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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. |
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#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); | |||
} |
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/******************************************************************************************* | |||
* | |||
* 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; | |||
} |