/*******************************************************************************************
|
|
*
|
|
* raylib [text] example - Draw 3d
|
|
*
|
|
* NOTE: 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
|
|
*
|
|
* Example originally created with raylib 3.5, last time updated with raylib 4.0
|
|
*
|
|
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* 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) 2021-2024 Vlad Adrian (@demizdor)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
#include "rlgl.h"
|
|
|
|
#include <stddef.h> // Required for: NULL
|
|
#include <math.h> // 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 WaveTextConfig {
|
|
Vector3 waveRange;
|
|
Vector3 waveSpeed;
|
|
Vector3 waveOffset;
|
|
} WaveTextConfig;
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Module Functions Declaration
|
|
//--------------------------------------------------------------------------------------
|
|
// Draw a codepoint in 3D space
|
|
static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
|
|
// Draw a 2D text in 3D space
|
|
static 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.
|
|
static 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
|
|
static 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.
|
|
static Vector3 MeasureTextWave3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
|
|
// Generates a nice color with a random hue
|
|
static 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 projection type
|
|
|
|
int camera_mode = CAMERA_ORBITAL;
|
|
|
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
|
|
|
// 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};
|
|
|
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
|
|
|
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
|
|
//----------------------------------------------------------------------------------
|
|
UpdateCamera(&camera, camera_mode);
|
|
|
|
// Handle font files dropped
|
|
if (IsFileDropped())
|
|
{
|
|
FilePathList droppedFiles = LoadDroppedFiles();
|
|
|
|
// NOTE: We only support first ttf file dropped
|
|
if (IsFileExtension(droppedFiles.paths[0], ".ttf"))
|
|
{
|
|
UnloadFont(font);
|
|
font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
|
|
}
|
|
else if (IsFileExtension(droppedFiles.paths[0], ".fnt"))
|
|
{
|
|
UnloadFont(font);
|
|
font = LoadFont(droppedFiles.paths[0]);
|
|
fontSize = (float)font.baseSize;
|
|
}
|
|
|
|
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
|
}
|
|
|
|
// 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
|
|
camera_mode = CAMERA_ORBITAL;
|
|
}
|
|
else
|
|
{
|
|
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
|
|
camera_mode = CAMERA_FREE;
|
|
}
|
|
}
|
|
|
|
// Handle clicking the cube
|
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
|
{
|
|
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
|
|
|
// Check collision between ray and box
|
|
RayCollision collision = GetRayCollisionBox(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.hit)
|
|
{
|
|
// 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);
|
|
|
|
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
|
|
static 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.glyphs[index].offsetX - font.glyphPadding)/(float)font.baseSize*scale;
|
|
position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding)/(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.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
|
|
font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
|
|
|
|
float width = (float)(font.recs[index].width + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;
|
|
float height = (float)(font.recs[index].height + 2.0f*font.glyphPadding)/(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);
|
|
|
|
rlCheckRenderBatchLimit(4 + 4*backface);
|
|
rlSetTexture(font.texture.id);
|
|
|
|
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();
|
|
|
|
rlSetTexture(0);
|
|
}
|
|
}
|
|
|
|
// Draw a 2D text in 3D space
|
|
static 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 = GetCodepoint(&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.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
|
|
else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
|
|
}
|
|
|
|
i += codepointByteCount; // Move text bytes counter to next codepoint
|
|
}
|
|
}
|
|
|
|
// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
|
|
static 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 = GetCodepoint(&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.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
|
|
else textWidth += (font.recs[index].width + font.glyphs[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;
|
|
}
|
|
|
|
// 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
|
|
static 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 = GetCodepoint(&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 (GetCodepoint(&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.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
|
|
else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
|
|
}
|
|
|
|
i += codepointByteCount; // Move text bytes counter to next codepoint
|
|
}
|
|
}
|
|
|
|
// Measure a text in 3D ignoring the `~~` chars.
|
|
static 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 = GetCodepoint(&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 == '~' && GetCodepoint(&text[i+1], &next) == '~')
|
|
{
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
|
|
else textWidth += (font.recs[index].width + font.glyphs[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;
|
|
}
|
|
|
|
// Generates a nice color with a random hue
|
|
static Color GenerateRandomColor(float s, float v)
|
|
{
|
|
const float Phi = 0.618033988749895f; // Golden ratio conjugate
|
|
float h = (float)GetRandomValue(0, 360);
|
|
h = fmodf((h + h*Phi), 360.0f);
|
|
return ColorFromHSV(h, s, v);
|
|
}
|