本文整理汇总了C++中FT_Load_Char函数的典型用法代码示例。如果您正苦于以下问题:C++ FT_Load_Char函数的具体用法?C++ FT_Load_Char怎么用?C++ FT_Load_Char使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FT_Load_Char函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: fprintf
void GSOsdManager::upload_texture_atlas(GSTexture* t) {
if (!m_face) return;
if (m_char_info.size() > 96) // we only reserved space for this many glyphs
fprintf(stderr, "More than 96 glyphs needed for OSD");
// This can be sped up a bit by only uploading new glyphs
int x = 0;
for(auto &pair : m_char_info) {
if(FT_Load_Char(m_face, pair.first, FT_LOAD_RENDER)) {
fprintf(stderr, "failed to load char U%d\n", (int)pair.first);
continue;
}
// Size of char
pair.second.ax = m_face->glyph->advance.x >> 6;
pair.second.ay = m_face->glyph->advance.y >> 6;
pair.second.bw = m_face->glyph->bitmap.width;
pair.second.bh = m_face->glyph->bitmap.rows;
pair.second.bl = m_face->glyph->bitmap_left;
pair.second.bt = m_face->glyph->bitmap_top;
GSVector4i r(x, 0, x+pair.second.bw, pair.second.bh);
if (r.width())
t->Update(r, m_face->glyph->bitmap.buffer, m_face->glyph->bitmap.pitch);
if (r.width() > m_max_width) m_max_width = r.width();
pair.second.tx = (float)x / m_atlas_w;
pair.second.ty = (float)pair.second.bh / m_atlas_h;
pair.second.tw = (float)pair.second.bw / m_atlas_w;
x += pair.second.bw;
}
m_texture_dirty = false;
}
示例2: FT_Load_Char
double PdfFontMetricsFreetype::UnicodeCharWidth( unsigned short c ) const
{
FT_Error ftErr;
double dWidth = 0.0;
if( static_cast<int>(c) < PODOFO_WIDTH_CACHE_SIZE )
{
dWidth = m_vecWidth[static_cast<unsigned int>(c)];
}
else
{
ftErr = FT_Load_Char( m_pFace, static_cast<FT_UInt>(c), FT_LOAD_NO_SCALE | FT_LOAD_NO_BITMAP );
if( ftErr )
return dWidth;
dWidth = m_pFace->glyph->metrics.horiAdvance * 1000.0 / m_pFace->units_per_EM;
}
return dWidth * static_cast<double>(this->GetFontSize() * this->GetFontScale() / 100.0) / 1000.0 +
static_cast<double>( this->GetFontSize() * this->GetFontScale() / 100.0 * this->GetFontCharSpace() / 100.0);
}
示例3: swfStrWidthUTF8
double swfStrWidthUTF8(const char *str, const pGEcontext gc, pDevDesc dd)
{
#ifdef SWF_DEBUG
Rprintf("strWidthUTF8 called\n");
Rprintf("** family = %s, str[0] = %d, str[1] = %d\n",
gc->fontfamily, str[0], str[1]);
#endif
/* Convert UTF-8 string to Unicode array */
int maxLen = strlen(str);
wchar_t *unicode = (wchar_t *) calloc(maxLen + 1, sizeof(wchar_t));
int len = utf8towcs(unicode, str, maxLen);
/* Get the font face object */
FT_Face face = swfGetFTFace(gc);
FT_Error err;
double fontSize = gc->ps * gc->cex;
double ratio = fontSize / face->units_per_EM;
double width = 0.0;
int i;
/* Add up the 'advance' of each character */
for(i = 0; i < len; i++)
{
err = FT_Load_Char(face, unicode[i], FT_LOAD_NO_SCALE);
if(err)
{
errorcode(err);
continue;
}
width += face->glyph->metrics.horiAdvance * ratio;
}
free(unicode);
#ifdef SWF_DEBUG
Rprintf("** strWidthUTF8(width = %f)\n", width);
#endif
return width;
}
示例4: render_text
void render_text(const std::string &str, FT_Face face, float x, float y, float sx, float sy) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
const FT_GlyphSlot glyph = face->glyph;
for (auto c : str) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER) != 0)
continue;
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
glyph->bitmap.width, glyph->bitmap.rows,
0, GL_RED, GL_UNSIGNED_BYTE, glyph->bitmap.buffer);
const float vx = x + glyph->bitmap_left * sx;
const float vy = y + glyph->bitmap_top * sy;
const float w = glyph->bitmap.width * sx;
const float h = glyph->bitmap.rows * sy;
struct {
float x, y, s, t;
} data[6] = {
{ vx , vy , 0, 0 },
{ vx , vy - h, 0, 1 },
{ vx + w, vy , 1, 0 },
{ vx + w, vy , 1, 0 },
{ vx , vy - h, 0, 1 },
{ vx + w, vy - h, 1, 1 }
};
glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), data, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
x += (glyph->advance.x >> 6) * sx;
y += (glyph->advance.y >> 6) * sy;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
示例5: strlen
/**
* Gets the width of a string. The width of a string is not necesserily
* the sum of all the widths of it's glyphs.
