/******************************************************************************************* * * 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) * * Example contributed by Vlad Adrian (@Demizdor) and reviewed by Ramon Santamaria (@raysan5) * * Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include // Required for: NULL #include // Required for: sinf() // 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 #define LETTER_BOUNDRY_COLOR VIOLET bool SHOW_LETTER_BOUNDRY = false; bool SHOW_TEXT_BOUNDRY = false; //-------------------------------------------------------------------------------------- // Data Types definition //-------------------------------------------------------------------------------------- // Configuration structure for waving the text typedef struct { Vector3 waveRange; Vector3 waveSpeed; Vector3 waveOffset; } WaveTextConfig; //-------------------------------------------------------------------------------------- // 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); // 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 (using markdown!) 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/alpha_discard.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)) { multicolor = !multicolor; // Enable /disable multicolor mode 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); } // Draw the text boundry if set if (SHOW_TEXT_BOUNDRY) 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_BOUNDRY_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 = 0.618033988749895f; // Golden ratio conjugate float h = GetRandomValue(0, 360); h = fmodf((h + h*Phi), 360.0f); return ColorFromHSV(h, s, v); }