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			751 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			751 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [text] example - Draw 3d
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*
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*   NOTE: Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
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*   where the texture coodinates of each quad map to the texture coordinates of the glyphs
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*   inside the font texture.
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*
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*   A more efficient approach, i believe, would be to render the text in a render texture and
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*   map that texture to a plane and render that, or maybe a shader but my method allows more
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*   flexibility...for example to change position of each letter individually to make somethink
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*   like a wavy text effect.
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*    
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*   Special thanks to:
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*        @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
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*        Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
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*
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*   Example originally created with raylib 3.5, last time updated with raylib 4.0
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*
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*   Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2021-2024 Vlad Adrian (@demizdor)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <stddef.h>     // Required for: NULL
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#include <math.h>       // Required for: sinf()
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// To make it work with the older RLGL module just comment the line below
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#define RAYLIB_NEW_RLGL
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//--------------------------------------------------------------------------------------
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// Globals
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//--------------------------------------------------------------------------------------
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#define LETTER_BOUNDRY_SIZE     0.25f
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#define TEXT_MAX_LAYERS         32
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#define LETTER_BOUNDRY_COLOR    VIOLET
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bool SHOW_LETTER_BOUNDRY = false;
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bool SHOW_TEXT_BOUNDRY = false;
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//--------------------------------------------------------------------------------------
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// Data Types definition
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//--------------------------------------------------------------------------------------
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// Configuration structure for waving the text
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typedef struct WaveTextConfig {
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    Vector3 waveRange;
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    Vector3 waveSpeed;
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    Vector3 waveOffset;
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} WaveTextConfig;
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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// Draw a codepoint in 3D space
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static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
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// Draw a 2D text in 3D space
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static void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
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// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
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static Vector3 MeasureText3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
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// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
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// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
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static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
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// Measure a text in 3D ignoring the `~~` chars.
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static Vector3 MeasureTextWave3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
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// Generates a nice color with a random hue
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static Color GenerateRandomColor(float s, float v);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
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    InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
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    bool spin = true;        // Spin the camera?
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    bool multicolor = false; // Multicolor mode
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    // Define the camera to look into our 3d world
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    Camera3D camera = { 0 };
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    camera.position = (Vector3){ -10.0f, 15.0f, -10.0f };   // Camera position
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };          // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };              // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                    // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;                 // Camera projection type
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    int camera_mode = CAMERA_ORBITAL;
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    Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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    Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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    // Use the default font
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    Font font = GetFontDefault();
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    float fontSize = 8.0f;
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    float fontSpacing = 0.5f;
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    float lineSpacing = -1.0f;
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    // Set the text (using markdown!)
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    char text[64] = "Hello ~~World~~ in 3D!";
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    Vector3 tbox = {0};
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    int layers = 1;
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    int quads = 0;
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    float layerDistance = 0.01f;
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    WaveTextConfig wcfg;
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    wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f;
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    wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f;
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    wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f;
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    float time = 0.0f;
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    // Setup a light and dark color
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    Color light = MAROON;
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    Color dark = RED;
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    // Load the alpha discard shader
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    Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
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    // Array filled with multiple random colors (when multicolor mode is set)
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    Color multi[TEXT_MAX_LAYERS] = {0};
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    DisableCursor();                    // Limit cursor to relative movement inside the window
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    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())        // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        UpdateCamera(&camera, camera_mode);
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        // Handle font files dropped
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        if (IsFileDropped())
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        {
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            FilePathList droppedFiles = LoadDroppedFiles();
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            // NOTE: We only support first ttf file dropped
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            if (IsFileExtension(droppedFiles.paths[0], ".ttf"))
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            {
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                UnloadFont(font);
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                font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
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            }
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            else if (IsFileExtension(droppedFiles.paths[0], ".fnt"))
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            {
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                UnloadFont(font);
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                font = LoadFont(droppedFiles.paths[0]);
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                fontSize = (float)font.baseSize;
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            }
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            UnloadDroppedFiles(droppedFiles);    // Unload filepaths from memory
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        }
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        // Handle Events
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        if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
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        if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
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        if (IsKeyPressed(KEY_F3))
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        {
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            // Handle camera change
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            spin = !spin;
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            // we need to reset the camera when changing modes
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            camera = (Camera3D){ 0 };
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            camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };          // Camera looking at point
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            camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };              // Camera up vector (rotation towards target)
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            camera.fovy = 45.0f;                                    // Camera field-of-view Y
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            camera.projection = CAMERA_PERSPECTIVE;                 // Camera mode type
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            if (spin)
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            {
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                camera.position = (Vector3){ -10.0f, 15.0f, -10.0f };   // Camera position
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                camera_mode = CAMERA_ORBITAL;
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            }
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            else
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            {
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                camera.position = (Vector3){ 10.0f, 10.0f, -10.0f };   // Camera position
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                camera_mode = CAMERA_FREE;
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            }
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        }
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        // Handle clicking the cube
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        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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        {
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            Ray ray = GetMouseRay(GetMousePosition(), camera);
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            // Check collision between ray and box
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            RayCollision collision = GetRayCollisionBox(ray,
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                            (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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                                          (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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            if (collision.hit)