*
* @param text The string to return the width of.
* @return The width of a string.
*/
int OpenGLFont::getWidth(const std::string& text) const
{
unsigned int w = 0;
const char* ptr = text.c_str();
size_t textlen = strlen(ptr);
while (textlen > 0) {
Uint32 c = UTF8_getch(&ptr, &textlen);
if (c == UNICODE_BOM_NATIVE || c == UNICODE_BOM_SWAPPED) {
continue;
}
FT_GlyphSlot slot = this->pmpl->face->glyph;
// Load glyph image into the slot
int error = FT_Load_Char(this->pmpl->face, c, FT_LOAD_DEFAULT);
if (error) continue;
w += (slot->advance.x >> 6);
}
return w;
}
示例6: FT_New_Face
Face *FontManager::getFont(const std::string fontPath, const int size) {
if (fonts.count(fontPath + std::to_string(size)) == 0) {
FT_Face face;
if (FT_New_Face(ft, fontPath.c_str(), 0, &face)) {
std::cerr << "Could not create font with path=[" << fontPath << "]" << std::endl
<< "Creating with default path=[" << DEFAULT_FONT_PATH << "]" << std::endl;
//if path is broken, this can be broken too, we need better error handling
FT_New_Face(ft, DEFAULT_FONT_PATH.c_str(), 0, &face);
}
fonts[fontPath + std::to_string(size)] = new Face(glHelper, fontPath, size, face);
FT_Set_Pixel_Sizes(face, 0, size);
//now we should calculate what we have
unsigned int w = 0;
unsigned int h = 0;
for (unsigned int i = 0; i < 256; i++) {
if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
fprintf(stderr, "Loading character %c failed!\n", i);
continue;
}
w = std::max(w, face->glyph->bitmap.width);
h = std::max(h, face->glyph->bitmap.rows);
}
std::cout << "atlas h: " << h << ", w " << w << std::endl;
//now we have maximum size of the textures
}
return fonts[fontPath + std::to_string(size)];
}
示例7: YE_LoadGlyph
static void YE_LoadGlyph(Font *font, FT_Face face, char c)
{
FT_Error error = FT_Load_Char(face, c, FT_LOAD_RENDER);
if (error)
{
Log(1, "[Font loader] Failed to load glyph \"%c\": %s", c, FTErrorString(error));
return;
}
FT_GlyphSlot glyph = face->glyph;
byte *image = YE_ConvertBitmap(&glyph->bitmap);
auto size = Vector2i(glyph->bitmap.width, glyph->bitmap.rows);
auto offset = Vector2f(glyph->metrics.horiBearingX>>6, -(size.y - (glyph->metrics.horiBearingY>>6)));
auto advance = Vector2f(glyph->advance.x>>6, glyph->advance.y>>6);
GLuint texture;
GLenum origformat = GL_LUMINANCE;
GLenum gpuformat = GL_LUMINANCE8;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Turn off mipmaps and enable linear interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, gpuformat,
size.x, size.y,
0, // <----------------------------------------- old useless crap
origformat, GL_UNSIGNED_BYTE, image);
font->SetGlyph(c, make_unique<Glyph>(texture, size, offset, advance));
delete image;
}
示例8: swfMetricInfo
void swfMetricInfo(int c, const pGEcontext gc, double* ascent, double* descent, double* width, pDevDesc dd)
{
#ifdef SWF_DEBUG
Rprintf("metricInfo called\n");
Rprintf("** family = %s, c = %d\n", gc->fontfamily, c);
#endif
pswfDesc swfInfo = (pswfDesc) dd->deviceSpecific;
FT_Face face = swfGetFTFace(gc, swfInfo);
FT_Error err;
double fontSize = gc->ps * gc->cex;
double ratio = fontSize / face->units_per_EM;
