Added draw 3d text example (#1689)

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Vlad Adrian 2021-03-28 17:08:14 +03:00 committed by GitHub
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4 changed files with 772 additions and 1 deletions

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@ -450,7 +450,8 @@ TEXT = \
text/text_input_box \ text/text_input_box \
text/text_writing_anim \ text/text_writing_anim \
text/text_rectangle_bounds \ text/text_rectangle_bounds \
text/text_unicode text/text_unicode \
text/text_draw_3d
MODELS = \ MODELS = \
models/models_animation \ models/models_animation \

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@ -0,0 +1,19 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
if (texelColor.a == 0.0) discard;
finalColor = texelColor * fragColor * colDiffuse;
}

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@ -0,0 +1,751 @@
/*******************************************************************************************
*
* raylib [text] example - Draw 2D text in 3D
*
* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
* where the texture coodinates of each quad map to the texture coordinates of the glyphs
* inside the font texture.
* A more efficient approach, i believe, would be to render the text in a render texture and
* map that texture to a plane and render that, or maybe a shader but my method allows more
* flexibility...for example to change position of each letter individually to make somethink
* like a wavy text effect.
*
* Special thanks to:
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor)
* Copyright (C) 2021 Ramon Santamaria (@raysan5)
********************************************************************************************/
#include <stddef.h> // for NULL
#include <math.h> // for sinf()
#include "raylib.h"
#include "rlgl.h"
// To make it work with the older RLGL module just comment the line below
#define RAYLIB_NEW_RLGL
//--------------------------------------------------------------------------------------
// Globals
//--------------------------------------------------------------------------------------
#define LETTER_BOUNDRY_SIZE 0.25f
#define TEXT_MAX_LAYERS 32
bool SHOW_LETTER_BOUNDRY = false;
#define LETTER_BOUDRY_COLOR VIOLET
bool SHOW_TEXT_BOUNDRY = false;
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Module Functions Declaration
//--------------------------------------------------------------------------------------
// Draw a codepoint in 3D space
void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
// Draw a 2D text in 3D space
void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
// Configuration structure for waving the text
typedef struct {
Vector3 waveRange;
Vector3 waveSpeed;
Vector3 waveOffset;
} WaveTextConfig;
// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint);
// Measure a text in 3D ignoring the `~~` chars.
Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
// Generates a nice color with a random hue
Color GenerateRandomColor(float s, float v);
//--------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
bool spin = true; // Spin the camera?
bool multicolor = false; // Multicolor mode
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// Use the default font
Font font = GetFontDefault();
float fontSize = 8.0f;
float fontSpacing = 0.5f;
float lineSpacing = -1.0f;
// Set the text
char text[64] = "Hello ~~World~~ in 3D!";
Vector3 tbox = {0};
int layers = 1;
int quads = 0;
float layerDistance = 0.01f;
WaveTextConfig wcfg;
wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f;
wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f;
wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f;
float time = 0.0f;
// Setup a light and dark color
Color light = MAROON;
Color dark = RED;
// Load the alpha discard shader
Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alphaDiscard.fs");
// Array filled with multiple random colors (when multicolor mode is set)
Color multi[TEXT_MAX_LAYERS] = {0};
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Handle font files dropped
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
// NOTE: We only support first ttf file dropped
if (IsFileExtension(droppedFiles[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
}
else if(IsFileExtension(droppedFiles[0], ".fnt"))
{
UnloadFont(font);
font = LoadFont(droppedFiles[0]);
fontSize = font.baseSize;
}
ClearDroppedFiles();
}
// Handle Events
if(IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
if(IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
if(IsKeyPressed(KEY_F3))
{
// Handle camera change
spin = !spin;
// we need to reset the camera when changing modes
camera = (Camera3D){ 0 };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
if(spin)
{
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_ORBITAL);
}
else
{
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_FREE);
}
}
// Handle clicking the cube
if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Ray ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
bool collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
if(collision)
{
// generate new random colors
light = GenerateRandomColor(0.5f, 0.78f);
dark = GenerateRandomColor(0.4f, 0.58f);
}
}
// Handle text layers changes
if(IsKeyPressed(KEY_HOME)){ if(layers > 1) --layers; }
else if(IsKeyPressed(KEY_END)) { if(layers < TEXT_MAX_LAYERS) ++layers; }
// Handle text changes
if(IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
