#include "FontLoader.h" #include "Graphics/Graphics.h" #include "Asset/FontAsset.h" #include "Asset/AssetRegistry.h" #include "Graphics/GraphicsResources.h" #include #include FT_FREETYPE_H using namespace Seele; FontLoader::FontLoader(Gfx::PGraphics graphics) : graphics(graphics) { } FontLoader::~FontLoader() { } void FontLoader::importAsset(FontImportArgs args) { std::filesystem::path assetPath = args.filePath.filename(); assetPath.replace_extension("asset"); PFontAsset asset = new FontAsset(args.importPath, assetPath.stem().string()); asset->setStatus(Asset::Status::Loading); AssetRegistry::get().registerFont(asset); import(args, asset); } // in case of the space character there is no bitmap // so we create a single pixel empty texture uint8 transparentPixel = 0; void FontLoader::import(FontImportArgs args, PFontAsset asset) { FT_Library ft; FT_Error error = FT_Init_FreeType(&ft); assert(!error); FT_Face face; error = FT_New_Face(ft, args.filePath.string().c_str(), 0, &face); assert(!error); FT_Set_Pixel_Sizes(face, 0, 48); for(uint32 c = 0; c < 256; ++c) { if(FT_Load_Char(face, c, FT_LOAD_RENDER)) { std::cout << "error loading " << (char)c << std::endl; continue; } FontAsset::Glyph& glyph = asset->glyphs[c]; glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows); glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top); glyph.advance = face->glyph->advance.x; TextureCreateInfo imageData; imageData.format = Gfx::SE_FORMAT_R8_UINT; imageData.width = face->glyph->bitmap.width; imageData.height = face->glyph->bitmap.rows; imageData.resourceData.data = face->glyph->bitmap.buffer; imageData.resourceData.size = imageData.width * imageData.height; if(imageData.width == 0 || imageData.height == 0) { glyph.size.x = 1; glyph.size.y = 1; glyph.bearing.x = 0; glyph.bearing.y = 0; imageData.width = 1; imageData.height = 1; imageData.resourceData.size = sizeof(uint8); imageData.resourceData.data = &transparentPixel; } glyph.texture = graphics->createTexture2D(imageData); } FT_Done_Face(face); FT_Done_FreeType(ft); asset->setStatus(Asset::Status::Ready); }