| /******************************************************************************************* | |
| * | |
| *   raylib [text] example - Draw 2D text in 3D | |
| * | |
| *   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 | |
| * | |
| *   This example has been created using raylib 3.5 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Example contributed by Vlad Adrian (@Demizdor) and reviewed by Ramon Santamaria (@raysan5) | |
| * | |
| *   Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/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 { | |
|     Vector3 waveRange; | |
|     Vector3 waveSpeed; | |
|     Vector3 waveOffset; | |
| } WaveTextConfig; | |
| 
 | |
| //-------------------------------------------------------------------------------------- | |
| // Module Functions Declaration | |
| //-------------------------------------------------------------------------------------- | |
| // Draw a codepoint in 3D space | |
| void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint); | |
| // Draw a 2D text in 3D space | |
| 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. | |
| 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 | |
| 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. | |
| Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing); | |
| // Generates a nice color with a random hue | |
| 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 mode type | |
|  | |
|     SetCameraMode(camera, CAMERA_ORBITAL); | |
| 
 | |
|     Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; | |
|     Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; | |
| 
 | |
|     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second | |
|  | |
|     // 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}; | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     // Main game loop | |
|     while (!WindowShouldClose())        // Detect window close button or ESC key | |
|     { | |
|         // Update | |
|         //---------------------------------------------------------------------------------- | |
|         // Handle font files dropped | |
|         if (IsFileDropped()) | |
|         { | |
|             int count = 0; | |
|             char **droppedFiles = GetDroppedFiles(&count); | |
| 
 | |
|             // NOTE: We only support first ttf file dropped | |
|             if (IsFileExtension(droppedFiles[0], ".ttf")) | |
|             { | |
|                 UnloadFont(font); | |
|                 font = LoadFontEx(droppedFiles[0], fontSize, 0, 0); | |
|             } | |
|             else if (IsFileExtension(droppedFiles[0], ".fnt")) | |
|             { | |
|                 UnloadFont(font); | |
|                 font = LoadFont(droppedFiles[0]); | |
|                 fontSize = font.baseSize; | |
|             } | |
|             ClearDroppedFiles(); | |
|         } | |
| 
 | |
|         // 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 | |
|                 SetCameraMode(camera, CAMERA_ORBITAL); | |
|             } | |
|             else | |
|             { | |
|                 camera.position = (Vector3){ 10.0f, 10.0f, -10.0f };   // Camera position | |
|                 SetCameraMode(camera, CAMERA_FREE); | |
|             } | |
|         } | |
| 
 | |
|         // Handle clicking the cube | |
|         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) | |
|         { | |
|             Ray ray = GetMouseRay(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); | |
| 
 | |
|         UpdateCamera(&camera);          // Update camera | |
|         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 | |
| 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); | |
|     } | |
| } | |
| 
 | |
| 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 | |
|     } | |
| } | |
| 
 | |
| 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; | |
| } | |
| 
 | |
| 
 | |
| 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 | |
|     } | |
| } | |
| 
 | |
| 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; | |
| } | |
| 
 | |
| Color GenerateRandomColor(float s, float v) | |
| { | |
|     const float Phi = 0.618033988749895f; // Golden ratio conjugate | |
|     float h = GetRandomValue(0, 360); | |
|     h = fmodf((h + h*Phi), 360.0f); | |
|     return ColorFromHSV(h, s, v); | |
| }
 |