if(c == 0) c = 77;
if(c < 0)
{
c = -c;
}
/* c is the unicode of the character */
FT_Set_Char_Size(face, 0, fontSize * 64, 72, 0);
err = FT_Load_Char(face, c, FT_LOAD_NO_SCALE);
if(err)
{
errorcode(err);
*ascent = *descent = *width = 0.0;
return;
}
*ascent = face->glyph->metrics.horiBearingY * ratio;
*descent = face->glyph->metrics.height * ratio - *ascent;
*width = face->glyph->metrics.horiAdvance * ratio;
#ifdef SWF_DEBUG
Rprintf("** metricInfo(ascent = %f, descent = %f, width = %f)\n",
*ascent, *descent, *width);
#endif
}
示例9: create_font_atlas
void create_font_atlas(FontAtlas* fa, char* filename, unsigned int height) {
Font f;
if (!load_font(&f, filename)) {
fprintf(stderr, "Couldn't load font from file: %s\n", filename);
}
FT_Set_Pixel_Sizes(f.face, 0, height);
FT_GlyphSlot g = f.face->glyph;
int roww = 0;
int rowh = 0;
fa->w = 0;
fa->h = 0;
memset(fa->c, 0, sizeof fa->c);
/* Find minimum size for a texture holding all visible ASCII characters */
for (int i = 32; i < 128; i++) {
if (FT_Load_Char(f.face, i, FT_LOAD_RENDER)) {
fprintf(stderr, "Loading character %c failed!\n", i);
continue;
}
if (roww + g->bitmap.width + 1 >= MAXWIDTH) {
fa->w = max(fa->w, roww);
fa->h += rowh;
roww = 0;
rowh = 0;
}
roww += g->bitmap.width + 1;
rowh = max(rowh, g->bitmap.rows);
}
fa->w = max(fa->w, roww);
fa->h += rowh;
init_atlas_texture(fa);
copy_glyphs_to_texture(fa, &f);
// Clean up
delete_font(&f);
}
示例10: Measure
CharStruct Measure(Char const *string, int length=0)
{
if (not length) while (string[length]) ++length;
CharStruct extent;
for (int it = 0; it < length; ++it)
{
FT_Load_Char(face, string[it], FT_LOAD_NO_BITMAP);
FT_Glyph_Metrics &meter = face->glyph->metrics;
extent.advance += meter.horiAdvance;
if (extent.ascent < meter.horiBearingY)
{
extent.ascent = meter.horiBearingY;
}
FT_Pos diff = meter.height - meter.horiBearingY;
if (extent.descent < diff)
{
extent.descent = diff;
}
}
return extent;
}
示例11: SWFShape_addString
void SWFShape_addString(SWFShape shape, const wchar_t* str, size_t nchar,
double fontSize,
FT_Face face, FT_Outline_Funcs *funs)
{
OutlineData data;
FT_Outline outline;
FT_Error err;
int i;
data.shape = shape;
data.ratio_EM = fontSize / face->units_per_EM;
data.deltax = 0.0;
for(i = 0; i < nchar; i++)
{
/* str should be Unicode */
err = FT_Load_Char(face, str[i], FT_LOAD_NO_SCALE);
if(err)
{
errorcode(err);
continue;
}
outline = face->glyph->outline;
err = FT_Outline_Decompose(&outline, funs, &data);
if(err)
{
errorcode(err);
continue;
}
/* After we draw a character, we move the pen right to a distance
of the advance */
/* See the picture in
http://www.freetype.org/freetype2/docs/tutorial/step2.html */
data.deltax += face->glyph->metrics.horiAdvance * data.ratio_EM;
}
}
示例12: ShaderManager
void FreeTypeFont::initGlCmds()
{
std::string vertex = vertexSource;
std::string fragment = fragmentSource;
mShaderManager = new ShaderManager(vertex, fragment, false);
GLuint program = mShaderManager->getProgram();
if (program == 0)
{
LOGE("In Font::initGlCmds() program is 0");
}
mHudMVPMatrixLocation = glGetUniformLocation(program, "u_mvpMatrix");
