = 0; t < mesh->TesselationCount(); ++t)
    {
        const FTTesselation* subMesh = mesh->Tesselation(t);
        unsigned int polygonType = subMesh->PolygonType();
        
        glGetFloatv(GL_CURRENT_COLOR, colors);
        glBindTexture(GL_TEXTURE_2D, 0);
        
        ftglBegin(polygonType);
        ftglColor4f(colors[0], colors[1], colors[2], colors[3]);
        for(unsigned int i = 0; i < subMesh->PointCount(); ++i)
        {
            FTPoint point = subMesh->Point(i);
            ftglTexCoord2f(point.Xf() / hscale, point.Yf() / vscale);
            ftglVertex3f(point.Xf() / 64.0f, point.Yf() / 64.0f, 0.0f);
        }
        ftglEnd();
    }
}
コード例 #2
0
ファイル: FTExtrudeGlyph.cpp プロジェクト: JackFan-Z/ftgles
void FTExtrudeGlyphImpl::RenderBack()
{
    vectoriser->MakeMesh(-1.0, 2, backOutset);
    glNormal3f(0.0, 0.0, -1.0);

    GLfloat colors[4];
    
    const FTMesh *mesh = vectoriser->GetMesh();
    for(unsigned int j = 0; j < mesh->TesselationCount(); ++j)
    {
        const FTTesselation* subMesh = mesh->Tesselation(j);
        unsigned int polygonType = subMesh->PolygonType();

        glGetFloatv(GL_CURRENT_COLOR, colors);
        glBindTexture(GL_TEXTURE_2D, 0);
        
        ftglBegin(polygonType);

        ftglColor4f(colors[0], colors[1], colors[2], colors[3]);
        for(unsigned int i = 0; i < subMesh->PointCount(); ++i)
            {
                FTPoint pt = subMesh->Point(i);

                ftglTexCoord2f(subMesh->Point(i).Xf() / hscale,
                             subMesh->Point(i).Yf() / vscale);

                ftglVertex3f(subMesh->Point(i).Xf() / 64.0f,
                           subMesh->Point(i).Yf() / 64.0f,
                           -depth);
            }
        ftglEnd();
    }
}
コード例 #3
0
ファイル: FTExtrudeGlyph.cpp プロジェクト: JackFan-Z/ftgles
void FTExtrudeGlyphImpl::RenderSide()
{
    int contourFlag = vectoriser->ContourFlag();
    //LOG_INFO("RenderSide %d", contourFlag);
    GLfloat colors[4];
    for(size_t c = 0; c < vectoriser->ContourCount(); ++c)
    {
        const FTContour* contour = vectoriser->Contour(c);
        size_t n = contour->PointCount();

        if(n < 2)
        {
            continue;
        }

        glGetFloatv(GL_CURRENT_COLOR, colors);
        ftglBegin(GL_QUADS);
        ftglColor4f(colors[0]/2, colors[1]/2, colors[2]/2, colors[3]/2);
            for(size_t j = 0; j < n; j++ )
            {
                size_t cur = j % n;
                size_t next = (j + 1) % n;
                
                FTPoint frontPt = contour->FrontPoint(cur);
                FTPoint frontPt1 = contour->FrontPoint(next);
                FTPoint backPt = contour->BackPoint(cur);
                FTPoint backPt1 = contour->BackPoint(next);

                FTPoint normal = FTPoint(0.f, 0.f, 1.f) ^ (frontPt - frontPt1);
                if(normal != FTPoint(0.0f, 0.0f, 0.0f))
                {
                    const FTGL_DOUBLE* pD = static_cast<const FTGL_DOUBLE*>(normal.Normalise());
                    glNormal3f( pD[0], pD[1], pD[2]);
                }

                ftglTexCoord2f(frontPt.Xf() / hscale, frontPt.Yf() / vscale);

                if(contourFlag & ft_outline_reverse_fill)
                {
                    ftglVertex3f(backPt.Xf() / 64.0f, backPt.Yf() / 64.0f, 0.0f);
                    ftglVertex3f(frontPt.Xf() / 64.0f, frontPt.Yf() / 64.0f, -depth);
                    ftglVertex3f(frontPt1.Xf() / 64.0f, frontPt1.Yf() / 64.0f, -depth);
                    ftglVertex3f(backPt1.Xf() / 64.0f, backPt1.Yf() / 64.0f, 0.0f);
                }
                else
                {
                    ftglVertex3f(backPt.Xf() / 64.0f, backPt.Yf() / 64.0f, -depth);
                    ftglVertex3f(frontPt.Xf() / 64.0f, frontPt.Yf() / 64.0f, 0.0f);
                    ftglVertex3f(frontPt1.Xf() / 64.0f, frontPt1.Yf() / 64.0f, 0.f);
                    ftglVertex3f(backPt1.Xf() / 64.0f, backPt1.Yf() / 64.0f, -depth);
                }
            }
        ftglEnd();
    }
}
コード例 #4
0
ファイル: FTPolygonGlyph.cpp プロジェクト: gmfy163/android_gl
void FTPolygonGlyphImpl::DoRender(const FTPoint& pen)
{
    const FTMesh *mesh = vectoriser->GetMesh();

    for (unsigned int t = 0; t < mesh->TesselationCount(); ++t)
    {
        const FTTesselation* subMesh = mesh->Tesselation(t);
        unsigned int polygonType = subMesh->PolygonType();

        ftglBindTexture(0);
        
        ftglBegin(polygonType);
        for(unsigned int i = 0; i < subMesh->PointCount(); ++i)
        {
            FTPoint point = subMesh->Point(i);
            ftglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
            ftglTexCoord2f(point.Xf() / hscale, point.Yf() / vscale);
            ftglVertex3f(pen.Xf() + point.Xf() / 64.0f, pen.Yf() + point.Yf() / 64.0f, 0.0f);
        }
        ftglEnd();
    }
}