raylib/examples/text/text_font_sdf.c

146 lines
6.0 KiB
C

/*******************************************************************************************
*
* raylib [text] example - Font SDF loading
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#include <stdlib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
const char msg[50] = "Signed Distance Fields";
// Loading file to memory
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize);
// Default font generation from TTF font
Font fontDefault = { 0 };
fontDefault.baseSize = 16;
fontDefault.glyphCount = 95;
// Loading font data from memory data
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
fontDefault.glyphs = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
Image atlas = GenImageFontAtlas(fontDefault.glyphs, &fontDefault.recs, 95, 16, 4, 0);
fontDefault.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
// SDF font generation from TTF font
Font fontSDF = { 0 };
fontSDF.baseSize = 16;
fontSDF.glyphCount = 95;
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
fontSDF.glyphs = LoadFontData(fileData, fileSize, 16, 0, 0, FONT_SDF);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
atlas = GenImageFontAtlas(fontSDF.glyphs, &fontSDF.recs, 95, 16, 0, 1);
fontSDF.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
UnloadFileData(fileData); // Free memory from loaded file
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
Vector2 textSize = { 0.0f, 0.0f };
float fontSize = 16.0f;
int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove()*8.0f;
if (fontSize < 6) fontSize = 6;
if (IsKeyDown(KEY_SPACE)) currentFont = 1;
else currentFont = 0;
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (currentFont == 1)
{
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
BeginShaderMode(shader); // Activate SDF font shader
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
EndShaderMode(); // Activate our default shader for next drawings
DrawTexture(fontSDF.texture, 10, 10, BLACK);
}
else
{
DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
DrawTexture(fontDefault.texture, 10, 10, BLACK);
}
if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
else DrawText("default font", 315, 40, 30, GRAY);
DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault); // Default font unloading
UnloadFont(fontSDF); // SDF font unloading
UnloadShader(shader); // Unload SDF shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}