| @ -0,0 +1,94 @@ | |||
| Copyright (c) 2009, Mark Simonson (http://www.ms-studio.com, mark@marksimonson.com), | |||
| with Reserved Font Name Anonymous Pro. | |||
| This Font Software is licensed under the SIL Open Font License, Version 1.1. | |||
| This license is copied below, and is also available with a FAQ at: | |||
| http://scripts.sil.org/OFL | |||
| ----------------------------------------------------------- | |||
| SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 | |||
| ----------------------------------------------------------- | |||
| PREAMBLE | |||
| The goals of the Open Font License (OFL) are to stimulate worldwide | |||
| development of collaborative font projects, to support the font creation | |||
| efforts of academic and linguistic communities, and to provide a free and | |||
| open framework in which fonts may be shared and improved in partnership | |||
| with others. | |||
| The OFL allows the licensed fonts to be used, studied, modified and | |||
| redistributed freely as long as they are not sold by themselves. The | |||
| fonts, including any derivative works, can be bundled, embedded, | |||
| redistributed and/or sold with any software provided that any reserved | |||
| names are not used by derivative works. The fonts and derivatives, | |||
| however, cannot be released under any other type of license. The | |||
| requirement for fonts to remain under this license does not apply | |||
| to any document created using the fonts or their derivatives. | |||
| DEFINITIONS | |||
| "Font Software" refers to the set of files released by the Copyright | |||
| Holder(s) under this license and clearly marked as such. This may | |||
| include source files, build scripts and documentation. | |||
| "Reserved Font Name" refers to any names specified as such after the | |||
| copyright statement(s). | |||
| "Original Version" refers to the collection of Font Software components as | |||
| distributed by the Copyright Holder(s). | |||
| "Modified Version" refers to any derivative made by adding to, deleting, | |||
| or substituting -- in part or in whole -- any of the components of the | |||
| Original Version, by changing formats or by porting the Font Software to a | |||
| new environment. | |||
| "Author" refers to any designer, engineer, programmer, technical | |||
| writer or other person who contributed to the Font Software. | |||
| PERMISSION & CONDITIONS | |||
| Permission is hereby granted, free of charge, to any person obtaining | |||
| a copy of the Font Software, to use, study, copy, merge, embed, modify, | |||
| redistribute, and sell modified and unmodified copies of the Font | |||
| Software, subject to the following conditions: | |||
| 1) Neither the Font Software nor any of its individual components, | |||
| in Original or Modified Versions, may be sold by itself. | |||
| 2) Original or Modified Versions of the Font Software may be bundled, | |||
| redistributed and/or sold with any software, provided that each copy | |||
| contains the above copyright notice and this license. These can be | |||
| included either as stand-alone text files, human-readable headers or | |||
| in the appropriate machine-readable metadata fields within text or | |||
| binary files as long as those fields can be easily viewed by the user. | |||
| 3) No Modified Version of the Font Software may use the Reserved Font | |||
| Name(s) unless explicit written permission is granted by the corresponding | |||
| Copyright Holder. This restriction only applies to the primary font name as | |||
| presented to the users. | |||
| 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font | |||
| Software shall not be used to promote, endorse or advertise any | |||
| Modified Version, except to acknowledge the contribution(s) of the | |||
| Copyright Holder(s) and the Author(s) or with their explicit written | |||
| permission. | |||
| 5) The Font Software, modified or unmodified, in part or in whole, | |||
| must be distributed entirely under this license, and must not be | |||
| distributed under any other license. The requirement for fonts to | |||
| remain under this license does not apply to any document created | |||
| using the Font Software. | |||
| TERMINATION | |||
| This license becomes null and void if any of the above conditions are | |||
| not met. | |||
| DISCLAIMER | |||
| THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |||
| EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF | |||
| MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT | |||
| OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE | |||
| COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |||
| INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL | |||
| DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |||
| FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM | |||
| OTHER DEALINGS IN THE FONT SOFTWARE. | |||
| @ -0,0 +1,26 @@ | |||
| #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; | |||
| // NOTE: Add here your custom variables | |||
| const float smoothing = 1.0/16.0; | |||
| void main() | |||
| { | |||
| // Texel color fetching from texture sampler | |||
| // NOTE: Calculate alpha using signed distance field (SDF) | |||
| float distance = texture(texture0, fragTexCoord).a; | |||
| float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); | |||
| // Calculate final fragment color | |||
| finalColor = vec4(fragColor.rgb, fragColor.a*alpha); | |||
| } | |||
| @ -0,0 +1,123 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [text] example - TTF loading and usage | |||
| * | |||
| * This example has been created using raylib 1.3.0 (www.raylib.com) | |||
| * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
| * | |||
| * Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| 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"; | |||
| // Default font generation from TTF font | |||
| Font fontDefault = { 0 }; | |||
| fontDefault.baseSize = 16; | |||
| fontDefault.charsCount = 95; | |||
| // Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array) | |||
| fontDefault.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 95, false); | |||
| // Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default) | |||
| Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0); | |||
| fontDefault.texture = LoadTextureFromImage(atlas); | |||
| UnloadImage(atlas); | |||
| // SDF font generation from TTF font | |||
| // NOTE: SDF chars data is generated with LoadFontData(), it's just a bool option | |||
| Font fontSDF = { 0 }; | |||
| fontSDF.baseSize = 16; | |||
| fontSDF.charsCount = 95; | |||
| // Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95) | |||
| fontSDF.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 0, true); | |||
| // Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm) | |||
| atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1); | |||
| fontSDF.texture = LoadTextureFromImage(atlas); | |||
| UnloadImage(atlas); | |||
| // Load SDF required shader (we use default vertex shader) | |||
| Shader shader = LoadShader(0, "resources/shaders/sdf.fs"); | |||
| SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font | |||
| Vector2 fontPosition = { 40, screenHeight/2 - 50 }; | |||
| Vector2 textSize = { 0.0f }; | |||
| float fontSize = 16.0f; | |||
| int currentFont = 0; // 0 - fontDefault, 1 - fontSDF | |||
| SetTargetFPS(60); | |||
| //-------------------------------------------------------------------------------------- | |||
| // 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); | |||
| } | |||
| DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY); | |||
| DrawText(FormatText("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY); | |||
| DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY); | |||
| DrawText("PRESS 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; | |||
| } | |||