mVetextLocation = glGetAttribLocation(program, "a_position");
mTextureLocation = glGetAttribLocation(program, "a_texCoord");
mSamplerLocation = glGetUniformLocation(program, "s_texture");
mColorLocation = glGetUniformLocation(program, "u_color");
glGenBuffers(1, &mVertexVBO);
// Bind the VBO
glBindBuffer(GL_ARRAY_BUFFER, mVertexVBO);
if(FT_Load_Char(mFace, 'A', FT_LOAD_RENDER)) {
LOGE("Could not load character 'X'\n");
return ;
}
FT_GlyphSlot g = mFace->glyph;
float sx = 2.0 / Scene::getInstance()->getWidth();
float sy = 2.0 / Scene::getInstance()->getHeight();
float x2 = 0.1 + g->bitmap_left * sx;
float y2 = -0.1 - g->bitmap_top * sy;
float w = g->bitmap.width * sx;
float h = g->bitmap.rows * sy;
GLfloat box[] = {
x2, -y2 ,
x2 + w, -y2 ,
x2, -y2 - h,
x2 + w, -y2 - h,
};
glGenTextures(1, &mTextureId);
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureId);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_ALPHA,
g->bitmap.width,
g->bitmap.rows,
0,
GL_ALPHA,
GL_UNSIGNED_BYTE,
g->bitmap.buffer
);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, mTextureData);
//delete[] mTextureData;
float sceneWidth = Scene::getInstance()->getWidth();
float sceneHeight = Scene::getInstance()->getHeight();
float a = g->bitmap.width / sceneWidth;
float b = g->bitmap.rows / sceneHeight;
glm::mat4 mModelMatrix = glm::mat4(1.0);
mModelMatrix = glm::translate(mModelMatrix, glm::vec3(0.5, 0.5, 0));
mModelMatrix = glm::scale(mModelMatrix, glm::vec3(a, b, 0));
Scene::getInstance()->getCamera()->updateHudMVP(128, 128);
mHudMVPMatrix = Scene::getInstance()->getCamera()->getHudMVP() * mModelMatrix;
mGLHasInitialized = true;
}
示例13: fprintf
void Font::buildAtlas()
{
//find the size we should use
FT_GlyphSlot g = face->glyph;
int w = 0;
int h = 0;
/*for(int i = 32; i < 128; i++)
{
if(FT_Load_Char(face, i, FT_LOAD_RENDER))
{
fprintf(stderr, "Loading character %c failed!\n", i);
continue;
}
w += g->bitmap.width;
h = std::max(h, g->bitmap.rows);
}*/
//the max size (GL_MAX_TEXTURE_SIZE) is like 3300
w = 2048;
h = 512;
textureWidth = w;
textureHeight = h;
//create the texture
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
//copy the glyphs into the texture
int x = 0;
int y = 0;
int maxHeight = 0;
for(int i = 32; i < 128; i++)
{
if(FT_Load_Char(face, i, FT_LOAD_RENDER))
continue;
//prints rendered texture to the console
/*std::cout << "uploading at x: " << x << ", w: " << g->bitmap.width << " h: " << g->bitmap.rows << "\n";
for(int k = 0; k < g->bitmap.rows; k++)
{
for(int j = 0; j < g->bitmap.width; j++)
{
if(g->bitmap.buffer[g->bitmap.width * k + j])
std::cout << ".";
else
std::cout << " ";
}
std::cout << "\n";
}*/
if(x + g->bitmap.width >= textureWidth)
{
x = 0;
y += maxHeight;
maxHeight = 0;
}
if(g->bitmap.rows > maxHeight)
maxHeight = g->bitmap.rows;
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, g->bitmap.width, g->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
charData[i].texX = x;
charData[i].texY = y;
charData[i].texW = g->bitmap.width;
charData[i].texH = g->bitmap.rows;
