/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/fonts.hpp" #include "application.hpp" #include "type/type.hpp" #include "resources/resource-manager.hpp" #include "gl/texture-wrapping.hpp" #include "gl/texture-filter.hpp" #include "render/material.hpp" #include "render/material-flags.hpp" #include "utility/hash/fnv1a.hpp" #include "game/strings.hpp" #include using namespace hash::literals; namespace game { static void build_bitmap_font(const type::typeface& typeface, float size, const std::unordered_set& charset, type::bitmap_font& font, render::material& material, gl::shader_program* shader_program) { // Get font metrics for given size if (type::font_metrics metrics; typeface.get_metrics(size, metrics)) font.set_font_metrics(metrics); // Format font bitmap image& font_bitmap = font.get_bitmap(); font_bitmap.format(sizeof(std::byte), 1); // For each UTF-32 character code in the character set for (char32_t code: charset) { // Skip missing glyphs if (!typeface.has_glyph(code)) continue; // Add glyph to font type::bitmap_glyph& glyph = font[code]; typeface.get_metrics(size, code, glyph.metrics); typeface.get_bitmap(size, code, glyph.bitmap); } // Pack glyph bitmaps into the font bitmap font.pack(); // Create font texture from bitmap gl::texture_2d* font_texture = new gl::texture_2d(font_bitmap.get_width(), font_bitmap.get_height(), gl::pixel_type::uint_8, gl::pixel_format::r, gl::color_space::linear, font_bitmap.data()); font_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); font_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); // Create font material material.set_blend_mode(render::blend_mode::translucent); material.add_property("font_bitmap")->set_value(font_texture); material.set_shader_program(shader_program); } void load_fonts(game::context& ctx) { // Load dyslexia-friendly typeface (if enabled) bool dyslexia_font_loaded = false; if (ctx.dyslexia_font) { const auto dyslexia_font_path = get_string(ctx, "font_dyslexia"_fnv1a32); ctx.typefaces["dyslexia"] = ctx.resource_manager->load(dyslexia_font_path); dyslexia_font_loaded = true; } // Load typefaces if (dyslexia_font_loaded) { // Override standard typefaces with dyslexia-friendly typeface ctx.typefaces["serif"] = ctx.typefaces["dyslexia"]; ctx.typefaces["sans_serif"] = ctx.typefaces["dyslexia"]; ctx.typefaces["monospace"] = ctx.typefaces["dyslexia"]; } else { // Load standard typefaces const auto serif_font_path = get_string(ctx, "font_serif"_fnv1a32); const auto sans_serif_font_path = get_string(ctx, "font_sans_serif"_fnv1a32); const auto monospace_font_path = get_string(ctx, "font_monospace"_fnv1a32); ctx.typefaces["serif"] = ctx.resource_manager->load(serif_font_path); ctx.typefaces["sans_serif"] = ctx.resource_manager->load(sans_serif_font_path); ctx.typefaces["monospace"] = ctx.resource_manager->load(monospace_font_path); } // Build character set std::unordered_set charset; { // Add all character codes from the basic Latin unicode block for (char32_t code = type::unicode::block::basic_latin.first; code <= type::unicode::block::basic_latin.last; ++code) charset.insert(code); // Add all character codes from game strings const auto& string_map = ctx.string_maps[ctx.language_index]; for (auto it = string_map.begin(); it != string_map.end(); ++it) { // Convert UTF-8 string to UTF-32 std::wstring_convert, char32_t> convert; std::u32string u32 = convert.from_bytes(it->second); /// Insert each character code from the UTF-32 string into the character set for (char32_t code: u32) charset.insert(code); } } // Load bitmap font shader gl::shader_program* bitmap_font_shader = ctx.resource_manager->load("bitmap-font.glsl"); // Point size to pixel size conversion factor const float pt_to_px = (ctx.app->get_display_dpi() / 72.0f) * ctx.font_scale; // Build debug font if (auto it = ctx.typefaces.find("monospace"); it != ctx.typefaces.end()) { build_bitmap_font(*it->second, ctx.debug_font_size_pt * pt_to_px, charset, ctx.debug_font, ctx.debug_font_material, bitmap_font_shader); } // Build menu font if (auto it = ctx.typefaces.find("sans_serif"); it != ctx.typefaces.end()) { build_bitmap_font(*it->second, ctx.menu_font_size_pt * pt_to_px, charset, ctx.menu_font, ctx.menu_font_material, bitmap_font_shader); } // Build title font if (auto it = ctx.typefaces.find("serif"); it != ctx.typefaces.end()) { build_bitmap_font(*it->second, ctx.title_font_size_pt * pt_to_px, charset, ctx.title_font, ctx.title_font_material, bitmap_font_shader); } } } // namespace game