REVIEWED: text_draw_3d, code formatting
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@ -17,30 +17,41 @@
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor)
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* Copyright (C) 2021 Ramon Santamaria (@raysan5)
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* Example contributed by Vlad Adrian (@Demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor)
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*
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********************************************************************************************/
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#include <stddef.h> // for NULL
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#include <math.h> // for sinf()
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#include "raylib.h"
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#include "rlgl.h"
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#include <stddef.h> // Required for: NULL
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#include <math.h> // Required for: sinf()
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// To make it work with the older RLGL module just comment the line below
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#define RAYLIB_NEW_RLGL
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//--------------------------------------------------------------------------------------
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// Globals
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//--------------------------------------------------------------------------------------
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#define LETTER_BOUNDRY_SIZE 0.25f
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#define TEXT_MAX_LAYERS 32
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#define LETTER_BOUNDRY_SIZE 0.25f
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#define TEXT_MAX_LAYERS 32
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#define LETTER_BOUNDRY_COLOR VIOLET
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bool SHOW_LETTER_BOUNDRY = false;
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#define LETTER_BOUDRY_COLOR VIOLET
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bool SHOW_TEXT_BOUNDRY = false;
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//--------------------------------------------------------------------------------------
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// Data Types definition
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//--------------------------------------------------------------------------------------
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// Configuration structure for waving the text
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typedef struct {
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Vector3 waveRange;
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Vector3 waveSpeed;
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Vector3 waveOffset;
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} WaveTextConfig;
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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@ -51,12 +62,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
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// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
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Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
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// Configuration structure for waving the text
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typedef struct {
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Vector3 waveRange;
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Vector3 waveSpeed;
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Vector3 waveOffset;
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} WaveTextConfig;
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// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
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// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
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void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint);
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@ -64,9 +70,6 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
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Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
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// Generates a nice color with a random hue
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Color GenerateRandomColor(float s, float v);
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//--------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -81,7 +84,7 @@ int main(void)
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SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
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bool spin = true; // Spin the camera?
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bool spin = true; // Spin the camera?
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bool multicolor = false; // Multicolor mode
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// Define the camera to look into our 3d world
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@ -105,7 +108,7 @@ int main(void)
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float fontSpacing = 0.5f;
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float lineSpacing = -1.0f;
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// Set the text
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// Set the text (using markdown!)
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char text[64] = "Hello ~~World~~ in 3D!";
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Vector3 tbox = {0};
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int layers = 1;
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@ -124,7 +127,7 @@ int main(void)
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Color dark = RED;
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// Load the alpha discard shader
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Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alphaDiscard.fs");
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Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
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// Array filled with multiple random colors (when multicolor mode is set)
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Color multi[TEXT_MAX_LAYERS] = {0};
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@ -147,7 +150,7 @@ int main(void)
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UnloadFont(font);
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font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
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}
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else if(IsFileExtension(droppedFiles[0], ".fnt"))
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else if (IsFileExtension(droppedFiles[0], ".fnt"))
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{
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UnloadFont(font);
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font = LoadFont(droppedFiles[0]);
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@ -157,9 +160,9 @@ int main(void)
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}
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// Handle Events
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if(IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
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if(IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
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if(IsKeyPressed(KEY_F3))
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if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
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if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
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if (IsKeyPressed(KEY_F3))
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{
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// Handle camera change
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spin = !spin;
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@ -170,7 +173,7 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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if(spin)
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if (spin)
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{
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camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
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SetCameraMode(camera, CAMERA_ORBITAL);
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@ -183,7 +186,7 @@ int main(void)
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}
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// Handle clicking the cube
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if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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Ray ray = GetMouseRay(GetMousePosition(), camera);
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@ -191,36 +194,35 @@ int main(void)
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bool collision = CheckCollisionRayBox(ray,
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(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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if(collision)
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if (collision)
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{
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// generate new random colors
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// Generate new random colors
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light = GenerateRandomColor(0.5f, 0.78f);
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dark = GenerateRandomColor(0.4f, 0.58f);
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}
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}
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// Handle text layers changes
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if(IsKeyPressed(KEY_HOME)){ if(layers > 1) --layers; }
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else if(IsKeyPressed(KEY_END)) { if(layers < TEXT_MAX_LAYERS) ++layers; }
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if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; }
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else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; }
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// Handle text changes
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if(IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
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else if(IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
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else if(IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
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else if(IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
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else if(IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
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else if(IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
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else if(IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
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else if(IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
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else if(IsKeyPressed(KEY_TAB))
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if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
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else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
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else if (IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
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else if (IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
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else if (IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
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else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
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else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
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else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
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else if (IsKeyPressed(KEY_TAB))
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{
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// enable /disable multicolor mode
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multicolor = !multicolor;
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multicolor = !multicolor; // Enable /disable multicolor mode
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if(multicolor)