charData[i].advX = g->metrics.horiAdvance >> 6;
charData[i].advY = g->advance.y >> 6;
charData[i].bearingY = g->metrics.horiBearingY >> 6;
if(charData[i].texH > mMaxGlyphHeight)
mMaxGlyphHeight = charData[i].texH;
x += g->bitmap.width;
}
glBindTexture(GL_TEXTURE_2D, 0);
//std::cout << "generated texture \"" << textureID << "\" (w: " << w << " h: " << h << ")" << std::endl;
}
示例14: vw_LoadFontChar
//------------------------------------------------------------------------------------
// загрузка и генерация всех необходимых данных для символа (utf32)
//------------------------------------------------------------------------------------
eFontChar* vw_LoadFontChar(unsigned UTF32)
{
// устанавливаем размеры
if (FT_Set_Char_Size( InternalFace, InternalFontSize <<6, InternalFontSize <<6, 96, 96 ))
{
fprintf(stderr, "Can't set char size %i.", InternalFontSize);
return 0;
}
// загрузка глифа нужного нам символа
if (FT_Load_Char( InternalFace, UTF32, FT_LOAD_RENDER | FT_LOAD_NO_HINTING | FT_LOAD_NO_AUTOHINT))
{
fprintf(stderr, "Can't load Char: %u\n", UTF32);
return 0;
}
// создаем структуру FontChar
eFontChar* NewChar;
NewChar = new eFontChar;
NewChar->UTF32 = UTF32;
NewChar->CharTexture = 0;
NewChar->FontSize = InternalFontSize;
NewChar->TexturePositionLeft = 0;
NewChar->TexturePositionRight = InternalFace->glyph->bitmap.width; // в случае одной текстуры совпадают с шириной
NewChar->TexturePositionTop = 0;
NewChar->TexturePositionBottom = InternalFace->glyph->bitmap.rows; // в случае одной текстуры совпадают с высотой
NewChar->Width = InternalFace->glyph->bitmap.width;
NewChar->Height = InternalFace->glyph->bitmap.rows;
NewChar->Left = InternalFace->glyph->bitmap_left;
NewChar->Top = InternalFace->glyph->bitmap_top;
NewChar->AdvanceX = InternalFace->glyph->advance.x / 64.0f;
NewChar->Prev = 0;
NewChar->Next = 0;
BYTE * pixels;
pixels = new BYTE[NewChar->Width*NewChar->Height*4];
// битмап идет в 1 канале градаций серого, делаем 32бита rgba
int k=0;
BYTE ColorRGB[3]={255,255,255};
for (int j=0; j<NewChar->Height; j++)
{
for (int i=0; i<NewChar->Width; i++)
{
// RGB составляющую заполняем белым
memcpy(pixels + k, ColorRGB, 3);
k+=3;
memcpy(pixels + k, InternalFace->glyph->bitmap.buffer+(NewChar->Height-j-1)*NewChar->Width+i, 1);
k++;
}
}
// называем текстуру номером символа в утф32
char texturefilename[MAX_PATH];
sprintf(texturefilename, "%i", UTF32);
vw_SetTextureProp(RI_MAGFILTER_LINEAR | RI_MINFILTER_LINEAR | RI_MIPFILTER_NONE, RI_CLAMP_TO_EDGE, true, TX_ALPHA_GREYSC, false);
NewChar->CharTexture = vw_CreateTextureFromMemory(texturefilename, pixels, NewChar->Width, NewChar->Height, 4, false, 0, 0, false);
// очищаем память
delete [] pixels;
// подключаем к менеджеру
vw_AttachFontChar(NewChar);
return NewChar;
}
示例15: vw_GenerateFontChars
//-----------------------------------------------------------------------------
// делаем генерацию нужных символов по списку генерируя одну текстуру
//-----------------------------------------------------------------------------
void vw_GenerateFontChars(int FontTextureWidth, int FontTextureHeight, const char * CharsList)
{
