@ -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; | |||||
} |