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	REVIEWED: text_draw_3d, code formatting
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		| @@ -17,15 +17,18 @@ | ||||
| *   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) | ||||
| *   Copyright (C) 2021 Ramon Santamaria (@raysan5) | ||||
| * | ||||
| ********************************************************************************************/ | ||||
|  | ||||
| #include <stddef.h>     // for NULL  | ||||
| #include <math.h>       // for sinf() | ||||
| #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 | ||||
|  | ||||
| @@ -34,13 +37,21 @@ | ||||
| //-------------------------------------------------------------------------------------- | ||||
| #define LETTER_BOUNDRY_SIZE     0.25f | ||||
| #define TEXT_MAX_LAYERS         32 | ||||
| #define LETTER_BOUNDRY_COLOR    VIOLET | ||||
|  | ||||
| bool SHOW_LETTER_BOUNDRY = false; | ||||
| #define LETTER_BOUDRY_COLOR VIOLET | ||||
| 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 | ||||
| @@ -51,12 +62,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS | ||||
| 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); | ||||
| // Configuration structure for waving the text | ||||
| typedef struct { | ||||
|     Vector3 waveRange; | ||||
|     Vector3 waveSpeed; | ||||
|     Vector3 waveOffset; | ||||
| } WaveTextConfig; | ||||
|  | ||||
| // 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); | ||||
| @@ -64,9 +70,6 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz | ||||
| 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 | ||||
| @@ -105,7 +108,7 @@ int main(void) | ||||
|     float fontSpacing = 0.5f; | ||||
|     float lineSpacing = -1.0f; | ||||
|      | ||||
|     // Set the text | ||||
|     // Set the text (using markdown!) | ||||
|     char text[64] = "Hello ~~World~~ in 3D!"; | ||||
|     Vector3 tbox = {0}; | ||||
|     int layers = 1; | ||||
| @@ -124,7 +127,7 @@ int main(void) | ||||
|     Color dark = RED; | ||||
|      | ||||
|     // Load the alpha discard shader | ||||
|     Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alphaDiscard.fs"); | ||||
|     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}; | ||||
| @@ -193,7 +196,7 @@ int main(void) | ||||
|                                           (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }}); | ||||
|             if (collision)  | ||||
|             { | ||||
|             	// generate new random colors | ||||
|             	// Generate new random colors | ||||
|                 light = GenerateRandomColor(0.5f, 0.78f); | ||||
|                 dark = GenerateRandomColor(0.4f, 0.58f); | ||||
|             } | ||||
| @@ -214,8 +217,7 @@ int main(void) | ||||
|         else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f; | ||||
|         else if (IsKeyPressed(KEY_TAB))  | ||||
|         { | ||||
|             // enable /disable multicolor mode | ||||
|             multicolor = !multicolor; | ||||
|             multicolor = !multicolor;   // Enable /disable multicolor mode | ||||
|              | ||||
|             if (multicolor)  | ||||
|             { | ||||
| @@ -232,7 +234,7 @@ int main(void) | ||||
|         int ch = GetCharPressed(); | ||||
|         if (IsKeyPressed(KEY_BACKSPACE))  | ||||
|         { | ||||
|             // remove last char | ||||
|             // Remove last char | ||||
|             int len = TextLength(text); | ||||
|             if (len > 0) text[len - 1] = '\0'; | ||||
|         }  | ||||
| @@ -240,7 +242,8 @@ int main(void) | ||||
|         { | ||||
|             // handle newline | ||||
|             int len = TextLength(text); | ||||
|             if(len < sizeof(text)-1) { | ||||
|             if (len < sizeof(text) - 1) | ||||
|             { | ||||
|                 text[len] = '\n';  | ||||
|                 text[len+1] ='\0'; | ||||
|             } | ||||
| @@ -249,7 +252,8 @@ int main(void) | ||||
|         { | ||||
|             // append only printable chars | ||||
|             int len = TextLength(text); | ||||
|             if(len < sizeof(text)-1) { | ||||
|             if (len < sizeof(text) - 1) | ||||
|             { | ||||
|                 text[len] = ch;  | ||||
|                 text[len+1] ='\0'; | ||||
|             } | ||||
| @@ -283,6 +287,7 @@ int main(void) | ||||
|                     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; | ||||
| @@ -290,8 +295,8 @@ int main(void) | ||||
|                             DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr); | ||||
|                         } | ||||
|                          | ||||
|                         if(SHOW_TEXT_BOUNDRY) // draw the text boundry if set | ||||
|                             DrawCubeWiresV((Vector3){0.0f, 0.0f, -4.5f+tbox.z/2}, tbox, dark); | ||||
|                         // 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 | ||||
| @@ -436,12 +441,9 @@ int main(void) | ||||
|     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) | ||||
| { | ||||
| @@ -476,7 +478,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS | ||||
|         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_BOUDRY_COLOR); | ||||
|             DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR); | ||||
|  | ||||
| #if defined(RAYLIB_NEW_RLGL) | ||||
|         rlCheckRenderBatchLimit(4 + 4*backface); | ||||
| @@ -515,11 +517,9 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS | ||||
| #else | ||||
|         rlDisableTexture(); | ||||
| #endif | ||||
|       | ||||
|     } | ||||
| } | ||||
|  | ||||
|  | ||||
| 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 | ||||
| @@ -529,7 +529,6 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f | ||||
|      | ||||
|     float scale = fontSize/(float)font.baseSize; | ||||
|      | ||||
|  | ||||
|     for (int i = 0; i < length;) | ||||
|     { | ||||
|         // Get next codepoint from byte string and glyph index in font | ||||
| @@ -569,7 +568,6 @@ Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpa | ||||
|     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; | ||||
| @@ -686,7 +684,6 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon | ||||
|     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; | ||||
| @@ -744,7 +741,7 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon | ||||
|  | ||||
| Color GenerateRandomColor(float s, float v) | ||||
| { | ||||
|     const float Phi = 0.618033988749895; // golden ratio conjugate | ||||
|     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); | ||||
|   | ||||
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