Added draw 3d text example (#1689)
This commit is contained in:
parent
7eaeffc8d9
commit
668ba870e4
@ -450,7 +450,8 @@ TEXT = \
|
||||
text/text_input_box \
|
||||
text/text_writing_anim \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_unicode
|
||||
text/text_unicode \
|
||||
text/text_draw_3d
|
||||
|
||||
MODELS = \
|
||||
models/models_animation \
|
||||
|
19
examples/text/resources/shaders/glsl330/alphaDiscard.fs
Normal file
19
examples/text/resources/shaders/glsl330/alphaDiscard.fs
Normal file
@ -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;
|
||||
}
|
751
examples/text/text_draw_3d.c
Normal file
751
examples/text/text_draw_3d.c
Normal file
@ -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);
|
||||
}
|
BIN
examples/text/text_draw_3d.png
Normal file
BIN
examples/text/text_draw_3d.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 57 KiB |
Loading…
Reference in New Issue
Block a user