else if(IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
else if(IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
else if(IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
else if(IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
else if(IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
else if(IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
else if(IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
else if(IsKeyPressed(KEY_TAB))
{
// enable /disable multicolor mode
multicolor = !multicolor;
if(multicolor)
{
// Fill color array with random colors
for(int i=0; i<TEXT_MAX_LAYERS; ++i)
{
multi[i] = GenerateRandomColor(0.5f, 0.8f);
multi[i].a = GetRandomValue(0, 255);
}
}
}
// Handle text input
int ch = GetCharPressed();
if(IsKeyPressed(KEY_BACKSPACE))
{
// remove last char
int len = TextLength(text);
if(len > 0) text[len-1] = '\0';
}
else if(IsKeyPressed(KEY_ENTER))
{
// handle newline
int len = TextLength(text);
if(len < sizeof(text)-1) {
text[len] = '\n';
text[len+1] ='\0';
}
}
else
{
// append only printable chars
int len = TextLength(text);
if(len < sizeof(text)-1) {
text[len] = ch;
text[len+1] ='\0';
}
}
// Measure 3D text so we can center it
tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
UpdateCamera(&camera); // Update camera
quads = 0; // Reset quad counter
time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()`
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCubeV(cubePosition, cubeSize, dark);
DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
DrawGrid(10, 2.0f);
// Use a shader to handle the depth buffer issue with transparent textures
// NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/
BeginShaderMode(alphaDiscard);
// Draw the 3D text above the red cube
rlPushMatrix();
rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
for(int i=0; i<layers; ++i)
{
Color clr = light;
if(multicolor) clr = multi[i];
DrawTextWave3D(font, text, (Vector3){-tbox.x/2.0f, layerDistance*i, -4.5f}, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
}
if(SHOW_TEXT_BOUNDRY) // draw the text boundry if set
DrawCubeWiresV((Vector3){0.0f, 0.0f, -4.5f+tbox.z/2}, tbox, dark);
rlPopMatrix();
// Don't draw the letter boundries for the 3D text below
bool slb = SHOW_LETTER_BOUNDRY;
SHOW_LETTER_BOUNDRY = false;
// Draw 3D options (use default font)
//-------------------------------------------------------------------------
rlPushMatrix();
rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
char* opt = (char*)TextFormat("< SIZE: %2.1f >", fontSize);
quads += TextLength(opt);
Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 0.5f + m.z;
opt = (char*)TextFormat("< SPACING: %2.1f >", fontSpacing);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 0.5f + m.z;
opt = (char*)TextFormat("< LINE: %2.1f >", lineSpacing);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 1.0f + m.z;
opt = (char*)TextFormat("< LBOX: %3s >", slb ?"ON":"OFF");
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
pos.z += 0.5f + m.z;
opt = (char*)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY ?"ON":"OFF");
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
pos.z += 0.5f + m.z;
opt = (char*)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
rlPopMatrix();
//-------------------------------------------------------------------------
// Draw 3D info text (use default font)
//-------------------------------------------------------------------------
opt = "All the text displayed here is in 3D";
quads += 36;
m = MeasureText3D(GetFontDefault(), opt, 10.0f, 0.5f, 0.0f);
pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 1.5f + m.z;
opt = "press [Left]/[Right] to change the font size";
quads += 44;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [Up]/[Down] to change the font spacing";
quads += 44;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [PgUp]/[PgDown] to change the line spacing";
quads += 48;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [F1] to toggle the letter boundry";
quads += 39;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [F2] to toggle the text boundry";
quads += 37;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
//-------------------------------------------------------------------------
SHOW_LETTER_BOUNDRY = slb;
EndShaderMode();
EndMode3D();
// Draw 2D info text & stats
//-------------------------------------------------------------------------
DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n"
"Press [F3] to toggle the camera", 10, 35, 10, BLACK);
quads += TextLength(text)*2*layers;
char* tmp = (char*)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin ? "ORBITAL" : "FREE", quads, quads*4);
int width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
tmp = "[Home]/[End] to add/remove 3D text layers";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY);
tmp = "[Insert]/[Delete] to increase/decrease distance between layers";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY);
tmp = "click the [CUBE] for a random color";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY);
tmp = "[Tab] to toggle multicolor mode";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 70, 10, DARKGRAY);
//-------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Module Functions Definitions
//--------------------------------------------------------------------------------------
// Draw codepoint at specified position in 3D space
void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
