raylib/examples/text/text_font_sdf.c

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/*******************************************************************************************
*
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* raylib [text] example - Font SDF loading
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*
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* Example originally created with raylib 1.3, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#include <stdlib.h>
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//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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const char msg[50] = "Signed Distance Fields";
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// Loading file to memory
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize);
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// Default font generation from TTF font
Font fontDefault = { 0 };
fontDefault.baseSize = 16;
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fontDefault.glyphCount = 95;
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// Loading font data from memory data
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// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
fontDefault.glyphs = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
Image atlas = GenImageFontAtlas(fontDefault.glyphs, &fontDefault.recs, 95, 16, 4, 0);
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fontDefault.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
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// SDF font generation from TTF font
Font fontSDF = { 0 };
fontSDF.baseSize = 16;
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fontSDF.glyphCount = 95;
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
fontSDF.glyphs = LoadFontData(fileData, fileSize, 16, 0, 0, FONT_SDF);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
atlas = GenImageFontAtlas(fontSDF.glyphs, &fontSDF.recs, 95, 16, 0, 1);
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fontSDF.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
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UnloadFileData(fileData); // Free memory from loaded file
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// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
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Vector2 textSize = { 0.0f, 0.0f };
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float fontSize = 16.0f;
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int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
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// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove()*8.0f;
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if (fontSize < 6) fontSize = 6;
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if (IsKeyDown(KEY_SPACE)) currentFont = 1;
else currentFont = 0;
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if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
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fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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if (currentFont == 1)
{
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
BeginShaderMode(shader); // Activate SDF font shader
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
EndShaderMode(); // Activate our default shader for next drawings
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DrawTexture(fontSDF.texture, 10, 10, BLACK);
}
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else
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{
DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
DrawTexture(fontDefault.texture, 10, 10, BLACK);
}
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if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
else DrawText("default font", 315, 40, 30, GRAY);
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DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
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DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
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DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault); // Default font unloading
UnloadFont(fontSDF); // SDF font unloading
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UnloadShader(shader); // Unload SDF shader
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}