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if (multicolor)
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{
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// Fill color array with random colors
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for(int i=0; i<TEXT_MAX_LAYERS; ++i)
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for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
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{
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multi[i] = GenerateRandomColor(0.5f, 0.8f);
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multi[i].a = GetRandomValue(0, 255);
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@ -230,17 +232,18 @@ int main(void)
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// Handle text input
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int ch = GetCharPressed();
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if(IsKeyPressed(KEY_BACKSPACE))
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if (IsKeyPressed(KEY_BACKSPACE))
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{
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// remove last char
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// Remove last char
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int len = TextLength(text);
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if(len > 0) text[len-1] = '\0';
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if (len > 0) text[len - 1] = '\0';
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}
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else if(IsKeyPressed(KEY_ENTER))
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else if (IsKeyPressed(KEY_ENTER))
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{
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// handle newline
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int len = TextLength(text);
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if(len < sizeof(text)-1) {
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if (len < sizeof(text) - 1)
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{
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text[len] = '\n';
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text[len+1] ='\0';
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}
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@ -249,7 +252,8 @@ int main(void)
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{
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// append only printable chars
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int len = TextLength(text);
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if(len < sizeof(text)-1) {
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if (len < sizeof(text) - 1)
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{
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text[len] = ch;
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text[len+1] ='\0';
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}
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@ -283,15 +287,16 @@ int main(void)
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rlPushMatrix();
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rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
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rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
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for(int i=0; i<layers; ++i)
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for (int i = 0; i < layers; ++i)
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{
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Color clr = light;
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if(multicolor) clr = multi[i];
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DrawTextWave3D(font, text, (Vector3){-tbox.x/2.0f, layerDistance*i, -4.5f}, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
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DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
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}
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if(SHOW_TEXT_BOUNDRY) // draw the text boundry if set
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DrawCubeWiresV((Vector3){0.0f, 0.0f, -4.5f+tbox.z/2}, tbox, dark);
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// Draw the text boundry if set
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if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark);
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rlPopMatrix();
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// Don't draw the letter boundries for the 3D text below
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@ -302,42 +307,42 @@ int main(void)
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//-------------------------------------------------------------------------
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rlPushMatrix();
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rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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char* opt = (char*)TextFormat("< SIZE: %2.1f >", fontSize);
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char *opt = (char *)TextFormat("< SIZE: %2.1f >", fontSize);
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quads += TextLength(opt);
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Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 0.5f + m.z;
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opt = (char*)TextFormat("< SPACING: %2.1f >", fontSpacing);
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opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 0.5f + m.z;
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opt = (char*)TextFormat("< LINE: %2.1f >", lineSpacing);
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opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 1.0f + m.z;
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opt = (char*)TextFormat("< LBOX: %3s >", slb ?"ON":"OFF");
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opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF");
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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pos.z += 0.5f + m.z;
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opt = (char*)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY ?"ON":"OFF");
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opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF");
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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pos.z += 0.5f + m.z;
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opt = (char*)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
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opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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@ -400,7 +405,7 @@ int main(void)
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"Press [F3] to toggle the camera", 10, 35, 10, BLACK);
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quads += TextLength(text)*2*layers;
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char* tmp = (char*)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin ? "ORBITAL" : "FREE", quads, quads*4);
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char *tmp = (char *)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin? "ORBITAL" : "FREE", quads, quads*4);
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int width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
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@ -436,12 +441,9 @@ int main(void)
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return 0;
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}
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//--------------------------------------------------------------------------------------
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// Module Functions Definitions
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//--------------------------------------------------------------------------------------
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// Draw codepoint at specified position in 3D space
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void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
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{
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@ -476,13 +478,13 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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const float th = (srcRec.y+srcRec.height)/font.texture.height;
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if(SHOW_LETTER_BOUNDRY)
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DrawCubeWiresV((Vector3){ position.x+width/2, position.y, position.z+height/2}, (Vector3){width, LETTER_BOUNDRY_SIZE, height}, LETTER_BOUDRY_COLOR);
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DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
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#if defined(RAYLIB_NEW_RLGL)
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rlCheckRenderBatchLimit(4+4*backface);
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rlCheckRenderBatchLimit(4 + 4*backface);
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rlSetTexture(font.texture.id);
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#else
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if (rlCheckBufferLimit(4+4*backface)) rlglDraw();
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if (rlCheckBufferLimit(4 + 4*backface)) rlglDraw();
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rlEnableTexture(font.texture.id);
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#endif
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rlPushMatrix();
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@ -498,7 +500,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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if(backface)
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if (backface)
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{
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// Back Face
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rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
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@ -515,11 +517,9 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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#else
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rlDisableTexture();
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#endif
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}
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}
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
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{
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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@ -529,7 +529,6 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f
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float scale = fontSize/(float)font.baseSize;
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for (int i = 0; i < length;)
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{
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// Get next codepoint from byte string and glyph index in font
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@ -568,7 +567,6 @@ Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpa
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int len = TextLength(text);
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int tempLen = 0; // Used to count longer text line num chars
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int lenCounter = 0;
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float tempTextWidth = 0.0f; // Used to count longer text line width
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@ -685,7 +683,6 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon
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int len = TextLength(text);
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int tempLen = 0; // Used to count longer text line num chars
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int lenCounter = 0;
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float tempTextWidth = 0.0f; // Used to count longer text line width
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@ -744,7 +741,7 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon
|
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|
||||
Color GenerateRandomColor(float s, float v)
|
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{
|
||||
const float Phi = 0.618033988749895; // golden ratio conjugate
|
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const float Phi = 0.618033988749895f; // Golden ratio conjugate
|
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float h = GetRandomValue(0, 360);
|
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h = fmodf((h + h*Phi), 360.0f);
|
||||
return ColorFromHSV(h, s, v);
|
||||
|
Loading…
Reference in New Issue
Block a user