{
// Character index position in sprite font
// NOTE: In case a codepoint is not available in the font, index returned points to '?'
int index = GetGlyphIndex(font, codepoint);
float scale = fontSize/(float)font.baseSize;
// Character destination rectangle on screen
// NOTE: We consider charsPadding on drawing
position.x += (float)(font.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(float)font.baseSize*scale;
// Character source rectangle from font texture atlas
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
if(font.texture.id > 0)
{
const float x = 0.0f;
const float y = 0.0f;
const float z = 0.0f;
// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
const float tx = srcRec.x/font.texture.width;
const float ty = srcRec.y/font.texture.height;
const float tw = (srcRec.x+srcRec.width)/font.texture.width;
const float th = (srcRec.y+srcRec.height)/font.texture.height;
if(SHOW_LETTER_BOUNDRY)
DrawCubeWiresV((Vector3){ position.x+width/2, position.y, position.z+height/2}, (Vector3){width, LETTER_BOUNDRY_SIZE, height}, LETTER_BOUDRY_COLOR);
#if defined(RAYLIB_NEW_RLGL)
rlCheckRenderBatchLimit(4+4*backface);
rlSetTexture(font.texture.id);
#else
if (rlCheckBufferLimit(4+4*backface)) rlglDraw();
rlEnableTexture(font.texture.id);
#endif
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Front Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if(backface)
{
// Back Face
rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
}
rlEnd();
rlPopMatrix();
#if defined(RAYLIB_NEW_RLGL)
rlSetTexture(0);
#else
rlDisableTexture();
#endif
}
}
void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize/(float)font.baseSize;
for (int i = 0; i < length;)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetNextCodepoint(&text[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointByteCount = 1;
if (codepoint == '\n')
{
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
textOffsetX = 0.0f;
}
else
{
if ((codepoint != ' ') && (codepoint != '\t'))
{
DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
}
if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
}
i += codepointByteCount; // Move text bytes counter to next codepoint
}
}
Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize/(float)font.baseSize;
float textHeight = scale;
float textWidth = 0.0f;
int letter = 0; // Current character
int index = 0; // Index position in sprite font
for (int i = 0; i < len; i++)
{
lenCounter++;
int next = 0;
letter = GetNextCodepoint(&text[i], &next);
index = GetGlyphIndex(font, letter);
// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
if (letter == 0x3f) next = 1;
i += next - 1;
if (letter != '\n')
{
if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
}
else
{
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
lenCounter = 0;
textWidth = 0.0f;
textHeight += scale + lineSpacing/(float)font.baseSize*scale;
}
if (tempLen < lenCounter) tempLen = lenCounter;
}
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
Vector3 vec = { 0 };
vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
vec.y = 0.25f;
vec.z = textHeight;
return vec;
}
void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize/(float)font.baseSize;
bool wave = false;
for (int i = 0, k = 0; i < length; ++k)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetNextCodepoint(&text[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointByteCount = 1;
if (codepoint == '\n')
{
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
textOffsetX = 0.0f;
k = 0;
}
else if (codepoint == '~')
{
if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~')
{
codepointByteCount += 1;
wave = !wave;
}
}
else
{
if ((codepoint != ' ') && (codepoint != '\t'))
{
Vector3 pos = position;
if (wave) // Apply the wave effect
{
pos.x += sinf(time*config->waveSpeed.x-k*config->waveOffset.x)*config->waveRange.x;
pos.y += sinf(time*config->waveSpeed.y-k*config->waveOffset.y)*config->waveRange.y;
pos.z += sinf(time*config->waveSpeed.z-k*config->waveOffset.z)*config->waveRange.z;
}
DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
}
if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
}
i += codepointByteCount; // Move text bytes counter to next codepoint
}
}
Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize/(float)font.baseSize;
float textHeight = scale;
float textWidth = 0.0f;
int letter = 0; // Current character
int index = 0; // Index position in sprite font
for (int i = 0; i < len; i++)
{
lenCounter++;
int next = 0;
letter = GetNextCodepoint(&text[i], &next);
index = GetGlyphIndex(font, letter);
// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
if (letter == 0x3f) next = 1;
i += next - 1;
if (letter != '\n')
{
if(letter == '~' && GetNextCodepoint(&text[i+1], &next) == '~')
{
i++;
}
else
{
if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
}
}
else
{
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
lenCounter = 0;
textWidth = 0.0f;
textHeight += scale + lineSpacing/(float)font.baseSize*scale;
}
if (tempLen < lenCounter) tempLen = lenCounter;
}
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
Vector3 vec = { 0 };
vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
vec.y = 0.25f;
vec.z = textHeight;
return vec;
}
Color GenerateRandomColor(float s, float v)
{
const float Phi = 0.618033988749895; // golden ratio conjugate
float h = GetRandomValue(0, 360);
h = fmodf((h + h*Phi), 360.0f);
return ColorFromHSV(h, s, v);
}

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