printf("Font characters generation start.\n");
// будем использовать последовательность как имя текстуры
const char *TextureName = CharsList;
// временный массив
BYTE * DIB;
DIB = new BYTE[FontTextureWidth*FontTextureHeight*4]; // всегда делаем rgba
// устанавливаем 0 везде, чтобы потом не краcить rgb, а только формировать альфу
memset(DIB, 0, FontTextureWidth*FontTextureHeight*4);
// данные для работы с вклеиванием в текстуру
int CurrentDIBX = 0;
int CurrentDIBY = 0;
int EdgingSpace = 2;
int MaxHeightInCurrentLine = 0;
// устанавливаем размеры
if (FT_Set_Char_Size( InternalFace, InternalFontSize <<6, InternalFontSize <<6, 96, 96 ))
{
fprintf(stderr, "Can't set char size %i.", InternalFontSize);
return;
}
// первый проход, формируем одну большую текстуру
const char *CharsList2 = CharsList;
while (strlen(CharsList) > 0)
{
unsigned CurrentChar;
// преобразуем в утф32 и "сдвигаемся" на следующий символ в строке
CharsList = utf8_to_utf32(CharsList, &CurrentChar);
// загрузка глифа нужного нам символа
if (FT_Load_Char( InternalFace, CurrentChar, FT_LOAD_RENDER | FT_LOAD_NO_HINTING | FT_LOAD_NO_AUTOHINT))
{
fprintf(stderr, "Can't load Char: %u\n", CurrentChar);
return;
}
// создаем структуру FontChar
eFontChar* NewChar;
NewChar = new eFontChar;
NewChar->UTF32 = CurrentChar;
NewChar->CharTexture = 0;
NewChar->FontSize = InternalFontSize;
NewChar->TexturePositionLeft = 0;
NewChar->TexturePositionRight = 0;
NewChar->TexturePositionTop = 0;
NewChar->TexturePositionBottom = 0;
NewChar->Width = InternalFace->glyph->bitmap.width;
NewChar->Height = InternalFace->glyph->bitmap.rows;
NewChar->Left = InternalFace->glyph->bitmap_left;
NewChar->Top = InternalFace->glyph->bitmap_top;
NewChar->AdvanceX = InternalFace->glyph->advance.x / 64.0f;
NewChar->Prev = 0;
NewChar->Next = 0;
// делаем установку параметров для вклеивания
// если в текущую строку символов уже не можем вписывать - смещаемся на новую, ниже
if (CurrentDIBX + NewChar->Width > FontTextureWidth)
{
CurrentDIBX = 0;
CurrentDIBY += MaxHeightInCurrentLine + EdgingSpace;
MaxHeightInCurrentLine = 0;
}
// если в текущую строку не влазит уже по высоте - значит это фейл... кричим чтоб дали больше текстуру
if (CurrentDIBY + NewChar->Height > FontTextureHeight)
{
fprintf(stderr, "!!! Can't generate all font chars in one texture. Too many chars or too small texture size!\n");
delete NewChar;
break;
}
// "вклеиваем" новый символ в массив
BYTE ColorRGB[3]={255,255,255};
for (int j=0; j<NewChar->Height; j++)
for (int i=0; i<NewChar->Width; i++)
{
memcpy(DIB + (FontTextureHeight-CurrentDIBY-j-1)*FontTextureWidth*4 + (CurrentDIBX+i)*4,
ColorRGB,
3);
memcpy(DIB + (FontTextureHeight-CurrentDIBY-j-1)*FontTextureWidth*4 + (CurrentDIBX+i)*4 + 3,
InternalFace->glyph->bitmap.buffer+j*NewChar->Width+i,
1);
}
// устанавливаем параметры текстуры для прорисовки нашему символу
NewChar->TexturePositionLeft = CurrentDIBX;
NewChar->TexturePositionRight = CurrentDIBX + NewChar->Width;
NewChar->TexturePositionTop = CurrentDIBY;
NewChar->TexturePositionBottom = CurrentDIBY + NewChar->Height;
//.........这里部分代码省略.........