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            {
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                // Generate new random colors
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                light = GenerateRandomColor(0.5f, 0.78f);
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                dark = GenerateRandomColor(0.4f, 0.58f);
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            }
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        }
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        // Handle text layers changes
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        if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; }
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        else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; }
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        // Handle text changes
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        if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
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        else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
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        else if (IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
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        else if (IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
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        else if (IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
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        else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
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        else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
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        else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
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        else if (IsKeyPressed(KEY_TAB))
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        {
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            multicolor = !multicolor;   // Enable /disable multicolor mode
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            if (multicolor)
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            {
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                // Fill color array with random colors
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                for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
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                {
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                    multi[i] = GenerateRandomColor(0.5f, 0.8f);
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                    multi[i].a = GetRandomValue(0, 255);
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                }
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            }
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        }
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        // Handle text input
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        int ch = GetCharPressed();
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        if (IsKeyPressed(KEY_BACKSPACE))
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        {
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            // Remove last char
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            int len = TextLength(text);
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            if (len > 0) text[len - 1] = '\0';
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        }
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        else if (IsKeyPressed(KEY_ENTER))
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        {
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            // handle newline
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            int len = TextLength(text);
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            if (len < sizeof(text) - 1)
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            {
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                text[len] = '\n';
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                text[len+1] ='\0';
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            }
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        }
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        else
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        {
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            // append only printable chars
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            int len = TextLength(text);
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            if (len < sizeof(text) - 1)
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            {
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                text[len] = ch;
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                text[len+1] ='\0';
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            }
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        }
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        // Measure 3D text so we can center it
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        tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
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        quads = 0;                      // Reset quad counter
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        time += GetFrameTime();         // Update timer needed by `DrawTextWave3D()`
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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                DrawCubeV(cubePosition, cubeSize, dark);
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                DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
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                DrawGrid(10, 2.0f);
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                // Use a shader to handle the depth buffer issue with transparent textures
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                // NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/
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                BeginShaderMode(alphaDiscard);
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                    // Draw the 3D text above the red cube
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                    rlPushMatrix();
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                        rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
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                        rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
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                        for (int i = 0; i < layers; ++i)
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                        {
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                            Color clr = light;
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                            if (multicolor) clr = multi[i];
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                            DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
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                        }
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                        // Draw the text boundry if set
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                        if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark);
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                    rlPopMatrix();
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                    // Don't draw the letter boundries for the 3D text below
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                    bool slb = SHOW_LETTER_BOUNDRY;
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                    SHOW_LETTER_BOUNDRY = false;
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                    // Draw 3D options (use default font)
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                    //-------------------------------------------------------------------------
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                    rlPushMatrix();
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                        rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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                        char *opt = (char *)TextFormat("< SIZE: %2.1f >", fontSize);
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                        quads += TextLength(opt);
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                        Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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                        pos.z += 0.5f + m.z;
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                        opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing);
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                        quads += TextLength(opt);
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                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        pos.x = -m.x/2.0f;
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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                        pos.z += 0.5f + m.z;
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                        opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing);
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                        quads += TextLength(opt);
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                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        pos.x = -m.x/2.0f;
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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                        pos.z += 1.0f + m.z;
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                        opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF");
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                        quads += TextLength(opt);
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                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        pos.x = -m.x/2.0f;
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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                        pos.z += 0.5f + m.z;
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                        opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF");
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                        quads += TextLength(opt);
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                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        pos.x = -m.x/2.0f;
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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                        pos.z += 0.5f + m.z;
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                        opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
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                        quads += TextLength(opt);
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                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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                        pos.x = -m.x/2.0f;
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                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
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                    rlPopMatrix();
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                    //-------------------------------------------------------------------------
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                    // Draw 3D info text (use default font)
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                    //-------------------------------------------------------------------------
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                    opt = "All the text displayed here is in 3D";
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                    quads += 36;
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                    m = MeasureText3D(GetFontDefault(), opt, 10.0f, 0.5f, 0.0f);
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                    pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
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                    DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
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                    pos.z += 1.5f + m.z;
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                    opt = "press [Left]/[Right] to change the font size";
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                    quads += 44;
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                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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                    pos.x = -m.x/2.0f;
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                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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                    pos.z += 0.5f + m.z;
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                    opt = "press [Up]/[Down] to change the font spacing";
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                    quads += 44;
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						|
                    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);
 | 
						|
}
 |